diff --git a/TShockAPI/GetDataHandlers.cs b/TShockAPI/GetDataHandlers.cs
index 22cfadb3..5dbf6c7d 100644
--- a/TShockAPI/GetDataHandlers.cs
+++ b/TShockAPI/GetDataHandlers.cs
@@ -2249,7 +2249,7 @@ namespace TShockAPI
var args = new SyncTilePickingEventArgs
{
- Player = player,
+ Player = player,
PlayerIndex = playerIndex,
TileX = tileX,
TileY = tileY,
@@ -2720,8 +2720,8 @@ 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();
@@ -2729,43 +2729,62 @@ 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 7bd0dc0d..3fa0cf9e 100644
--- a/docs/changelog.md
+++ b/docs/changelog.md
@@ -94,7 +94,9 @@ Use past tense when adding new entries; sign your name off when you add or chang
* Added a hook `AccountHooks.AccountGroupUpdate`, which is called when you change the user group. (@AgaSpace)
* * 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.
+ * 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.
* Changed Bouncer to block updates which set the following fields to infinity or NaN: player position, projectile position, projectile velocity, item position, and item velocity. (@Arthri)
* Updated `TShockAPI.Handlers.SendTileRectHandler` (@LaoSparrow):
* Fixed incorrect validating range in `TileRectMatch.MatchRemoval`.