3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #include "content_sao.h"
21 #include "util/serialize.h"
22 #include "collision.h"
23 #include "environment.h"
24 #include "tool.h" // For ToolCapabilities
27 #include "remoteplayer.h"
29 #include "scripting_server.h"
30 #include "genericobject.h"
32 std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
38 class TestSAO : public ServerActiveObject
41 TestSAO(ServerEnvironment *env, v3f pos):
42 ServerActiveObject(env, pos),
46 ServerActiveObject::registerType(getType(), create);
48 ActiveObjectType getType() const
49 { return ACTIVEOBJECT_TYPE_TEST; }
51 static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
52 const std::string &data)
54 return new TestSAO(env, pos);
57 void step(float dtime, bool send_recommended)
66 m_base_position.Y += dtime * BS * 2;
67 if(m_base_position.Y > 8*BS)
68 m_base_position.Y = 2*BS;
70 if(send_recommended == false)
80 data += itos(0); // 0 = position
82 data += itos(m_base_position.X);
84 data += itos(m_base_position.Y);
86 data += itos(m_base_position.Z);
88 ActiveObjectMessage aom(getId(), false, data);
89 m_messages_out.push(aom);
93 bool getCollisionBox(aabb3f *toset) const { return false; }
95 virtual bool getSelectionBox(aabb3f *toset) const { return false; }
97 bool collideWithObjects() const { return false; }
104 // Prototype (registers item for deserialization)
105 TestSAO proto_TestSAO(NULL, v3f(0,0,0));
111 UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos):
112 ServerActiveObject(env, pos)
114 // Initialize something to armor groups
115 m_armor_groups["fleshy"] = 100;
118 bool UnitSAO::isAttached() const
120 if (!m_attachment_parent_id)
122 // Check if the parent still exists
123 ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
129 void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
131 m_armor_groups = armor_groups;
132 m_armor_groups_sent = false;
135 const ItemGroupList &UnitSAO::getArmorGroups()
137 return m_armor_groups;
140 void UnitSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
142 // store these so they can be updated to clients
143 m_animation_range = frame_range;
144 m_animation_speed = frame_speed;
145 m_animation_blend = frame_blend;
146 m_animation_loop = frame_loop;
147 m_animation_sent = false;
150 void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
152 *frame_range = m_animation_range;
153 *frame_speed = m_animation_speed;
154 *frame_blend = m_animation_blend;
155 *frame_loop = m_animation_loop;
158 void UnitSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
160 // store these so they can be updated to clients
161 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
162 m_bone_position_sent = false;
165 void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
167 *position = m_bone_position[bone].X;
168 *rotation = m_bone_position[bone].Y;
171 void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
173 // Attachments need to be handled on both the server and client.
174 // If we just attach on the server, we can only copy the position of the parent. Attachments
175 // are still sent to clients at an interval so players might see them lagging, plus we can't
176 // read and attach to skeletal bones.
177 // If we just attach on the client, the server still sees the child at its original location.
178 // This breaks some things so we also give the server the most accurate representation
179 // even if players only see the client changes.
