ClientConnection::ClientConnection(Server &server, const IPaddress &addr)
: server(server)
, conn(addr)
-, player(nullptr, nullptr)
+, player(nullptr)
, player_model(nullptr)
, spawns()
, confirm_wait(0)
bool ClientConnection::CanSpawn(const Entity &e) const noexcept {
return
- &e != player.entity &&
+ &e != &PlayerEntity() &&
!e.Dead() &&
manhattan_radius(e.ChunkCoords() - PlayerEntity().ChunkCoords()) < 7;
}
}
}
-void ClientConnection::AttachPlayer(const Player &new_player) {
+void ClientConnection::AttachPlayer(Player &new_player) {
DetachPlayer();
- player = new_player;
- player.entity->Ref();
+ player = &new_player;
+ PlayerEntity().Ref();
- old_base = player.chunks->Base();
- Chunk::Pos begin = player.chunks->CoordsBegin();
- Chunk::Pos end = player.chunks->CoordsEnd();
+ old_base = PlayerChunks().Base();
+ Chunk::Pos begin = PlayerChunks().CoordsBegin();
+ Chunk::Pos end = PlayerChunks().CoordsEnd();
for (Chunk::Pos pos = begin; pos.z < end.z; ++pos.z) {
for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
}
}
if (HasPlayerModel()) {
- GetPlayerModel().Instantiate(player.entity->GetModel());
+ GetPlayerModel().Instantiate(PlayerEntity().GetModel());
}
- cout << "player \"" << player.entity->Name() << "\" joined" << endl;
+ cout << "player \"" << player->Name() << "\" joined" << endl;
}
void ClientConnection::DetachPlayer() {
if (!HasPlayer()) return;
- cout << "player \"" << player.entity->Name() << "\" left" << endl;
- player.entity->Kill();
- player.entity->UnRef();
- player.entity = nullptr;
- player.chunks = nullptr;
+ cout << "player \"" << player->Name() << "\" left" << endl;
+ player->GetEntity().Kill();
+ player->GetEntity().UnRef();
+ player = nullptr;
transmitter.Abort();
chunk_queue.clear();
}
string name;
pack.ReadPlayerName(name);
- Player new_player = server.GetWorld().AddPlayer(name);
+ Player *new_player = server.GetWorld().AddPlayer(name);
- if (new_player.entity) {
+ if (new_player) {
// success!
- AttachPlayer(new_player);
+ AttachPlayer(*new_player);
cout << "accepted login from player \"" << name << '"' << endl;
auto response = Prepare<Packet::Join>();
- response.WritePlayer(*new_player.entity);
+ response.WritePlayer(new_player->GetEntity());
response.WriteWorldName(server.GetWorld().Name());
Send();
// set up update tracking
- player_update_state = new_player.entity->GetState();
+ player_update_state = new_player->GetEntity().GetState();
player_update_pack = pack.Seq();
player_update_timer.Reset();
player_update_timer.Start();
}
-Server::Server(const Config &conf, World &world)
+Server::Server(const Config::Network &conf, World &world)
: serv_sock(nullptr)
, serv_pack{ -1, nullptr, 0 }
, clients()