Do background stuff
*/
- /* Check player movements */
+ /*
+ Check player movements
+
+ NOTE: Actually the server should handle player physics like the
+ client does and compare player's position to what is calculated
+ on our side. This is required when eg. players fly due to an
+ explosion.
+ */
{
JMutexAutoLock lock(m_env_mutex);
JMutexAutoLock lock2(m_con_mutex);
//float player_max_speed = BS * 4.0; // Normal speed
- float player_max_speed = BS * 4.0 * 5; // Fast speed
- player_max_speed *= 1.5; // Tolerance
+ float player_max_speed = BS * 20; // Fast speed
+ float player_max_speed_up = BS * 20;
+
+ player_max_speed *= 1.7; // Tolerance
+ player_max_speed_up *= 1.7;
for(core::map<u16, RemoteClient*>::Iterator
i = m_clients.getIterator();
if(player==NULL)
continue;
player->m_last_good_position_age += dtime;
- if(player->m_last_good_position_age > 1.0){
+ if(player->m_last_good_position_age >= 2.0){
float age = player->m_last_good_position_age;
v3f diff = (player->getPosition() - player->m_last_good_position);
- if(diff.getLength() <= age * player_max_speed){
+ float d_vert = diff.Y;
+ diff.Y = 0;
+ float d_horiz = diff.getLength();
+ /*infostream<<player->getName()<<"'s horizontal speed is "
+ <<(d_horiz/age)<<std::endl;*/
+ if(d_horiz <= age * player_max_speed &&
+ (d_vert < 0 || d_vert < age * player_max_speed_up)){
player->m_last_good_position = player->getPosition();
} else {
+ actionstream<<"Player "<<player->getName()
+ <<" moved too fast; resetting position"
+ <<std::endl;
player->setPosition(player->m_last_good_position);
SendMovePlayer(player);
}