Merge pull request #3031 from PotatoCider/general-devel

Rewrite: Partially fix bed spawning for SSC
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Lucas Nicodemus 2025-03-10 00:24:27 +09:00 committed by GitHub
commit ee40ab0a52
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5 changed files with 90 additions and 62 deletions

View file

@ -2249,7 +2249,7 @@ namespace TShockAPI
var args = new SyncTilePickingEventArgs var args = new SyncTilePickingEventArgs
{ {
Player = player, Player = player,
PlayerIndex = playerIndex, PlayerIndex = playerIndex,
TileX = tileX, TileX = tileX,
TileY = tileY, TileY = tileY,
@ -2720,8 +2720,8 @@ namespace TShockAPI
} }
byte player = args.Data.ReadInt8(); byte player = args.Data.ReadInt8();
short spawnx = args.Data.ReadInt16(); short spawnX = args.Data.ReadInt16();
short spawny = args.Data.ReadInt16(); short spawnY = args.Data.ReadInt16();
int respawnTimer = args.Data.ReadInt32(); int respawnTimer = args.Data.ReadInt32();
short numberOfDeathsPVE = args.Data.ReadInt16(); short numberOfDeathsPVE = args.Data.ReadInt16();
short numberOfDeathsPVP = args.Data.ReadInt16(); short numberOfDeathsPVP = args.Data.ReadInt16();
@ -2729,43 +2729,62 @@ namespace TShockAPI
args.Player.FinishedHandshake = true; 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; return true;
if ((Main.ServerSideCharacter) && (spawnx == -1 && spawny == -1)) //this means they want to spawn to vanilla spawn args.Player.Dead = respawnTimer > 0;
{
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));
}
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))) if (Main.ServerSideCharacter)
{ {
args.Player.sX = args.TPlayer.SpawnX; // As long as the player has not changed his spawnpoint since initial connection,
args.Player.sY = args.TPlayer.SpawnY; // 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.
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); // server saved spawnpoint value
TShock.Log.ConsoleDebug(GetString("GetDataHandlers / HandleSpawn force teleport phase 1 {0}", args.Player.Name)); 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)) // 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
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))) 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); // Player has changed his spawnpoint, client and server TPlayer.Spawn{X,Y} is now synced
TShock.Log.ConsoleDebug(GetString("GetDataHandlers / HandleSpawn force teleport phase 2 {0}", args.Player.Name)); 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; return false;
} }

View file

@ -104,16 +104,8 @@ namespace TShockAPI
this.maxHealth = player.TPlayer.statLifeMax; this.maxHealth = player.TPlayer.statLifeMax;
this.mana = player.TPlayer.statMana; this.mana = player.TPlayer.statMana;
this.maxMana = player.TPlayer.statManaMax; this.maxMana = player.TPlayer.statManaMax;
if (player.sX > 0 && player.sY > 0) this.spawnX = player.TPlayer.SpawnX;
{ this.spawnY = player.TPlayer.SpawnY;
this.spawnX = player.sX;
this.spawnY = player.sY;
}
else
{
this.spawnX = player.TPlayer.SpawnX;
this.spawnY = player.TPlayer.SpawnY;
}
extraSlot = player.TPlayer.extraAccessory ? 1 : 0; extraSlot = player.TPlayer.extraAccessory ? 1 : 0;
this.skinVariant = player.TPlayer.skinVariant; this.skinVariant = player.TPlayer.skinVariant;
this.hair = player.TPlayer.hair; this.hair = player.TPlayer.hair;
@ -266,8 +258,6 @@ namespace TShockAPI
player.TPlayer.statManaMax = this.maxMana; player.TPlayer.statManaMax = this.maxMana;
player.TPlayer.SpawnX = this.spawnX; player.TPlayer.SpawnX = this.spawnX;
player.TPlayer.SpawnY = this.spawnY; player.TPlayer.SpawnY = this.spawnY;
player.sX = this.spawnX;
player.sY = this.spawnY;
player.TPlayer.hairDye = this.hairDye; player.TPlayer.hairDye = this.hairDye;
player.TPlayer.anglerQuestsFinished = this.questsCompleted; player.TPlayer.anglerQuestsFinished = this.questsCompleted;
player.TPlayer.UsingBiomeTorches = this.usingBiomeTorches == 1; player.TPlayer.UsingBiomeTorches = this.usingBiomeTorches == 1;

View file

@ -177,8 +177,13 @@ namespace TShockAPI
/// </summary> /// </summary>
public int RPPending = 0; 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;
/// <summary> /// <summary>
/// A queue of tiles destroyed by the player for reverting. /// A queue of tiles destroyed by the player for reverting.
@ -1383,6 +1388,25 @@ namespace TShockAPI
return true; return true;
} }
/// <summary>
/// Teleports the player to their spawnpoint.
/// Teleports to main spawnpoint if their bed is not active.
/// Supports SSC.
/// </summary>
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);
}
/// <summary> /// <summary>
/// Heals the player. /// Heals the player.
/// </summary> /// </summary>
@ -1397,14 +1421,7 @@ namespace TShockAPI
/// </summary> /// </summary>
public void Spawn(PlayerSpawnContext context, int? respawnTimer = null) public void Spawn(PlayerSpawnContext context, int? respawnTimer = null)
{ {
if (this.sX > 0 && this.sY > 0) Spawn(TPlayer.SpawnX, TPlayer.SpawnY, context, respawnTimer);
{
Spawn(this.sX, this.sY, context, respawnTimer);
}
else
{
Spawn(TPlayer.SpawnX, TPlayer.SpawnY, context, respawnTimer);
}
} }
/// <summary> /// <summary>

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@ -1182,16 +1182,16 @@ namespace TShockAPI
if (player.RecentFuse > 0) if (player.RecentFuse > 0)
player.RecentFuse--; 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.initialSpawn = false;
player.sY = player.TPlayer.SpawnY;
}
if ((Main.ServerSideCharacter) && (player.sX > 0) && (player.sY > 0) && (player.TPlayer.SpawnX < 0)) // reassert the correct spawnpoint value after the game's Spawn handler changed it
{ player.TPlayer.SpawnX = player.initialServerSpawnX;
player.TPlayer.SpawnX = player.sX; player.TPlayer.SpawnY = player.initialServerSpawnY;
player.TPlayer.SpawnY = player.sY;
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) if (player.RPPending > 0)

View file

@ -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) * 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) * * Ensured `TSPlayer.PlayerData` is non-null whilst syncing loadouts. (@drunderscore)
* * Detected invalid installations, by checking for a file named `TerrariaServer.exe`. (@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) * 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): * Updated `TShockAPI.Handlers.SendTileRectHandler` (@LaoSparrow):
* Fixed incorrect validating range in `TileRectMatch.MatchRemoval`. * Fixed incorrect validating range in `TileRectMatch.MatchRemoval`.