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 "util/mathconstants.h"
23 #include "collision.h"
24 #include "environment.h"
26 #include "main.h" // For g_profiler
28 #include "serialization.h" // For compressZlib
29 #include "tool.h" // For ToolCapabilities
32 #include "scripting_game.h"
33 #include "genericobject.h"
36 std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
42 class TestSAO : public ServerActiveObject
45 TestSAO(ServerEnvironment *env, v3f pos):
46 ServerActiveObject(env, pos),
50 ServerActiveObject::registerType(getType(), create);
52 ActiveObjectType getType() const
53 { return ACTIVEOBJECT_TYPE_TEST; }
55 static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
56 const std::string &data)
58 return new TestSAO(env, pos);
61 void step(float dtime, bool send_recommended)
70 m_base_position.Y += dtime * BS * 2;
71 if(m_base_position.Y > 8*BS)
72 m_base_position.Y = 2*BS;
74 if(send_recommended == false)
84 data += itos(0); // 0 = position
86 data += itos(m_base_position.X);
88 data += itos(m_base_position.Y);
90 data += itos(m_base_position.Z);
92 ActiveObjectMessage aom(getId(), false, data);
93 m_messages_out.push_back(aom);
97 bool getCollisionBox(aabb3f *toset) {
101 bool collideWithObjects() {
110 // Prototype (registers item for deserialization)
111 TestSAO proto_TestSAO(NULL, v3f(0,0,0));
117 // Prototype (registers item for deserialization)
118 LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");
120 LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
121 const std::string &name, const std::string &state):
122 ServerActiveObject(env, pos),
128 m_acceleration(0,0,0),
130 m_properties_sent(true),
132 m_last_sent_position(0,0,0),
133 m_last_sent_velocity(0,0,0),
134 m_last_sent_position_timer(0),
135 m_last_sent_move_precision(0),
136 m_armor_groups_sent(false),
137 m_animation_speed(0),
138 m_animation_blend(0),
139 m_animation_sent(false),
140 m_bone_position_sent(false),
141 m_attachment_parent_id(0),
142 m_attachment_sent(false)
144 // Only register type if no environment supplied
146 ServerActiveObject::registerType(getType(), create);
150 // Initialize something to armor groups
151 m_armor_groups["fleshy"] = 100;
154 LuaEntitySAO::~LuaEntitySAO()
157 m_env->getScriptIface()->luaentity_Remove(m_id);
161 void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
163 ServerActiveObject::addedToEnvironment(dtime_s);
165 // Create entity from name
166 m_registered = m_env->getScriptIface()->
167 luaentity_Add(m_id, m_init_name.c_str());
171 m_env->getScriptIface()->
172 luaentity_GetProperties(m_id, &m_prop);
173 // Initialize HP from properties
174 m_hp = m_prop.hp_max;
175 // Activate entity, supplying serialized state
176 m_env->getScriptIface()->
177 luaentity_Activate(m_id, m_init_state.c_str(), dtime_s);
181 ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
182 const std::string &data)
190 std::istringstream is(data, std::ios::binary);
192 u8 version = readU8(is);
193 // check if version is supported
195 name = deSerializeString(is);
196 state = deSerializeLongString(is);
198 else if(version == 1){
199 name = deSerializeString(is);
200 state = deSerializeLongString(is);
202 velocity = readV3F1000(is);
207 infostream<<"LuaEntitySAO::create(name=\""<<name<<"\" state=\""
208 <<state<<"\")"<<std::endl;
209 LuaEntitySAO *sao = new LuaEntitySAO(env, pos, name, state);
211 sao->m_velocity = velocity;
216 bool LuaEntitySAO::isAttached()
218 if(!m_attachment_parent_id)
220 // Check if the parent still exists
221 ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
227 void LuaEntitySAO::step(float dtime, bool send_recommended)
229 if(!m_properties_sent)
231 m_properties_sent = true;
232 std::string str = getPropertyPacket();
233 // create message and add to list
234 ActiveObjectMessage aom(getId(), true, str);
235 m_messages_out.push_back(aom);
238 // If attached, check that our parent is still there. If it isn't, detach.