181 m_attachment_parent_id = parent_id;
182 m_attachment_bone = bone;
183 m_attachment_position = position;
184 m_attachment_rotation = rotation;
185 m_attachment_sent = false;
188 void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
191 *parent_id = m_attachment_parent_id;
192 *bone = m_attachment_bone;
193 *position = m_attachment_position;
194 *rotation = m_attachment_rotation;
197 void UnitSAO::addAttachmentChild(int child_id)
199 m_attachment_child_ids.insert(child_id);
202 void UnitSAO::removeAttachmentChild(int child_id)
204 m_attachment_child_ids.erase(child_id);
207 const std::unordered_set<int> &UnitSAO::getAttachmentChildIds()
209 return m_attachment_child_ids;
212 ObjectProperties* UnitSAO::accessObjectProperties()
217 void UnitSAO::notifyObjectPropertiesModified()
219 m_properties_sent = false;
226 // Prototype (registers item for deserialization)
227 LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");
229 LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
230 const std::string &name, const std::string &state):
235 // Only register type if no environment supplied
237 ServerActiveObject::registerType(getType(), create);
242 LuaEntitySAO::~LuaEntitySAO()
245 m_env->getScriptIface()->luaentity_Remove(m_id);
248 for (std::unordered_set<u32>::iterator it = m_attached_particle_spawners.begin();
249 it != m_attached_particle_spawners.end(); ++it) {
250 m_env->deleteParticleSpawner(*it, false);
254 void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
256 ServerActiveObject::addedToEnvironment(dtime_s);
258 // Create entity from name
259 m_registered = m_env->getScriptIface()->
260 luaentity_Add(m_id, m_init_name.c_str());
264 m_env->getScriptIface()->
265 luaentity_GetProperties(m_id, &m_prop);
266 // Initialize HP from properties
267 m_hp = m_prop.hp_max;
268 // Activate entity, supplying serialized state
269 m_env->getScriptIface()->
270 luaentity_Activate(m_id, m_init_state.c_str(), dtime_s);
272 m_prop.infotext = m_init_name;
276 ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
277 const std::string &data)
285 std::istringstream is(data, std::ios::binary);
287 u8 version = readU8(is);
288 // check if version is supported
290 name = deSerializeString(is);
291 state = deSerializeLongString(is);
293 else if(version == 1){
294 name = deSerializeString(is);
295 state = deSerializeLongString(is);
297 velocity = readV3F1000(is);
302 infostream<<"LuaEntitySAO::create(name=\""<<name<<"\" state=\""
303 <<state<<"\")"<<std::endl;
304 LuaEntitySAO *sao = new LuaEntitySAO(env, pos, name, state);
306 sao->m_velocity = velocity;
311 void LuaEntitySAO::step(float dtime, bool send_recommended)
313 if(!m_properties_sent)
315 m_properties_sent = true;
316 std::string str = getPropertyPacket();
317 // create message and add to list
318 ActiveObjectMessage aom(getId(), true, str);
319 m_messages_out.push(aom);
322 // If attached, check that our parent is still there. If it isn't, detach.
323 if(m_attachment_parent_id && !isAttached())
325 m_attachment_parent_id = 0;
326 m_attachment_bone = "";
327 m_attachment_position = v3f(0,0,0);
328 m_attachment_rotation = v3f(0,0,0);
329 sendPosition(false, true);
332 m_last_sent_position_timer += dtime;
334 // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
335 // If the object gets detached this comes into effect automatically from the last known origin
338 v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
339 m_base_position = pos;
340 m_velocity = v3f(0,0,0);
341 m_acceleration = v3f(0,0,0);
346 aabb3f box = m_prop.collisionbox;
349 collisionMoveResult moveresult;
350 f32 pos_max_d = BS*0.25; // Distance per iteration
351 v3f p_pos = m_base_position;
352 v3f p_velocity = m_velocity;
353 v3f p_acceleration = m_acceleration;
354 moveresult = collisionMoveSimple(m_env, m_env->getGameDef(),
355 pos_max_d, box, m_prop.stepheight, dtime,
356 &p_pos, &p_velocity, p_acceleration,
357 this, m_prop.collideWithObjects);
360 m_base_position = p_pos;
361 m_velocity = p_velocity;
362 m_acceleration = p_acceleration;
364 m_base_position += dtime * m_velocity + 0.5 * dtime
365 * dtime * m_acceleration;
366 m_velocity += dtime * m_acceleration;
369 if((m_prop.automatic_face_movement_dir) &&
370 (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
372 float optimal_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
373 + m_prop.automatic_face_movement_dir_offset;
374 float max_rotation_delta =
375 dtime * m_prop.automatic_face_movement_max_rotation_per_sec;
377 if ((m_prop.automatic_face_movement_max_rotation_per_sec > 0) &&
378 (fabs(m_yaw - optimal_yaw) > max_rotation_delta)) {
380 m_yaw = optimal_yaw < m_yaw ? m_yaw - max_rotation_delta : m_yaw + max_rotation_delta;
388 m_env->getScriptIface()->luaentity_Step(m_id, dtime);
391 // Remove LuaEntity beyond terrain edges
393 ServerMap *map = dynamic_cast<ServerMap *>(&m_env->getMap());
395 if (!m_pending_deactivation &&
396 map->saoPositionOverLimit(m_base_position)) {
397 infostream << "Remove SAO " << m_id << "(" << m_init_name
398 << "), outside of limits" << std::endl;
399 m_pending_deactivation = true;
405 if(send_recommended == false)
410 // TODO: force send when acceleration changes enough?
