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authorTiger Wang <ziwei.tiger@hotmail.co.uk>2015-07-21 22:25:37 +0200
committerTiger Wang <ziwei.tiger@hotmail.co.uk>2015-08-20 17:26:42 +0200
commitde2cce9b79ab60427daa86dcd1da99db7d7ea161 (patch)
treed50a88d41bf43f0d46481782d50ab8623d287471 /src/ClientHandle.cpp
parentMerge pull request #2391 from SamJBarney/CropGrowthFix (diff)
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Diffstat (limited to 'src/ClientHandle.cpp')
-rw-r--r--src/ClientHandle.cpp38
1 files changed, 14 insertions, 24 deletions
diff --git a/src/ClientHandle.cpp b/src/ClientHandle.cpp
index a0fd6cc10..679dd6a46 100644
--- a/src/ClientHandle.cpp
+++ b/src/ClientHandle.cpp
@@ -20,7 +20,6 @@
#include "ChatColor.h"
#include "Items/ItemHandler.h"
#include "Blocks/BlockHandler.h"
-#include "Blocks/BlockSlab.h"
#include "Blocks/BlockBed.h"
#include "Blocks/ChunkInterface.h"
#include "BlockInServerPluginInterface.h"
@@ -760,40 +759,31 @@ void cClientHandle::HandlePlayerPos(double a_PosX, double a_PosY, double a_PosZ,
return;
}
- /*
- // TODO: Invalid stance check
- if ((a_PosY >= a_Stance) || (a_Stance > a_PosY + 1.65))
+ Vector3d NewPosition(a_PosX, a_PosY, a_PosZ);
+ Vector3d OldPosition = GetPlayer()->GetPosition();
+ auto PreviousIsOnGround = GetPlayer()->IsOnGround();
+
+ // If the player has moved too far, "repair" them:
+ if ((OldPosition - NewPosition).SqrLength() > 100 * 100)
{
- LOGD("Invalid stance");
+ LOGD("Too far away (%0.2f), \"repairing\" the client", (OldPosition - NewPosition).Length());
SendPlayerMoveLook();
return;
}
- */
-
- // If the player has moved too far, "repair" them:
- Vector3d Pos(a_PosX, a_PosY, a_PosZ);
- if ((m_Player->GetPosition() - Pos).SqrLength() > 100 * 100)
+
+ if (cRoot::Get()->GetPluginManager()->CallHookPlayerMoving(*m_Player, OldPosition, NewPosition))
{
- LOGD("Too far away (%0.2f), \"repairing\" the client", (m_Player->GetPosition() - Pos).Length());
SendPlayerMoveLook();
return;
}
-
- // If a jump just started, process food exhaustion:
- if ((a_PosY > m_Player->GetPosY()) && !a_IsOnGround && m_Player->IsOnGround())
- {
- // we only add this exhaustion if the player is not swimming - otherwise we end up with both jump + swim exhaustion
- if (!m_Player->IsSwimming())
- {
- m_Player->GetStatManager().AddValue(statJumps, 1);
- m_Player->AddFoodExhaustion(m_Player->IsSprinting() ? 0.8 : 0.2);
- }
- }
+ // TODO: should do some checks to see if player is not moving through terrain
+ // TODO: Official server refuses position packets too far away from each other, kicking "hacked" clients; we should, too
- m_Player->MoveTo(Pos);
+ m_Player->SetPosition(NewPosition);
m_Player->SetStance(a_Stance);
m_Player->SetTouchGround(a_IsOnGround);
+ m_Player->UpdateMovementStats(NewPosition - OldPosition, PreviousIsOnGround);
}
@@ -1501,8 +1491,8 @@ void cClientHandle::HandlePlayerLook(float a_Rotation, float a_Pitch, bool a_IsO
void cClientHandle::HandlePlayerMoveLook(double a_PosX, double a_PosY, double a_PosZ, double a_Stance, float a_Rotation, float a_Pitch, bool a_IsOnGround)
{
- HandlePlayerLook(a_Rotation, a_Pitch, a_IsOnGround);
HandlePlayerPos(a_PosX, a_PosY, a_PosZ, a_Stance, a_IsOnGround);
+ HandlePlayerLook(a_Rotation, a_Pitch, a_IsOnGround);
}