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this is a sucky solution but it works well enough for this scenario. From my research it appears that while the client-side MovementInterpolator is active on the client and hasn't yet reached its target, any teleport sent during the lerp will get overridden by the lerp. This appears to last 3-4 ticks (about 150-200 ms) which explains why this can be reproduced by stopping movement just before the ender pearl lands (human reaction times would make the reproduction unreliable otherwise). Things to note: - All entities are affected by this bug. - MovePlayerPacket appears not to have the problem, but we can't use it because it doesn't work for non-players. - MoveActorAbsolute and MoveActorDelta are both handled by the same code and will have the same lerping bug. This is the cleanest solution I could come up with.
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@ -768,17 +768,29 @@ abstract class Entity{
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}
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protected function broadcastMovement(bool $teleport = false) : void{
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$this->server->broadcastPackets($this->hasSpawned, [MoveActorAbsolutePacket::create(
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$this->id,
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$this->getOffsetPosition($this->location),
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$this->location->pitch,
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$this->location->yaw,
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$this->location->yaw,
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(
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($teleport ? MoveActorAbsolutePacket::FLAG_TELEPORT : 0) |
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($this->onGround ? MoveActorAbsolutePacket::FLAG_GROUND : 0)
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)
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)]);
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if($teleport){
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//TODO: HACK! workaround for https://github.com/pmmp/PocketMine-MP/issues/4394
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//this happens because MoveActor*Packet doesn't clear interpolation targets on the client, so the entity
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//snaps to the teleport position, but then lerps back to the original position if a normal movement for the
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//entity was recently broadcasted. This can be seen with players throwing ender pearls.
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//TODO: remove this if the bug ever gets fixed (lol)
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foreach($this->hasSpawned as $player){
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$this->despawnFrom($player);
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$this->spawnTo($player);
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}
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}else{
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$this->server->broadcastPackets($this->hasSpawned, [MoveActorAbsolutePacket::create(
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$this->id,
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$this->getOffsetPosition($this->location),
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$this->location->pitch,
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$this->location->yaw,
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$this->location->yaw,
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(
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//TODO: if the above hack for #4394 gets removed, we should be setting FLAG_TELEPORT here
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($this->onGround ? MoveActorAbsolutePacket::FLAG_GROUND : 0)
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)
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)]);
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}
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}
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protected function broadcastMotion() : void{
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