411 float minchange = 0.2*BS;
412 if(m_last_sent_position_timer > 1.0){
414 } else if(m_last_sent_position_timer > 0.2){
417 float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
418 move_d += m_last_sent_move_precision;
419 float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
420 if(move_d > minchange || vel_d > minchange ||
421 fabs(m_yaw - m_last_sent_yaw) > 1.0){
422 sendPosition(true, false);
426 if(m_armor_groups_sent == false){
427 m_armor_groups_sent = true;
428 std::string str = gob_cmd_update_armor_groups(
430 // create message and add to list
431 ActiveObjectMessage aom(getId(), true, str);
432 m_messages_out.push(aom);
435 if(m_animation_sent == false){
436 m_animation_sent = true;
437 std::string str = gob_cmd_update_animation(
438 m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
439 // create message and add to list
440 ActiveObjectMessage aom(getId(), true, str);
441 m_messages_out.push(aom);
444 if(m_bone_position_sent == false){
445 m_bone_position_sent = true;
446 for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
447 ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
448 std::string str = gob_cmd_update_bone_position((*ii).first,
449 (*ii).second.X, (*ii).second.Y);
450 // create message and add to list
451 ActiveObjectMessage aom(getId(), true, str);
452 m_messages_out.push(aom);
456 if(m_attachment_sent == false){
457 m_attachment_sent = true;
458 std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
459 // create message and add to list
460 ActiveObjectMessage aom(getId(), true, str);
461 m_messages_out.push(aom);
465 std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
467 std::ostringstream os(std::ios::binary);
470 writeU8(os, 1); // version
471 os << serializeString(""); // name
472 writeU8(os, 0); // is_player
473 writeS16(os, getId()); //id
474 writeV3F1000(os, m_base_position);
475 writeF1000(os, m_yaw);
478 std::ostringstream msg_os(std::ios::binary);
479 msg_os << serializeLongString(getPropertyPacket()); // message 1
480 msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
481 msg_os << serializeLongString(gob_cmd_update_animation(
482 m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
483 for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
484 ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
485 msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
486 (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
488 msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
489 m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
490 int message_count = 4 + m_bone_position.size();
491 for (std::unordered_set<int>::const_iterator ii = m_attachment_child_ids.begin();
492 (ii != m_attachment_child_ids.end()); ++ii) {
493 if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
495 msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
496 obj->getClientInitializationData(protocol_version)));
500 msg_os << serializeLongString(gob_cmd_set_texture_mod(m_current_texture_modifier));
503 writeU8(os, message_count);
504 os.write(msg_os.str().c_str(), msg_os.str().size());
510 void LuaEntitySAO::getStaticData(std::string *result) const
512 verbosestream<<FUNCTION_NAME<<std::endl;
513 std::ostringstream os(std::ios::binary);
517 os<<serializeString(m_init_name);
520 std::string state = m_env->getScriptIface()->
521 luaentity_GetStaticdata(m_id);
522 os<<serializeLongString(state);
524 os<<serializeLongString(m_init_state);
529 writeV3F1000(os, m_velocity);
531 writeF1000(os, m_yaw);
535 int LuaEntitySAO::punch(v3f dir,
536 const ToolCapabilities *toolcap,
537 ServerActiveObject *puncher,
538 float time_from_last_punch)
541 // Delete unknown LuaEntities when punched
546 // It's best that attachments cannot be punched
550 ItemStack *punchitem = NULL;
551 ItemStack punchitem_static;
553 punchitem_static = puncher->getWieldedItem();
554 punchitem = &punchitem_static;
557 PunchDamageResult result = getPunchDamage(
561 time_from_last_punch);
563 bool damage_handled = m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
564 time_from_last_punch, toolcap, dir, result.did_punch ? result.damage : 0);
566 if (!damage_handled) {
567 if (result.did_punch) {
568 setHP(getHP() - result.damage);
570 if (result.damage > 0) {
571 std::string punchername = puncher ? puncher->getDescription() : "nil";
573 actionstream << getDescription() << " punched by "
574 << punchername << ", damage " << result.damage
575 << " hp, health now " << getHP() << " hp" << std::endl;
578 std::string str = gob_cmd_punched(result.damage, getHP());
579 // create message and add to list
580 ActiveObjectMessage aom(getId(), true, str);
