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https://github.com/pmmp/PocketMine-MP.git
synced 2025-09-06 01:46:04 +00:00
Fixed player spawning in ungenerated terrain (#4087)
fixes #4044 fixes #2724 this is significantly more complex than I hoped for, but it's a start... and it works.
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@ -34,7 +34,6 @@ use pocketmine\entity\animation\ArmSwingAnimation;
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use pocketmine\entity\animation\CriticalHitAnimation;
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use pocketmine\entity\effect\VanillaEffects;
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use pocketmine\entity\Entity;
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use pocketmine\entity\EntityDataHelper;
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use pocketmine\entity\Human;
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use pocketmine\entity\Living;
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use pocketmine\entity\Location;
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@ -261,7 +260,7 @@ class Player extends Human implements CommandSender, ChunkListener, IPlayer{
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/** @var SurvivalBlockBreakHandler|null */
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protected $blockBreakHandler = null;
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public function __construct(Server $server, NetworkSession $session, PlayerInfo $playerInfo, bool $authenticated, ?CompoundTag $namedtag){
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public function __construct(Server $server, NetworkSession $session, PlayerInfo $playerInfo, bool $authenticated, Location $spawnLocation, ?CompoundTag $namedtag){
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$username = TextFormat::clean($playerInfo->getUsername());
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$this->logger = new \PrefixedLogger($server->getLogger(), "Player: $username");
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@ -286,24 +285,15 @@ class Player extends Human implements CommandSender, ChunkListener, IPlayer{
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$this->spawnThreshold = (int) (($this->server->getConfigGroup()->getProperty("chunk-sending.spawn-radius", 4) ** 2) * M_PI);
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$this->chunkSelector = new ChunkSelector();
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if($namedtag !== null and ($world = $this->server->getWorldManager()->getWorldByName($namedtag->getString("Level", ""))) !== null){
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$spawn = EntityDataHelper::parseLocation($namedtag, $world);
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$onGround = $namedtag->getByte("OnGround", 1) === 1;
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}else{
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$world = $this->server->getWorldManager()->getDefaultWorld();
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$spawn = Location::fromObject($world->getSafeSpawn(), $world);
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$onGround = true;
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}
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$this->chunkLoader = new PlayerChunkLoader($spawn);
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$this->chunkLoader = new PlayerChunkLoader($spawnLocation);
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$world = $spawnLocation->getWorld();
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//load the spawn chunk so we can see the terrain
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$world->registerChunkLoader($this->chunkLoader, $spawn->getFloorX() >> 4, $spawn->getFloorZ() >> 4, true);
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$world->registerChunkListener($this, $spawn->getFloorX() >> 4, $spawn->getFloorZ() >> 4);
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$this->usedChunks[World::chunkHash($spawn->getFloorX() >> 4, $spawn->getFloorZ() >> 4)] = UsedChunkStatus::NEEDED();
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$world->registerChunkLoader($this->chunkLoader, $spawnLocation->getFloorX() >> 4, $spawnLocation->getFloorZ() >> 4, true);
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$world->registerChunkListener($this, $spawnLocation->getFloorX() >> 4, $spawnLocation->getFloorZ() >> 4);
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$this->usedChunks[World::chunkHash($spawnLocation->getFloorX() >> 4, $spawnLocation->getFloorZ() >> 4)] = UsedChunkStatus::NEEDED();
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parent::__construct($spawn, $this->playerInfo->getSkin(), $namedtag);
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$this->onGround = $onGround; //TODO: this hack is needed for new players in-air ticks - they don't get detected as on-ground until they move
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parent::__construct($spawnLocation, $this->playerInfo->getSkin(), $namedtag);
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$ev = new PlayerLoginEvent($this, "Plugin reason");
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$ev->call();
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@ -712,6 +702,7 @@ class Player extends Human implements CommandSender, ChunkListener, IPlayer{
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Timings::$playerChunkSend->startTiming();
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$count = 0;
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$world = $this->getWorld();
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foreach($this->loadQueue as $index => $distance){
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if($count >= $this->chunksPerTick){
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break;
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@ -728,30 +719,36 @@ class Player extends Human implements CommandSender, ChunkListener, IPlayer{
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$this->getWorld()->registerChunkLoader($this->chunkLoader, $X, $Z, true);
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$this->getWorld()->registerChunkListener($this, $X, $Z);
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if(!$this->getWorld()->requestChunkPopulation($X, $Z)){
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continue;
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}
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unset($this->loadQueue[$index]);
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$this->usedChunks[$index] = UsedChunkStatus::REQUESTED();
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$this->getNetworkSession()->startUsingChunk($X, $Z, function(int $chunkX, int $chunkZ) use ($index) : void{
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$this->usedChunks[$index] = UsedChunkStatus::SENT();
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if($this->spawnChunkLoadCount === -1){
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$this->spawnEntitiesOnChunk($chunkX, $chunkZ);
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}elseif($this->spawnChunkLoadCount++ === $this->spawnThreshold){
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$this->spawnChunkLoadCount = -1;
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foreach($this->usedChunks as $chunkHash => $status){
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if($status->equals(UsedChunkStatus::SENT())){
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World::getXZ($chunkHash, $_x, $_z);
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$this->spawnEntitiesOnChunk($_x, $_z);
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}
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$this->getWorld()->requestChunkPopulation($X, $Z, $this->chunkLoader)->onCompletion(
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function() use ($X, $Z, $index, $world) : void{
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if(!$this->isConnected() || !isset($this->usedChunks[$index]) || $world !== $this->getWorld()){
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return;
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}
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unset($this->loadQueue[$index]);
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$this->usedChunks[$index] = UsedChunkStatus::REQUESTED();
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$this->getNetworkSession()->notifyTerrainReady();
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$this->getNetworkSession()->startUsingChunk($X, $Z, function(int $chunkX, int $chunkZ) use ($index) : void{
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$this->usedChunks[$index] = UsedChunkStatus::SENT();
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if($this->spawnChunkLoadCount === -1){
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$this->spawnEntitiesOnChunk($chunkX, $chunkZ);
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}elseif($this->spawnChunkLoadCount++ === $this->spawnThreshold){
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$this->spawnChunkLoadCount = -1;
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foreach($this->usedChunks as $chunkHash => $status){
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if($status->equals(UsedChunkStatus::SENT())){
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World::getXZ($chunkHash, $_x, $_z);
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$this->spawnEntitiesOnChunk($_x, $_z);
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}
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}
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$this->getNetworkSession()->notifyTerrainReady();
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}
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});
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},
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static function() : void{
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//NOOP: we'll re-request this if it fails anyway
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}
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});
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);
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}
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Timings::$playerChunkSend->stopTiming();
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