From 836cc33c8dd338fe558b8e6c5f1b410d0573d7ad Mon Sep 17 00:00:00 2001 From: Joseph Goh Date: Mon, 27 Jan 2025 09:58:40 +0800 Subject: [PATCH] rewrite: bed spawning for SSC --- TShockAPI/GetDataHandlers.cs | 81 ++++++++++++++++++++++-------------- TShockAPI/PlayerData.cs | 14 +------ TShockAPI/TSPlayer.cs | 37 +++++++++++----- TShockAPI/TShock.cs | 16 +++---- docs/changelog.md | 3 ++ 5 files changed, 90 insertions(+), 61 deletions(-) diff --git a/TShockAPI/GetDataHandlers.cs b/TShockAPI/GetDataHandlers.cs index 8f70fd2c..07010c94 100644 --- a/TShockAPI/GetDataHandlers.cs +++ b/TShockAPI/GetDataHandlers.cs @@ -2248,7 +2248,7 @@ namespace TShockAPI var args = new SyncTilePickingEventArgs { - Player = player, + Player = player, PlayerIndex = playerIndex, TileX = tileX, TileY = tileY, @@ -2719,8 +2719,8 @@ namespace TShockAPI } byte player = args.Data.ReadInt8(); - short spawnx = args.Data.ReadInt16(); - short spawny = args.Data.ReadInt16(); + short spawnX = args.Data.ReadInt16(); + short spawnY = args.Data.ReadInt16(); int respawnTimer = args.Data.ReadInt32(); short numberOfDeathsPVE = args.Data.ReadInt16(); short numberOfDeathsPVP = args.Data.ReadInt16(); @@ -2728,43 +2728,62 @@ namespace TShockAPI args.Player.FinishedHandshake = true; - if (OnPlayerSpawn(args.Player, args.Data, player, spawnx, spawny, respawnTimer, numberOfDeathsPVE, numberOfDeathsPVP, context)) + if (OnPlayerSpawn(args.Player, args.Data, player, spawnX, spawnY, respawnTimer, numberOfDeathsPVE, numberOfDeathsPVP, context)) return true; + + args.Player.Dead = respawnTimer > 0; - if ((Main.ServerSideCharacter) && (spawnx == -1 && spawny == -1)) //this means they want to spawn to vanilla spawn + if (Main.ServerSideCharacter) { - args.Player.sX = Main.spawnTileX; - args.Player.sY = Main.spawnTileY; - args.Player.Teleport(args.Player.sX * 16, (args.Player.sY * 16) - 48); - TShock.Log.ConsoleDebug(GetString("GetDataHandlers / HandleSpawn force teleport 'vanilla spawn' {0}", args.Player.Name)); - } + // As long as the player has not changed his spawnpoint since initial connection, + // we should not use the client's spawnpoint value. This is because the spawnpoint + // value is not saved on the client when SSC is enabled. Hence, we have to assert + // the server-saved spawnpoint value until we can detect that the player has changed + // his spawn. Once we detect the spawnpoint changed, the client's spawnpoint value + // becomes the correct one to use. + // + // Note that spawnpoint changes (right-clicking beds) are not broadcasted to the + // server. Hence, the only way to detect spawnpoint changes is from the + // PlayerSpawn packet. - else if ((Main.ServerSideCharacter) && (args.Player.sX > 0) && (args.Player.sY > 0) && (args.TPlayer.SpawnX > 0) && ((args.TPlayer.SpawnX != args.Player.sX) && (args.TPlayer.SpawnY != args.Player.sY))) - { - args.Player.sX = args.TPlayer.SpawnX; - args.Player.sY = args.TPlayer.SpawnY; - - if (((Main.tile[args.Player.sX, args.Player.sY - 1].active() && Main.tile[args.Player.sX, args.Player.sY - 1].type == TileID.Beds)) && (WorldGen.StartRoomCheck(args.Player.sX, args.Player.sY - 1))) + // handle initial connection + if (args.Player.State == 3) { - args.Player.Teleport(args.Player.sX * 16, (args.Player.sY * 16) - 48); - TShock.Log.ConsoleDebug(GetString("GetDataHandlers / HandleSpawn force teleport phase 1 {0}", args.Player.Name)); - } - } + // server saved spawnpoint value + args.Player.initialSpawn = true; + args.Player.initialServerSpawnX = args.TPlayer.SpawnX; + args.Player.initialServerSpawnY = args.TPlayer.SpawnY; - else if ((Main.ServerSideCharacter) && (args.Player.sX > 0) && (args.Player.sY > 0)) - { - if (((Main.tile[args.Player.sX, args.Player.sY - 1].active() && Main.tile[args.Player.sX, args.Player.sY - 1].type == TileID.Beds)) && (WorldGen.StartRoomCheck(args.Player.sX, args.Player.sY - 1))) + // initial client spawn point, do not use this to spawn the player + // we only use it to detect if the spawnpoint has changed during this session + args.Player.initialClientSpawnX = spawnX; + args.Player.initialClientSpawnY = spawnY; + + // we first let the game handle completing the connection (state 3 => 10), + // then we will spawn the player at the saved spawnpoint in the next second, + // by reasserting the correct spawnpoint value + return false; + } + + // once we detect the client has changed his spawnpoint in the current session, + // the client spawnpoint value will be correct for the rest of the session + if (args.Player.spawnSynced || args.Player.initialClientSpawnX != spawnX || args.Player.initialClientSpawnY != spawnY) { - args.Player.Teleport(args.Player.sX * 16, (args.Player.sY * 16) - 48); - TShock.Log.ConsoleDebug(GetString("GetDataHandlers / HandleSpawn force teleport phase 2 {0}", args.Player.Name)); + // Player has changed his spawnpoint, client and server TPlayer.Spawn{X,Y} is now synced + args.Player.spawnSynced = true; + return false; } + + // the player has not changed his spawnpoint yet, so we assert the server-saved spawnpoint + // by teleporting the player instead of letting the game use the client's incorrect spawnpoint. + TShock.Log.ConsoleDebug(GetString("GetDataHandlers / HandleSpawn force ssc teleport for {0} at ({1},{2})", args.Player.Name, args.TPlayer.SpawnX, args.TPlayer.SpawnY)); + args.Player.TeleportSpawnpoint(); + + args.TPlayer.respawnTimer = respawnTimer; + args.TPlayer.numberOfDeathsPVE = numberOfDeathsPVE; + args.TPlayer.numberOfDeathsPVP = numberOfDeathsPVP; + return true; } - - if (respawnTimer > 0) - args.Player.Dead = true; - else - args.Player.Dead = false; - return false; } diff --git a/TShockAPI/PlayerData.cs b/TShockAPI/PlayerData.cs index 2a8dd41f..bab9f7a6 100644 --- a/TShockAPI/PlayerData.cs +++ b/TShockAPI/PlayerData.cs @@ -104,16 +104,8 @@ namespace TShockAPI this.maxHealth = player.TPlayer.statLifeMax; this.mana = player.TPlayer.statMana; this.maxMana = player.TPlayer.statManaMax; - if (player.sX > 0 && player.sY > 0) - { - this.spawnX = player.sX; - this.spawnY = player.sY; - } - else - { - this.spawnX = player.TPlayer.SpawnX; - this.spawnY = player.TPlayer.SpawnY; - } + this.spawnX = player.TPlayer.SpawnX; + this.spawnY = player.TPlayer.SpawnY; extraSlot = player.TPlayer.extraAccessory ? 1 : 0; this.skinVariant = player.TPlayer.skinVariant; this.hair = player.TPlayer.hair; @@ -266,8 +258,6 @@ namespace TShockAPI player.TPlayer.statManaMax = this.maxMana; player.TPlayer.SpawnX = this.spawnX; player.TPlayer.SpawnY = this.spawnY; - player.sX = this.spawnX; - player.sY = this.spawnY; player.TPlayer.hairDye = this.hairDye; player.TPlayer.anglerQuestsFinished = this.questsCompleted; player.TPlayer.UsingBiomeTorches = this.usingBiomeTorches == 1; diff --git a/TShockAPI/TSPlayer.cs b/TShockAPI/TSPlayer.cs index cb66649a..4fd65275 100644 --- a/TShockAPI/TSPlayer.cs +++ b/TShockAPI/TSPlayer.cs @@ -177,8 +177,13 @@ namespace TShockAPI /// public int RPPending = 0; - public int sX = -1; - public int sY = -1; + + public bool initialSpawn = false; + public int