239 if(m_attachment_parent_id && !isAttached())
241 m_attachment_parent_id = 0;
242 m_attachment_bone = "";
243 m_attachment_position = v3f(0,0,0);
244 m_attachment_rotation = v3f(0,0,0);
245 sendPosition(false, true);
248 m_last_sent_position_timer += dtime;
250 // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
251 // If the object gets detached this comes into effect automatically from the last known origin
254 v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
255 m_base_position = pos;
256 m_velocity = v3f(0,0,0);
257 m_acceleration = v3f(0,0,0);
262 core::aabbox3d<f32> box = m_prop.collisionbox;
265 collisionMoveResult moveresult;
266 f32 pos_max_d = BS*0.25; // Distance per iteration
267 v3f p_pos = m_base_position;
268 v3f p_velocity = m_velocity;
269 v3f p_acceleration = m_acceleration;
270 moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
271 pos_max_d, box, m_prop.stepheight, dtime,
272 p_pos, p_velocity, p_acceleration,
273 this, m_prop.collideWithObjects);
276 m_base_position = p_pos;
277 m_velocity = p_velocity;
278 m_acceleration = p_acceleration;
280 m_base_position += dtime * m_velocity + 0.5 * dtime
281 * dtime * m_acceleration;
282 m_velocity += dtime * m_acceleration;
285 if((m_prop.automatic_face_movement_dir) &&
286 (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){
287 m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
292 m_env->getScriptIface()->luaentity_Step(m_id, dtime);
295 if(send_recommended == false)
300 // TODO: force send when acceleration changes enough?
301 float minchange = 0.2*BS;
302 if(m_last_sent_position_timer > 1.0){
304 } else if(m_last_sent_position_timer > 0.2){
307 float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
308 move_d += m_last_sent_move_precision;
309 float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
310 if(move_d > minchange || vel_d > minchange ||
311 fabs(m_yaw - m_last_sent_yaw) > 1.0){
312 sendPosition(true, false);
316 if(m_armor_groups_sent == false){
317 m_armor_groups_sent = true;
318 std::string str = gob_cmd_update_armor_groups(
320 // create message and add to list
321 ActiveObjectMessage aom(getId(), true, str);
322 m_messages_out.push_back(aom);
325 if(m_animation_sent == false){
326 m_animation_sent = true;
327 std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
328 // create message and add to list
329 ActiveObjectMessage aom(getId(), true, str);
330 m_messages_out.push_back(aom);
333 if(m_bone_position_sent == false){
334 m_bone_position_sent = true;
335 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
336 std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
337 // create message and add to list
338 ActiveObjectMessage aom(getId(), true, str);
339 m_messages_out.push_back(aom);
343 if(m_attachment_sent == false){
344 m_attachment_sent = true;
345 std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
346 // create message and add to list
347 ActiveObjectMessage aom(getId(), true, str);
348 m_messages_out.push_back(aom);
352 std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
354 std::ostringstream os(std::ios::binary);
356 if(protocol_version >= 14)
358 writeU8(os, 1); // version
359 os<<serializeString(""); // name
360 writeU8(os, 0); // is_player
361 writeS16(os, getId()); //id
362 writeV3F1000(os, m_base_position);
363 writeF1000(os, m_yaw);
366 writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here
367 os<<serializeLongString(getPropertyPacket()); // message 1
368 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
369 os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
370 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
371 os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
373 os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
377 writeU8(os, 0); // version
378 os<<serializeString(""); // name
379 writeU8(os, 0); // is_player
380 writeV3F1000(os, m_base_position);
381 writeF1000(os, m_yaw);
383 writeU8(os, 2); // number of messages stuffed in here
384 os<<serializeLongString(getPropertyPacket()); // message 1
385 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
392 std::string LuaEntitySAO::getStaticData()
394 verbosestream<<__FUNCTION_NAME<<std::endl;
395 std::ostringstream os(std::ios::binary);
399 os<<serializeString(m_init_name);
402 std::string state = m_env->getScriptIface()->
403 luaentity_GetStaticdata(m_id);
404 os<<serializeLongString(state);
406 os<<serializeLongString(m_init_state);
411 writeV3F1000(os, m_velocity);
413 writeF1000(os, m_yaw);
417 int LuaEntitySAO::punch(v3f dir,
418 const ToolCapabilities *toolcap,
419 ServerActiveObject *puncher,
420 float time_from_last_punch)
423 // Delete unknown LuaEntities when punched
428 // It's best that attachments cannot be punched
432 ItemStack *punchitem = NULL;
433 ItemStack punchitem_static;
435 punchitem_static = puncher->getWieldedItem();
436 punchitem = &punchitem_static;
439 PunchDamageResult result = getPunchDamage(
443 time_from_last_punch);
447 setHP(getHP() - result.damage);
450 std::string punchername = "nil";
