mirror of
https://github.com/italicsjenga/valence.git
synced 2024-12-23 14:31:30 +11:00
Fix bug with respawn position
This commit is contained in:
parent
abf9064901
commit
a5387af324
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@ -22,7 +22,7 @@ fn setup(
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dimensions: Query<&DimensionType>,
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biomes: Query<&Biome>,
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) {
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for block in [BlockState::GRASS_BLOCK, BlockState::DEEPSLATE] {
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for block in [BlockState::GRASS_BLOCK, BlockState::DEEPSLATE, BlockState::MAGMA_BLOCK] {
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let mut instance = Instance::new(ident!("overworld"), &dimensions, &biomes, &server);
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for z in -5..5 {
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@ -42,21 +42,12 @@ fn setup(
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}
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fn init_clients(
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mut clients: Query<
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(
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&mut Client,
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&mut Location,
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&mut Position,
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&mut HasRespawnScreen,
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),
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Added<Client>,
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>,
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mut clients: Query<(&mut Client, &mut Location, &mut Position), Added<Client>>,
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instances: Query<Entity, With<Instance>>,
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) {
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for (mut client, mut loc, mut pos, mut has_respawn_screen) in &mut clients {
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for (mut client, mut loc, mut pos) in &mut clients {
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loc.0 = instances.iter().next().unwrap();
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pos.set([0.0, SPAWN_Y as f64 + 1.0, 0.0]);
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has_respawn_screen.0 = true;
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client.send_message(
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"Welcome to Valence! Sneak to die in the game (but not in real life).".italic(),
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@ -75,15 +66,13 @@ fn squat_and_die(mut clients: Query<&mut Client>, mut events: EventReader<Sneaki
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}
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fn necromancy(
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mut clients: Query<(&mut Position, &mut Look, &mut Location)>,
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mut clients: Query<(&mut Location, &mut RespawnPosition)>,
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mut events: EventReader<Respawn>,
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instances: Query<Entity, With<Instance>>,
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) {
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for event in events.iter() {
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if let Ok((mut pos, mut look, mut loc)) = clients.get_mut(event.client) {
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pos.set([0.0, SPAWN_Y as f64 + 1.0, 0.0]);
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look.yaw = 0.0;
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look.pitch = 0.0;
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if let Ok((mut loc, mut spawn_pos)) = clients.get_mut(event.client) {
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spawn_pos.pos = BlockPos::new(0, SPAWN_Y, 0);
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// make the client respawn in another instance
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let idx = instances.iter().position(|i| i == loc.0).unwrap();
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@ -65,7 +65,7 @@ pub mod prelude {
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pub use client::event_loop::{EventLoopSchedule, EventLoopSet};
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pub use client::interact_entity::*;
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pub use client::{
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despawn_disconnected_clients, Client, CompassPos, DeathLocation, HasRespawnScreen,
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despawn_disconnected_clients, Client, RespawnPosition, DeathLocation, HasRespawnScreen,
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HashedSeed, Ip, IsDebug, IsFlat, IsHardcore, OldView, OldViewDistance, OpLevel,
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PrevGameMode, Properties, ReducedDebugInfo, Username, View, ViewDistance,
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};
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@ -108,9 +108,9 @@ impl Plugin for ClientPlugin {
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.after(WriteUpdatePacketsToInstancesSet)
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.after(update_chunk_load_dist),
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update_view.after(initial_join).after(read_data_in_old_view),
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respawn.after(update_view),
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update_respawn_position.after(update_view),
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respawn.after(update_respawn_position),
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remove_entities.after(update_view),
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update_spawn_position.after(update_view),
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update_old_view_dist.after(update_view),
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update_game_mode,
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update_tracked_data.after(WriteUpdatePacketsToInstancesSet),
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@ -154,7 +154,7 @@ pub struct ClientBundle {
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pub username: Username,
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pub ip: Ip,
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pub properties: Properties,
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pub compass_pos: CompassPos,
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pub respawn_pos: RespawnPosition,
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pub game_mode: GameMode,
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pub op_level: OpLevel,
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pub action_sequence: action::ActionSequence,
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@ -187,7 +187,7 @@ impl ClientBundle {
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username: Username(args.username),
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ip: Ip(args.ip),
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properties: Properties(args.properties),
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compass_pos: CompassPos::default(),
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respawn_pos: RespawnPosition::default(),
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game_mode: GameMode::default(),
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op_level: OpLevel::default(),
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action_sequence: action::ActionSequence::default(),
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@ -589,9 +589,16 @@ impl Deref for Properties {
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#[derive(Component, Clone, PartialEq, Eq, Debug)]
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pub struct Ip(pub IpAddr);
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/// The position that regular compass items will point to.