581 m_messages_out.push(aom);
587 m_env->getScriptIface()->luaentity_on_death(m_id, puncher);
595 void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
599 // It's best that attachments cannot be clicked
602 m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
605 void LuaEntitySAO::setPos(const v3f &pos)
609 m_base_position = pos;
610 sendPosition(false, true);
613 void LuaEntitySAO::moveTo(v3f pos, bool continuous)
617 m_base_position = pos;
619 sendPosition(true, true);
622 float LuaEntitySAO::getMinimumSavedMovement()
627 std::string LuaEntitySAO::getDescription()
629 std::ostringstream os(std::ios::binary);
630 os<<"LuaEntitySAO at (";
631 os<<(m_base_position.X/BS)<<",";
632 os<<(m_base_position.Y/BS)<<",";
633 os<<(m_base_position.Z/BS);
638 void LuaEntitySAO::setHP(s16 hp)
644 s16 LuaEntitySAO::getHP() const
649 void LuaEntitySAO::setVelocity(v3f velocity)
651 m_velocity = velocity;
654 v3f LuaEntitySAO::getVelocity()
659 void LuaEntitySAO::setAcceleration(v3f acceleration)
661 m_acceleration = acceleration;
664 v3f LuaEntitySAO::getAcceleration()
666 return m_acceleration;
669 void LuaEntitySAO::setTextureMod(const std::string &mod)
671 std::string str = gob_cmd_set_texture_mod(mod);
672 m_current_texture_modifier = mod;
673 // create message and add to list
674 ActiveObjectMessage aom(getId(), true, str);
675 m_messages_out.push(aom);
678 std::string LuaEntitySAO::getTextureMod() const
680 return m_current_texture_modifier;
683 void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
684 bool select_horiz_by_yawpitch)
686 std::string str = gob_cmd_set_sprite(
690 select_horiz_by_yawpitch
692 // create message and add to list
693 ActiveObjectMessage aom(getId(), true, str);
694 m_messages_out.push(aom);
697 std::string LuaEntitySAO::getName()
702 std::string LuaEntitySAO::getPropertyPacket()
704 return gob_cmd_set_properties(m_prop);
707 void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
709 // If the object is attached client-side, don't waste bandwidth sending its position to clients
713 m_last_sent_move_precision = m_base_position.getDistanceFrom(
714 m_last_sent_position);
715 m_last_sent_position_timer = 0;
716 m_last_sent_yaw = m_yaw;
717 m_last_sent_position = m_base_position;
718 m_last_sent_velocity = m_velocity;
719 //m_last_sent_acceleration = m_acceleration;
721 float update_interval = m_env->getSendRecommendedInterval();
723 std::string str = gob_cmd_update_position(
732 // create message and add to list
733 ActiveObjectMessage aom(getId(), false, str);
734 m_messages_out.push(aom);
737 bool LuaEntitySAO::getCollisionBox(aabb3f *toset) const
741 //update collision box
742 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
743 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
745 toset->MinEdge += m_base_position;
746 toset->MaxEdge += m_base_position;
754 bool LuaEntitySAO::getSelectionBox(aabb3f *toset) const
756 if (!m_prop.is_visible) {
760 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
761 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
766 bool LuaEntitySAO::collideWithObjects() const
768 return m_prop.collideWithObjects;
775 // No prototype, PlayerSAO does not need to be deserialized
777 PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id_,
778 bool is_singleplayer):
779 UnitSAO(env_, v3f(0,0,0)),
782 m_is_singleplayer(is_singleplayer)
784 assert(m_peer_id != 0); // pre-condition
786 m_prop.hp_max = PLAYER_MAX_HP;
787 m_prop.physical = false;
789 m_prop.collisionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
790 // start of default appearance, this should be overwritten by LUA
791 m_prop.visual = "upright_sprite";
792 m_prop.visual_size = v2f(1, 2);
793 m_prop.textures.clear();
794 m_prop.textures.push_back("player.png");
795 m_prop.textures.push_back("player_back.png");
796 m_prop.colors.clear();
797 m_prop.colors.push_back(video::SColor(255, 255, 255, 255));
798 m_prop.spritediv = v2s16(1,1);
799 // end of default appearance
800 m_prop.is_visible = true;
801 m_prop.makes_footstep_sound = true;
802 m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT * BS;
803 m_hp = PLAYER_MAX_HP;
806 PlayerSAO::~PlayerSAO()
808 if(m_inventory != &m_player->inventory)
812 void PlayerSAO::finalize(RemotePlayer *player, const std::set<std::string> &privs)
817 m_inventory = &m_player->inventory;
820 v3f PlayerSAO::getEyeOffset() const
822 return v3f(0, BS * 1.625f, 0);
825 std::string PlayerSAO::getDescription()
827 return std::string("player ") + m_player->getName();
830 // Called after id has been set and has been inserted in environment
831 void PlayerSAO::addedToEnvironment(u32 dtime_s)
833 ServerActiveObject::addedToEnvironment(dtime_s);
