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https://github.com/NoCheatPlus/NoCheatPlus.git
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[Bleeding] Re-arrange move-handling on highest and monitor level.
Remove uncancelling events. Ignore sleeping [might need adaption to not trigger anything on getting up], account for cancelled events and reset postions and feed yawrate accordingly.
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@ -358,4 +358,14 @@ public class MovingData extends ACheckData {
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setBack = null;
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}
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/**
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* Just set the last "to-coordinates", no world check.
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* @param to
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*/
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public final void setTo(final Location to) {
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toX = to.getX();
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toY = to.getY();
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toZ = to.getZ();
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}
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}
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@ -534,33 +534,33 @@ public class MovingListener extends CheckListener{
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CheckUtils.onIllegalMove(player);
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}
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/**
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* A workaround for cancelled PlayerMoveEvents.
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*
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* @param event
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* the event
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*/
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@EventHandler(priority = EventPriority.HIGHEST)
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public void onPlayerMoveHighest(final PlayerMoveEvent event) {
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/*
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* _____ _ __ __
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* | __ \| | | \/ |
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* | |__) | | __ _ _ _ ___ _ __ | \ / | _____ _____
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* | ___/| |/ _` | | | |/ _ \ '__| | |\/| |/ _ \ \ / / _ \
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* | | | | (_| | |_| | __/ | | | | | (_) \ V / __/
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* |_| |_|\__,_|\__, |\___|_| |_| |_|\___/ \_/ \___|
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* __/ |
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* |___/
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*/
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// No typo here. I really only handle cancelled events and ignore others.
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if (!event.isCancelled() || event.getPlayer().isDead())
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return;
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// Fix a common mistake that other developers make (cancelling move events is crazy, rather set the target
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// location to the from location).
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event.setCancelled(false);
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event.setTo(event.getFrom()); // TODO: revise this (old!) strategy, cancelled events just teleport to from, basically.
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}
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// /**
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// * A workaround for cancelled PlayerMoveEvents.
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// *
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// * @param event
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// * the event
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// */
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// @EventHandler(priority = EventPriority.HIGHEST)
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// public void onPlayerMoveHighest(final PlayerMoveEvent event) {
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// /*
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// * _____ _ __ __
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// * | __ \| | | \/ |
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// * | |__) | | __ _ _ _ ___ _ __ | \ / | _____ _____
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// * | ___/| |/ _` | | | |/ _ \ '__| | |\/| |/ _ \ \ / / _ \
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// * | | | | (_| | |_| | __/ | | | | | (_) \ V / __/
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// * |_| |_|\__,_|\__, |\___|_| |_| |_|\___/ \_/ \___|
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// * __/ |
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// * |___/
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// */
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// // No typo here. I really only handle cancelled events and ignore others.
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// if (!event.isCancelled() || event.getPlayer().isDead())
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// return;
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//
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// // Fix a common mistake that other developers make (cancelling move events is crazy, rather set the target
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// // location to the from location).
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// event.setCancelled(false);
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// event.setTo(event.getFrom()); // TODO: revise this (old!) strategy, cancelled events just teleport to from, basically.
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// }
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/**
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* Monitor level PlayerMoveEvent.
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@ -571,24 +571,33 @@ public class MovingListener extends CheckListener{
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// TODO: revise: cancelled events.
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final long now = System.currentTimeMillis();
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final Player player = event.getPlayer();
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if (player.isDead()) return;
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final Location to = event.getTo(); // player.getLocation();
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final String worldName = to.getWorld().getName();
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if (player.isDead() || player.isSleeping()) return;
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// Feed combined check.
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final CombinedData data = CombinedData.getData(player);
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data.lastMoveTime = now;
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// Just add the yaw to the list.
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Combined.feedYawRate(player, to.getYaw(), now, worldName, data);
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final Location from = event.getFrom();
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// TODO: Might enforce data.teleported (!).
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final String fromWorldName = from.getWorld().getName();
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// Feed yawrate and reset moving data positions if necessary.
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if (!event.isCancelled()){
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final Location to = event.getTo();
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final String toWorldName = to.getWorld().getName();
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Combined.feedYawRate(player, to.getYaw(), now, toWorldName, data);
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// TODO: maybe even not count vehicles at all ?
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if (!from.getWorld().equals(to.getWorld()) || player.isInsideVehicle()){
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if (player.isInsideVehicle() || !fromWorldName.equals(toWorldName)){
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MovingData.getData(player).resetPositions(to);
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return;
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}
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else{
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// Slightly redundant at present.
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MovingData.getData(player).setTo(to);
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}
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}
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else {
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// TODO: teleported + other resetting ?
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Combined.feedYawRate(player, from.getYaw(), now, fromWorldName, data);
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MovingData.getData(player).resetPositions(from);
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}
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}
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