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#[derive(Component, Copy, Clone, PartialEq, Eq, Default, Debug)]
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pub struct CompassPos(pub BlockPos);
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/// The position and angle that clients will respawn with. Also
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/// controls the position that compasses point towards.
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#[derive(Component, Copy, Clone, PartialEq, Default, Debug)]
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pub struct RespawnPosition {
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/// The position that clients will respawn at. This can be changed at any
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/// time to set the position that compasses point towards.
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pub pos: BlockPos,
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/// The yaw angle that clients will respawn with (in degrees).
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pub yaw: f32,
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}
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#[derive(Component, Clone, PartialEq, Eq, Default, Debug)]
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pub struct OpLevel(u8);
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@ -948,7 +955,7 @@ fn read_data_in_old_view(
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&Position,
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&OldPosition,
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&OldViewDistance,
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Option<&PacketByteRange>,
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&PacketByteRange,
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)>,
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instances: Query<&Instance>,
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entities: Query<(EntityInitQuery, &OldPosition)>,
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@ -1010,15 +1017,12 @@ fn read_data_in_old_view(
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// Send all data in the chunk's packet buffer to this client. This will update
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// entities in the cell, spawn or update the chunk in the cell, or send any
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// other packet data that was added here by users.
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match byte_range {
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Some(byte_range) if pos == new_chunk_pos && loc == old_loc => {
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// Skip range of bytes for the client's own entity.
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client.write_packet_bytes(&cell.packet_buf[..byte_range.0.start]);
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client.write_packet_bytes(&cell.packet_buf[byte_range.0.end..]);
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}
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_ => {
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client.write_packet_bytes(&cell.packet_buf);
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}
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if pos == new_chunk_pos && loc == old_loc {
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// Skip range of bytes for the client's own entity.
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client.write_packet_bytes(&cell.packet_buf[..byte_range.0.start]);
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client.write_packet_bytes(&cell.packet_buf[byte_range.0.end..]);
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} else {
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client.write_packet_bytes(&cell.packet_buf);
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}
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}
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});
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@ -1223,15 +1227,17 @@ fn update_old_view_dist(
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}
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}
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/// Sets the client's compass position.
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/// Sets the client's respawn and compass position.
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///
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/// This also closes the "downloading terrain" screen when first joining, so
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/// it should happen after the initial chunks are written.
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fn update_spawn_position(mut clients: Query<(&mut Client, &CompassPos), Changed<CompassPos>>) {
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for (mut client, compass_pos) in &mut clients {
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fn update_respawn_position(
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mut clients: Query<(&mut Client, &RespawnPosition), Changed<RespawnPosition>>,
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) {
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for (mut client, respawn_pos) in &mut clients {
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client.write_packet(&PlayerSpawnPositionS2c {
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position: compass_pos.0,
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angle: 0.0, // TODO: does this do anything?
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position: respawn_pos.pos,
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angle: respawn_pos.yaw,
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});
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}
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}
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@ -4,12 +4,17 @@ use super::*;
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use crate::event_loop::{EventLoopSchedule, EventLoopSet, PacketEvent};
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pub(super) fn build(app: &mut App) {
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app.add_system(teleport.after(update_view).in_set(UpdateClientsSet))
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.add_system(
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handle_teleport_confirmations
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.in_schedule(EventLoopSchedule)
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.in_base_set(EventLoopSet::PreUpdate),
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);
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app.add_system(
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teleport
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.after(update_view)
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.before(update_respawn_position)
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.in_set(UpdateClientsSet),
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)
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.add_system(
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handle_teleport_confirmations
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.in_schedule(EventLoopSchedule)
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.in_base_set(EventLoopSet::PreUpdate),
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);
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}
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#[derive(Component, Debug)]
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@ -29,11 +34,12 @@ impl TeleportState {
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Self {
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teleport_id_counter: 0,
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pending_teleports: 0,
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synced_pos: DVec3::ZERO,
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// Set initial synced pos and look to NaN so a teleport always happens when first
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// joining.
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synced_pos: DVec3::NAN,
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synced_look: Look {
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// Client starts facing north.
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yaw: 180.0,
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pitch: 0.0,
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yaw: f32::NAN,
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pitch: f32::NAN,
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},
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}
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}
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