834 ServerActiveObject::setBasePosition(m_base_position);
835 m_player->setPlayerSAO(this);
836 m_player->peer_id = m_peer_id;
837 m_last_good_position = m_base_position;
840 // Called before removing from environment
841 void PlayerSAO::removingFromEnvironment()
843 ServerActiveObject::removingFromEnvironment();
844 if (m_player->getPlayerSAO() == this) {
845 unlinkPlayerSessionAndSave();
846 for (std::unordered_set<u32>::iterator it = m_attached_particle_spawners.begin();
847 it != m_attached_particle_spawners.end(); ++it) {
848 m_env->deleteParticleSpawner(*it, false);
853 std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
855 std::ostringstream os(std::ios::binary);
858 writeU8(os, 1); // version
859 os << serializeString(m_player->getName()); // name
860 writeU8(os, 1); // is_player
861 writeS16(os, getId()); //id
862 writeV3F1000(os, m_base_position);
863 writeF1000(os, m_yaw);
864 writeS16(os, getHP());
866 std::ostringstream msg_os(std::ios::binary);
867 msg_os << serializeLongString(getPropertyPacket()); // message 1
868 msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
869 msg_os << serializeLongString(gob_cmd_update_animation(
870 m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
871 for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
872 ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
873 msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
874 (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
876 msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
877 m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
878 msg_os << serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
879 m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
880 m_physics_override_sneak_glitch, m_physics_override_new_move)); // 5
881 // (GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only.
882 msg_os << serializeLongString(gob_cmd_update_nametag_attributes(m_prop.nametag_color)); // 6
883 int message_count = 6 + m_bone_position.size();
884 for (std::unordered_set<int>::const_iterator ii = m_attachment_child_ids.begin();
885 ii != m_attachment_child_ids.end(); ++ii) {
886 if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
888 msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
889 obj->getClientInitializationData(protocol_version)));
893 writeU8(os, message_count);
894 os.write(msg_os.str().c_str(), msg_os.str().size());
900 void PlayerSAO::getStaticData(std::string *result) const
902 FATAL_ERROR("Deprecated function");
905 void PlayerSAO::step(float dtime, bool send_recommended)
907 if (m_drowning_interval.step(dtime, 2.0)) {
909 v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
910 MapNode n = m_env->getMap().getNodeNoEx(p);
911 const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
912 // If node generates drown
913 if (c.drowning > 0 && m_hp > 0) {
915 setBreath(m_breath - 1);
917 // No more breath, damage player
919 setHP(m_hp - c.drowning);
920 m_env->getGameDef()->SendPlayerHPOrDie(this);
925 if (m_breathing_interval.step(dtime, 0.5)) {
927 v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
928 MapNode n = m_env->getMap().getNodeNoEx(p);
929 const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
930 // If player is alive & no drowning, breath
931 if (m_hp > 0 && m_breath < PLAYER_MAX_BREATH && c.drowning == 0)
932 setBreath(m_breath + 1);
935 if (m_node_hurt_interval.step(dtime, 1.0)) {
936 // Feet, middle and head
937 v3s16 p1 = floatToInt(m_base_position + v3f(0, BS*0.1, 0), BS);
938 MapNode n1 = m_env->getMap().getNodeNoEx(p1);
939 v3s16 p2 = floatToInt(m_base_position + v3f(0, BS*0.8, 0), BS);
940 MapNode n2 = m_env->getMap().getNodeNoEx(p2);
941 v3s16 p3 = floatToInt(m_base_position + v3f(0, BS*1.6, 0), BS);
942 MapNode n3 = m_env->getMap().getNodeNoEx(p3);
944 u32 damage_per_second = 0;
945 damage_per_second = MYMAX(damage_per_second,
946 m_env->getGameDef()->ndef()->get(n1).damage_per_second);
947 damage_per_second = MYMAX(damage_per_second,
948 m_env->getGameDef()->ndef()->get(n2).damage_per_second);
949 damage_per_second = MYMAX(damage_per_second,
950 m_env->getGameDef()->ndef()->get(n3).damage_per_second);
952 if (damage_per_second != 0 && m_hp > 0) {
953 s16 newhp = ((s32) damage_per_second > m_hp ? 0 : m_hp - damage_per_second);
955 m_env->getGameDef()->SendPlayerHPOrDie(this);
959 if (!m_properties_sent) {
960 m_properties_sent = true;
961 std::string str = getPropertyPacket();
962 // create message and add to list
963 ActiveObjectMessage aom(getId(), true, str);
964 m_messages_out.push(aom);
967 // If attached, check that our parent is still there. If it isn't, detach.
