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Better rejection logs
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dda28d5621
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@ -436,15 +436,20 @@ impl<'a> System<'a> for Sys {
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};
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};
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if let Some(rejection) = rejection {
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if let Some(rejection) = rejection {
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let alias = maybe_player.map(|p| &p.alias);
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match rejection {
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match rejection {
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Rejection::TooFar { old, new } => warn!("Rejected player physics update (new position {:?} is too far from old position {:?})", new, old),
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Rejection::TooFar { old, new } => warn!("Rejected physics for player {alias:?} (new position {new:?} is too far from old position {old:?})"),
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Rejection::TooFast { vel } => warn!("Rejected player physics update (new velocity {:?} is too fast)", vel),
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Rejection::TooFast { vel } => warn!("Rejected physics for player {alias:?} (new velocity {vel:?} is too fast)"),
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}
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}
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if let Some(mut setting) = new_player_physics_setting.as_mut() {
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/*
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// Perhaps this is overzealous?
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// Perhaps this is overzealous?
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//setting.server_force = true;
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if let Some(mut setting) = new_player_physics_setting.as_mut() {
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setting.server_force = true;
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warn!("Switching player {alias:?} to server-side physics");
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}
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}
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*/
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// Reject the change and force the server's view of the physics state
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// Reject the change and force the server's view of the physics state
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force_update.as_mut().map(|fu| fu.update());
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force_update.as_mut().map(|fu| fu.update());
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