}
void ClientConnection::SendUpdates() {
+ auto base = PlayerChunks().Base();
auto pack = Prepare<Packet::EntityUpdate>();
+ pack.WriteChunkBase(base);
int entity_pos = 0;
for (SpawnStatus *status : entity_updates) {
- pack.WriteEntity(*status->entity, entity_pos);
+ pack.WriteEntity(*status->entity, base, entity_pos);
++entity_pos;
if (entity_pos == Packet::EntityUpdate::MAX_ENTITIES) {
pack.WriteEntityCount(entity_pos);
GetPlayerModel().Instantiate(PlayerEntity().GetModel());
}
- cout << "player \"" << player.Name() << "\" joined" << endl;
+ string msg = "player \"" + player.Name() + "\" joined";
+ cout << msg << endl;
+ server.DistributeMessage(0, 0, msg);
}
void ClientConnection::DetachPlayer() {
if (!HasPlayer()) return;
- cout << "player \"" << input->GetPlayer().Name() << "\" left" << endl;
+ string msg = "player \"" + input->GetPlayer().Name() + "\" left";
+ cout << msg << endl;
+ server.DistributeMessage(0, 0, msg);
+
server.GetWorldSave().Write(input->GetPlayer());
PlayerEntity().Kill();
PlayerEntity().UnRef();
return;
}
glm::vec3 movement(0.0f);
- float pitch = 0.0f;
- float yaw = 0.0f;
uint8_t new_actions;
uint8_t slot;
player_update_pack = pack.Seq();
pack.ReadPredictedState(player_update_state);
pack.ReadMovement(movement);
- pack.ReadPitch(pitch);
- pack.ReadYaw(yaw);
pack.ReadActions(new_actions);
pack.ReadSlot(slot);
input->SetMovement(movement);
- input->TurnHead(pitch - input->GetPitch(), yaw - input->GetYaw());
+ input->TurnHead(player_update_state.pitch - input->GetPitch(), player_update_state.yaw - input->GetYaw());
input->SelectInventory(slot);
if ((new_actions & 0x01) && !(old_actions & 0x01)) {