968 if(m_attachment_parent_id && !isAttached())
970 m_attachment_parent_id = 0;
971 m_attachment_bone = "";
972 m_attachment_position = v3f(0,0,0);
973 m_attachment_rotation = v3f(0,0,0);
974 setBasePosition(m_last_good_position);
975 m_env->getGameDef()->SendMovePlayer(m_peer_id);
978 //dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
980 // Set lag pool maximums based on estimated lag
981 const float LAG_POOL_MIN = 5.0;
982 float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
983 if(lag_pool_max < LAG_POOL_MIN)
984 lag_pool_max = LAG_POOL_MIN;
985 m_dig_pool.setMax(lag_pool_max);
986 m_move_pool.setMax(lag_pool_max);
988 // Increment cheat prevention timers
989 m_dig_pool.add(dtime);
990 m_move_pool.add(dtime);
991 m_time_from_last_teleport += dtime;
992 m_time_from_last_punch += dtime;
993 m_nocheat_dig_time += dtime;
995 // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
996 // If the object gets detached this comes into effect automatically from the last known origin
998 v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
999 m_last_good_position = pos;
1000 setBasePosition(pos);
1003 if (!send_recommended)
1006 // If the object is attached client-side, don't waste bandwidth sending its position to clients
1007 if(m_position_not_sent && !isAttached())
1009 m_position_not_sent = false;
1010 float update_interval = m_env->getSendRecommendedInterval();
1012 if(isAttached()) // Just in case we ever do send attachment position too
1013 pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
1015 pos = m_base_position;
1016 std::string str = gob_cmd_update_position(
1025 // create message and add to list
1026 ActiveObjectMessage aom(getId(), false, str);
1027 m_messages_out.push(aom);
1030 if (!m_armor_groups_sent) {
1031 m_armor_groups_sent = true;
1032 std::string str = gob_cmd_update_armor_groups(
1034 // create message and add to list
1035 ActiveObjectMessage aom(getId(), true, str);
1036 m_messages_out.push(aom);
1039 if (!m_physics_override_sent) {
1040 m_physics_override_sent = true;
1041 std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
1042 m_physics_override_jump, m_physics_override_gravity,
1043 m_physics_override_sneak, m_physics_override_sneak_glitch,
1044 m_physics_override_new_move);
1045 // create message and add to list
1046 ActiveObjectMessage aom(getId(), true, str);
1047 m_messages_out.push(aom);
1050 if (!m_animation_sent) {
1051 m_animation_sent = true;
1052 std::string str = gob_cmd_update_animation(
1053 m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
1054 // create message and add to list
1055 ActiveObjectMessage aom(getId(), true, str);
1056 m_messages_out.push(aom);
1059 if (!m_bone_position_sent) {
1060 m_bone_position_sent = true;
1061 for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
1062 ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
1063 std::string str = gob_cmd_update_bone_position((*ii).first,
1064 (*ii).second.X, (*ii).second.Y);
1065 // create message and add to list
1066 ActiveObjectMessage aom(getId(), true, str);
1067 m_messages_out.push(aom);
1071 if (!m_attachment_sent){
1072 m_attachment_sent = true;
1073 std::string str = gob_cmd_update_attachment(m_attachment_parent_id,
1074 m_attachment_bone, m_attachment_position, m_attachment_rotation);
1075 // create message and add to list
1076 ActiveObjectMessage aom(getId(), true, str);
1077 m_messages_out.push(aom);
1081 void PlayerSAO::setBasePosition(const v3f &position)
1083 if (m_player && position != m_base_position)
1084 m_player->setDirty(true);
1086 // This needs to be ran for attachments too
