Resend blocks around targeted blocks when interactions & block-break are cancelled, fixes #906

this solution is dumber but more effective (also solves the beds & doors placement problem)
This commit is contained in:
Dylan K. Taylor 2017-10-03 19:28:01 +01:00
parent 04ba41c58c
commit fc9c264e77
2 changed files with 46 additions and 8 deletions

View File

@ -2362,10 +2362,14 @@ class Player extends Human implements CommandSender, ChunkLoader, IPlayer{
if($blockVector->distanceSquared($this) > 10000){
return true;
}
$target = $this->level->getBlock($blockVector);
$block = $target->getSide($face);
$this->level->sendBlocks([$this], [$target, $block], UpdateBlockPacket::FLAG_ALL_PRIORITY);
/** @var Block[] $blocks */
$blocks = array_merge($target->getAllSides(), $block->getAllSides()); //getAllSides() on each of these will include $target and $block because they are next to each other
$this->level->sendBlocks([$this], $blocks, UpdateBlockPacket::FLAG_ALL_PRIORITY);
return true;
case InventoryTransactionPacket::USE_ITEM_ACTION_BREAK_BLOCK:
@ -2391,15 +2395,20 @@ class Player extends Human implements CommandSender, ChunkLoader, IPlayer{
}
$this->inventory->sendContents($this);
$target = $this->level->getBlock($blockVector);
$tile = $this->level->getTile($blockVector);
$this->level->sendBlocks([$this], [$target], UpdateBlockPacket::FLAG_ALL_PRIORITY);
$this->inventory->sendHeldItem($this);
if($tile instanceof Spawnable){
$tile->spawnTo($this);
$target = $this->level->getBlock($blockVector);
/** @var Block[] $blocks */
$blocks = $target->getAllSides();
$blocks[] = $target;
$this->level->sendBlocks([$this], $blocks, UpdateBlockPacket::FLAG_ALL_PRIORITY);
foreach($blocks as $b){
$tile = $this->level->getTile($blockVector);
if($tile instanceof Spawnable){
$tile->spawnTo($this);
}
}
return true;

View File

@ -445,6 +445,35 @@ class Block extends Position implements BlockIds, Metadatable{
return BlockFactory::get(Block::AIR, 0, Position::fromObject(Vector3::getSide($side, $step)));
}
/**
* Returns the 4 blocks on the horizontal axes around the block (north, south, east, west)
*
* @return Block[]
*/
public function getHorizontalSides() : array{
return [
$this->getSide(Vector3::SIDE_NORTH),
$this->getSide(Vector3::SIDE_SOUTH),
$this->getSide(Vector3::SIDE_WEST),
$this->getSide(Vector3::SIDE_EAST)
];
}
/**
* Returns the six blocks around this block.
*
* @return Block[]
*/
public function getAllSides() : array{
return array_merge(
[
$this->getSide(Vector3::SIDE_DOWN),
$this->getSide(Vector3::SIDE_UP)
],
$this->getHorizontalSides()
);
}
/**
* @return string
*/