initialServerSpawnX = -2; + public int initialServerSpawnY = -2; + public bool spawnSynced = false; + public int initialClientSpawnX = -2; + public int initialClientSpawnY = -2; /// /// A queue of tiles destroyed by the player for reverting. @@ -1383,6 +1388,25 @@ namespace TShockAPI return true; } + /// + /// Teleports the player to their spawnpoint. + /// Teleports to main spawnpoint if their bed is not active. + /// Supports SSC. + /// + public bool TeleportSpawnpoint() + { + // NOTE: it is vanilla behaviour to not permanently override the spawnpoint if the bed spawn is broken/invalid + int x = TPlayer.SpawnX; + int y = TPlayer.SpawnY; + if ((x == -1 && y == -1) || + !Main.tile[x, y - 1].active() || Main.tile[x, y - 1].type != TileID.Beds || !WorldGen.StartRoomCheck(x, y - 1)) + { + x = Main.spawnTileX; + y = Main.spawnTileY; + } + return Teleport(x * 16, y * 16 - 48); + } + /// /// Heals the player. /// @@ -1397,14 +1421,7 @@ namespace TShockAPI /// public void Spawn(PlayerSpawnContext context, int? respawnTimer = null) { - if (this.sX > 0 && this.sY > 0) - { - Spawn(this.sX, this.sY, context, respawnTimer); - } - else - { - Spawn(TPlayer.SpawnX, TPlayer.SpawnY, context, respawnTimer); - } + Spawn(TPlayer.SpawnX, TPlayer.SpawnY, context, respawnTimer); } /// diff --git a/TShockAPI/TShock.cs b/TShockAPI/TShock.cs index e984da2f..c5f2b968 100644 --- a/TShockAPI/TShock.cs +++ b/TShockAPI/TShock.cs @@ -1182,16 +1182,16 @@ namespace TShockAPI if (player.RecentFuse > 0) player.RecentFuse--; - if ((Main.ServerSideCharacter) && (player.TPlayer.SpawnX > 0) && (player.sX != player.TPlayer.SpawnX)) + if (Main.ServerSideCharacter && player.initialSpawn) { - player.sX = player.TPlayer.SpawnX; - player.sY = player.TPlayer.SpawnY; - } + player.initialSpawn = false; - if ((Main.ServerSideCharacter) && (player.sX > 0) && (player.sY > 0) && (player.TPlayer.SpawnX < 0)) - { - player.TPlayer.SpawnX = player.sX; - player.TPlayer.SpawnY = player.sY; + // reassert the correct spawnpoint value after the game's Spawn handler changed it + player.TPlayer.SpawnX = player.initialServerSpawnX; + player.TPlayer.SpawnY = player.initialServerSpawnY; + + player.TeleportSpawnpoint(); + TShock.Log.ConsoleDebug(GetString("OnSecondUpdate / initial ssc spawn for {0} at ({1}, {2})", player.Name, player.TPlayer.SpawnX, player.TPlayer.SpawnY)); } if (player.RPPending > 0) diff --git a/docs/changelog.md b/docs/changelog.md index afcfc727..3c9051c0 100644 --- a/docs/changelog.md +++ b/docs/changelog.md @@ -95,6 +95,9 @@ Use past tense when adding new entries; sign your name off when you add or chang * * Ensured `TSPlayer.PlayerData` is non-null whilst syncing loadouts. (@drunderscore) * * Detected invalid installations, by checking for a file named `TerrariaServer.exe`. (@drunderscore) * This made the two most common installation mistakes (extracting into the Terraria client directory, and extracting TShock 5 or newer into a TShock 4 or older install) prompt the user with a more useful diagnostic, rather than (likely) crashing moments later. +* Rewrote bed spawning for SSC. (@PotatoCider) + * Removed `TSPlayer.s{X,Y}` in favour of using desyncing client and server spawnpoint values (`Terraria.Player.Spawn{X,Y}`) until the player has changed their spawnpoint per session. + * Partially fixed the bed spawning bug when SSC is enabled. Players would need to spawn at their beds at least once to tell TShock that the player's spawnpoint has changed. ## TShock 5.2.1 * Updated `TSPlayer.GodMode`. (@AgaSpace)