1087 ServerActiveObject::setBasePosition(position);
1088 m_position_not_sent = true;
1091 void PlayerSAO::setPos(const v3f &pos)
1096 setBasePosition(pos);
1097 // Movement caused by this command is always valid
1098 m_last_good_position = pos;
1099 m_move_pool.empty();
1100 m_time_from_last_teleport = 0.0;
1101 m_env->getGameDef()->SendMovePlayer(m_peer_id);
1104 void PlayerSAO::moveTo(v3f pos, bool continuous)
1109 setBasePosition(pos);
1110 // Movement caused by this command is always valid
1111 m_last_good_position = pos;
1112 m_move_pool.empty();
1113 m_time_from_last_teleport = 0.0;
1114 m_env->getGameDef()->SendMovePlayer(m_peer_id);
1117 void PlayerSAO::setYaw(const float yaw)
1119 if (m_player && yaw != m_yaw)
1120 m_player->setDirty(true);
1122 UnitSAO::setYaw(yaw);
1125 void PlayerSAO::setFov(const float fov)
1127 if (m_player && fov != m_fov)
1128 m_player->setDirty(true);
1133 void PlayerSAO::setWantedRange(const s16 range)
1135 if (m_player && range != m_wanted_range)
1136 m_player->setDirty(true);
1138 m_wanted_range = range;
1141 void PlayerSAO::setYawAndSend(const float yaw)
1144 m_env->getGameDef()->SendMovePlayer(m_peer_id);
1147 void PlayerSAO::setPitch(const float pitch)
1149 if (m_player && pitch != m_pitch)
1150 m_player->setDirty(true);
1155 void PlayerSAO::setPitchAndSend(const float pitch)
1158 m_env->getGameDef()->SendMovePlayer(m_peer_id);
1161 int PlayerSAO::punch(v3f dir,
1162 const ToolCapabilities *toolcap,
1163 ServerActiveObject *puncher,
1164 float time_from_last_punch)
1166 // It's best that attachments cannot be punched
1173 // No effect if PvP disabled
1174 if (g_settings->getBool("enable_pvp") == false) {
1175 if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
1176 std::string str = gob_cmd_punched(0, getHP());
1177 // create message and add to list
1178 ActiveObjectMessage aom(getId(), true, str);
1179 m_messages_out.push(aom);
1184 HitParams hitparams = getHitParams(m_armor_groups, toolcap,
1185 time_from_last_punch);
1187 std::string punchername = "nil";
1190 punchername = puncher->getDescription();
1192 PlayerSAO *playersao = m_player->getPlayerSAO();
1194 bool damage_handled = m_env->getScriptIface()->on_punchplayer(playersao,
1195 puncher, time_from_last_punch, toolcap, dir,
1198 if (!damage_handled) {
1199 setHP(getHP() - hitparams.hp);
1200 } else { // override client prediction
1201 if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
1202 std::string str = gob_cmd_punched(0, getHP());
1203 // create message and add to list
1204 ActiveObjectMessage aom(getId(), true, str);
1205 m_messages_out.push(aom);
1210 actionstream << "Player " << m_player->getName() << " punched by "
1212 if (!damage_handled) {
1213 actionstream << ", damage " << hitparams.hp << " HP";
1215 actionstream << ", damage handled by lua";
1217 actionstream << std::endl;
1219 return hitparams.wear;
1222 s16 PlayerSAO::readDamage()
1224 s16 damage = m_damage;
1229 void PlayerSAO::setHP(s16 hp)
1233 s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp);
1236 hp = oldhp + hp_change;
1240 else if (hp > PLAYER_MAX_HP)
1243 if (hp < oldhp && !g_settings->getBool("enable_damage")) {
1250 m_damage += (oldhp - hp);
1252 // Update properties on death
1253 if ((hp == 0) != (oldhp == 0))
1254 m_properties_sent = false;
1257 void PlayerSAO::setBreath(const u16 breath, bool send)
1259 if (m_player && breath != m_breath)
1260 m_player->setDirty(true);
1262 m_breath = MYMIN(breath, PLAYER_MAX_BREATH);
1265 m_env->getGameDef()->SendPlayerBreath(this);
1268 Inventory* PlayerSAO::getInventory()
1272 const Inventory* PlayerSAO::getInventory() const
