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pet the dog more often during login
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@@ -97,6 +97,8 @@ void handlePacket (int client_fd, int length, int packet_id) {
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sc_synchronizePlayerPosition(client_fd, spawn_x, spawn_y, spawn_z, spawn_yaw, spawn_pitch);
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sc_synchronizePlayerPosition(client_fd, spawn_x, spawn_y, spawn_z, spawn_yaw, spawn_pitch);
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wdt_reset();
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for (uint8_t i = 0; i < 41; i ++) {
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for (uint8_t i = 0; i < 41; i ++) {
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sc_setContainerSlot(client_fd, 0, serverSlotToClientSlot(0, i), player->inventory_count[i], player->inventory_items[i]);
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sc_setContainerSlot(client_fd, 0, serverSlotToClientSlot(0, i), player->inventory_count[i], player->inventory_items[i]);
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}
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}
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@@ -113,6 +115,8 @@ void handlePacket (int client_fd, int length, int packet_id) {
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sc_startWaitingForChunks(client_fd);
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sc_startWaitingForChunks(client_fd);
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sc_setCenterChunk(client_fd, _x, _z);
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sc_setCenterChunk(client_fd, _x, _z);
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wdt_reset();
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// Send spawn chunk first
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// Send spawn chunk first
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sc_chunkDataAndUpdateLight(client_fd, _x, _z);
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sc_chunkDataAndUpdateLight(client_fd, _x, _z);
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for (int i = -2; i <= 2; i ++) {
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for (int i = -2; i <= 2; i ++) {
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@@ -124,6 +128,8 @@ void handlePacket (int client_fd, int length, int packet_id) {
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// Re-synchronize player position after all chunks have been sent
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// Re-synchronize player position after all chunks have been sent
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sc_synchronizePlayerPosition(client_fd, spawn_x, spawn_y, spawn_z, spawn_yaw, spawn_pitch);
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sc_synchronizePlayerPosition(client_fd, spawn_x, spawn_y, spawn_z, spawn_yaw, spawn_pitch);
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wdt_reset();
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// Register all existing players and spawn their entities, and broadcast
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// Register all existing players and spawn their entities, and broadcast
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// information about the joining player to all existing players.
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// information about the joining player to all existing players.
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for (int i = 0; i < MAX_PLAYERS; i ++) {
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for (int i = 0; i < MAX_PLAYERS; i ++) {
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