forked from EXTERNAL/bareiron
add player entities
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@@ -24,6 +24,10 @@
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// How many visited chunks to "remember"
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// The server will not re-send chunks that the player has recently been in
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#define VISITED_HISTORY 4
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// If defined, scales the frequency at which player movement updates are
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// broadcast based on the amount of players, reducing overhead for higher
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// player counts. For very many players, makes movement look jittery.
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#define SCALE_MOVEMENT_UPDATES_TO_PLAYER_COUNT
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#define STATE_NONE 0
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#define STATE_STATUS 1
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@@ -38,6 +42,8 @@ extern uint8_t recv_buffer[256];
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extern uint32_t world_seed;
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extern uint32_t rng_seed;
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extern uint16_t client_count;
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#pragma pack(push, 1)
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typedef struct {
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@@ -49,12 +55,16 @@ typedef struct {
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typedef struct {
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uint8_t uuid[16];
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char name[16];
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int client_fd;
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short x;
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short y;
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short z;
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short visited_x[VISITED_HISTORY];
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short visited_z[VISITED_HISTORY];
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#ifdef SCALE_MOVEMENT_UPDATES_TO_PLAYER_COUNT
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uint16_t packets_since_update;
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#endif
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int8_t yaw;
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int8_t pitch;
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uint8_t hotbar;
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