1277 InventoryLocation PlayerSAO::getInventoryLocation() const
1279 InventoryLocation loc;
1280 loc.setPlayer(m_player->getName());
1284 std::string PlayerSAO::getWieldList() const
1289 ItemStack PlayerSAO::getWieldedItem() const
1291 const Inventory *inv = getInventory();
1293 const InventoryList *mlist = inv->getList(getWieldList());
1294 if (mlist && getWieldIndex() < (s32)mlist->getSize())
1295 ret = mlist->getItem(getWieldIndex());
1299 ItemStack PlayerSAO::getWieldedItemOrHand() const
1301 const Inventory *inv = getInventory();
1303 const InventoryList *mlist = inv->getList(getWieldList());
1304 if (mlist && getWieldIndex() < (s32)mlist->getSize())
1305 ret = mlist->getItem(getWieldIndex());
1306 if (ret.name.empty()) {
1307 const InventoryList *hlist = inv->getList("hand");
1309 ret = hlist->getItem(0);
1314 bool PlayerSAO::setWieldedItem(const ItemStack &item)
1316 Inventory *inv = getInventory();
1318 InventoryList *mlist = inv->getList(getWieldList());
1320 mlist->changeItem(getWieldIndex(), item);
1327 int PlayerSAO::getWieldIndex() const
1329 return m_wield_index;
1332 void PlayerSAO::setWieldIndex(int i)
1334 if(i != m_wield_index) {
1339 // Erase the peer id and make the object for removal
1340 void PlayerSAO::disconnected()
1346 void PlayerSAO::unlinkPlayerSessionAndSave()
1348 assert(m_player->getPlayerSAO() == this);
1349 m_player->peer_id = 0;
1350 m_env->savePlayer(m_player);
1351 m_player->setPlayerSAO(NULL);
1352 m_env->removePlayer(m_player);
1355 std::string PlayerSAO::getPropertyPacket()
1357 m_prop.is_visible = (true);
1358 return gob_cmd_set_properties(m_prop);
1361 bool PlayerSAO::checkMovementCheat()
1363 if (isAttached() || m_is_singleplayer ||
1364 g_settings->getBool("disable_anticheat")) {
1365 m_last_good_position = m_base_position;
1369 bool cheated = false;
1371 Check player movements
1373 NOTE: Actually the server should handle player physics like the
1374 client does and compare player's position to what is calculated
1375 on our side. This is required when eg. players fly due to an
1376 explosion. Altough a node-based alternative might be possible
1377 too, and much more lightweight.
1380 float player_max_speed = 0;
1382 if (m_privs.count("fast") != 0) {
1384 player_max_speed = m_player->movement_speed_fast * m_physics_override_speed;
1387 player_max_speed = m_player->movement_speed_walk * m_physics_override_speed;
1389 // Tolerance. The lag pool does this a bit.
1390 //player_max_speed *= 2.5;
1392 v3f diff = (m_base_position - m_last_good_position);
1393 float d_vert = diff.Y;
1395 float d_horiz = diff.getLength();
1396 float required_time = d_horiz / player_max_speed;
1398 if (d_vert > 0 && d_vert / player_max_speed > required_time)
1399 required_time = d_vert / player_max_speed; // Moving upwards
1401 if (m_move_pool.grab(required_time)) {
1402 m_last_good_position = m_base_position;
1404 const float LAG_POOL_MIN = 5.0;
1405 float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
1406 lag_pool_max = MYMAX(lag_pool_max, LAG_POOL_MIN);
1407 if (m_time_from_last_teleport > lag_pool_max) {
1408 actionstream << "Player " << m_player->getName()
1409 << " moved too fast; resetting position"
1413 setBasePosition(m_last_good_position);
1418 bool PlayerSAO::getCollisionBox(aabb3f *toset) const
1420 //update collision box
1421 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
1422 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
1424 toset->MinEdge += m_base_position;
1425 toset->MaxEdge += m_base_position;
1429 bool PlayerSAO::getSelectionBox(aabb3f *toset) const
1431 if (!m_prop.is_visible) {
1435 getCollisionBox(toset);