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More PlayerMove fixes.
Revert the 'from' location changes. Only fire a PlayerMoveEvent if the movement is going to be processed. Attempt to catch Teleporting within the event better. Fixed issue where PlayerMove would not fire as often as expected. Thanks EvenPrime!
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@ -69,6 +69,7 @@ public class NetServerHandler extends NetHandler implements ICommandListener {
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private double lastPosZ = Double.MAX_VALUE;
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private float lastPitch = Float.MAX_VALUE;
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private float lastYaw = Float.MAX_VALUE;
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private boolean justTeleported = false;
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// For the packet15 hack :(
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Long lastPacket;
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@ -138,7 +139,7 @@ public class NetServerHandler extends NetHandler implements ICommandListener {
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// CraftBukkit start
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Player player = this.getPlayer();
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Location from = player.getLocation().clone(); // Get the Players current location.
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Location from = new Location(player.getWorld(), lastPosX, lastPosY, lastPosZ, lastYaw, lastPitch); // Get the Players previous Event location.
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Location to = player.getLocation().clone(); // Start off the To location as the Players current location.
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// If the packet contains movement information then we update the To location with the correct XYZ.
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@ -155,12 +156,18 @@ public class NetServerHandler extends NetHandler implements ICommandListener {
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}
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// Prevent 40 event-calls for less than a single pixel of movement >.>
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double delta = Math.pow(this.lastPosX - this.x, 2) + Math.pow(this.lastPosY - this.y, 2) + Math.pow(this.lastPosZ - this.z, 2);
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float deltaAngle = Math.abs(this.lastYaw - this.player.yaw) + Math.abs(this.lastPitch - this.player.pitch);
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double delta = Math.pow(this.lastPosX - to.getX(), 2) + Math.pow(this.lastPosY - to.getY(), 2) + Math.pow(this.lastPosZ - to.getZ(), 2);
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float deltaAngle = Math.abs(this.lastYaw - to.getYaw()) + Math.abs(this.lastPitch - to.getPitch());
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if ((delta > 1f / 256 || deltaAngle > 10f) && (this.checkMovement && !this.player.dead)) {
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this.lastPosX = to.getX();
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this.lastPosY = to.getY();
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this.lastPosZ = to.getZ();
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this.lastYaw = to.getYaw();
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this.lastPitch = to.getPitch();
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if (delta > 1f / 256 || deltaAngle > 10f) {
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// Skip the first time we do this
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if (this.lastPosX != Double.MAX_VALUE) {
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if (from.getX() != Double.MAX_VALUE) {
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PlayerMoveEvent event = new PlayerMoveEvent(player, from, to);
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this.server.getPluginManager().callEvent(event);
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@ -174,22 +181,17 @@ public class NetServerHandler extends NetHandler implements ICommandListener {
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there to avoid any 'Moved wrongly' or 'Moved too quickly' errors.
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We only do this if the Event was not cancelled. */
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if (!to.equals(event.getTo()) && !event.isCancelled()) {
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((CraftPlayer) this.player.getBukkitEntity()).teleport(event.getTo());
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this.player.getBukkitEntity().teleport(event.getTo());
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return;
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}
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/* Check to see if the Players Location has some how changed during the call of the event.
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This can happen due to a plugin teleporting the player instead of using .setTo() */
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if(!from.equals(this.getPlayer().getLocation())){
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if (!from.equals(this.getPlayer().getLocation()) && this.justTeleported) {
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this.justTeleported = false;
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return;
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}
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}
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this.lastPosX = this.player.locX;
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this.lastPosY = this.player.locY;
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this.lastPosZ = this.player.locZ;
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this.lastYaw = this.player.yaw;
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this.lastPitch = this.player.pitch;
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}
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if (Double.isNaN(packet10flying.x) || Double.isNaN(packet10flying.y) || Double.isNaN(packet10flying.z) || Double.isNaN(packet10flying.stance)) {
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@ -398,6 +400,13 @@ public class NetServerHandler extends NetHandler implements ICommandListener {
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if (Float.isNaN(f1)) {
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f1 = 0;
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}
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this.lastPosX = d0;
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this.lastPosY = d1;
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this.lastPosZ = d2;
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this.lastYaw = f;
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this.lastPitch = f1;
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this.justTeleported = true;
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// CraftBukkit end
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this.checkMovement = false;
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