453 punchername = puncher->getDescription();
455 actionstream<<getDescription()<<" punched by "
456 <<punchername<<", damage "<<result.damage
457 <<" hp, health now "<<getHP()<<" hp"<<std::endl;
460 std::string str = gob_cmd_punched(result.damage, getHP());
461 // create message and add to list
462 ActiveObjectMessage aom(getId(), true, str);
463 m_messages_out.push_back(aom);
470 m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
471 time_from_last_punch, toolcap, dir);
476 void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
480 // It's best that attachments cannot be clicked
483 m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
486 void LuaEntitySAO::setPos(v3f pos)
490 m_base_position = pos;
491 sendPosition(false, true);
494 void LuaEntitySAO::moveTo(v3f pos, bool continuous)
498 m_base_position = pos;
500 sendPosition(true, true);
503 float LuaEntitySAO::getMinimumSavedMovement()
508 std::string LuaEntitySAO::getDescription()
510 std::ostringstream os(std::ios::binary);
511 os<<"LuaEntitySAO at (";
512 os<<(m_base_position.X/BS)<<",";
513 os<<(m_base_position.Y/BS)<<",";
514 os<<(m_base_position.Z/BS);
519 void LuaEntitySAO::setHP(s16 hp)
525 s16 LuaEntitySAO::getHP() const
530 void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
532 m_armor_groups = armor_groups;
533 m_armor_groups_sent = false;
536 void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
538 m_animation_range = frame_range;
539 m_animation_speed = frame_speed;
540 m_animation_blend = frame_blend;
541 m_animation_sent = false;
544 void LuaEntitySAO::setBonePosition(std::string bone, v3f position, v3f rotation)
546 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
547 m_bone_position_sent = false;
550 void LuaEntitySAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
552 // Attachments need to be handled on both the server and client.
553 // If we just attach on the server, we can only copy the position of the parent. Attachments
554 // are still sent to clients at an interval so players might see them lagging, plus we can't
555 // read and attach to skeletal bones.
556 // If we just attach on the client, the server still sees the child at its original location.
557 // This breaks some things so we also give the server the most accurate representation
558 // even if players only see the client changes.
560 m_attachment_parent_id = parent_id;
561 m_attachment_bone = bone;
562 m_attachment_position = position;
563 m_attachment_rotation = rotation;
564 m_attachment_sent = false;
567 ObjectProperties* LuaEntitySAO::accessObjectProperties()
572 void LuaEntitySAO::notifyObjectPropertiesModified()
574 m_properties_sent = false;
577 void LuaEntitySAO::setVelocity(v3f velocity)
579 m_velocity = velocity;
582 v3f LuaEntitySAO::getVelocity()
587 void LuaEntitySAO::setAcceleration(v3f acceleration)
589 m_acceleration = acceleration;
592 v3f LuaEntitySAO::getAcceleration()
594 return m_acceleration;
597 void LuaEntitySAO::setYaw(float yaw)
602 float LuaEntitySAO::getYaw()
607 void LuaEntitySAO::setTextureMod(const std::string &mod)
609 std::string str = gob_cmd_set_texture_mod(mod);
610 // create message and add to list
611 ActiveObjectMessage aom(getId(), true, str);
612 m_messages_out.push_back(aom);
615 void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
616 bool select_horiz_by_yawpitch)
618 std::string str = gob_cmd_set_sprite(
622 select_horiz_by_yawpitch
624 // create message and add to list
625 ActiveObjectMessage aom(getId(), true, str);
626 m_messages_out.push_back(aom);
629 std::string LuaEntitySAO::getName()
634 std::string LuaEntitySAO::getPropertyPacket()
636 return gob_cmd_set_properties(m_prop);
639 void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
641 // If the object is attached client-side, don't waste bandwidth sending its position to clients
645 m_last_sent_move_precision = m_base_position.getDistanceFrom(
646 m_last_sent_position);
647 m_last_sent_position_timer = 0;
648 m_last_sent_yaw = m_yaw;
649 m_last_sent_position = m_base_position;
650 m_last_sent_velocity = m_velocity;
651 //m_last_sent_acceleration = m_acceleration;
653 float update_interval = m_env->getSendRecommendedInterval();
655 std::string str = gob_cmd_update_position(
664 // create message and add to list
665 ActiveObjectMessage aom(getId(), false, str);
666 m_messages_out.push_back(aom);
669 bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
672 //update collision box
673 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
674 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
676 toset->MinEdge += m_base_position;
677 toset->MaxEdge += m_base_position;
685 bool LuaEntitySAO::collideWithObjects(){
686 return m_prop.collideWithObjects;
693 // No prototype, PlayerSAO does not need to be deserialized
695 PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
696 const std::set<std::string> &privs, bool is_singleplayer):
697 ServerActiveObject(env_, v3f(0,0,0)),
702 m_last_good_position(0,0,0),
703 m_time_from_last_punch(0),
704 m_nocheat_dig_pos(32767, 32767, 32767),
705 m_nocheat_dig_time(0),
707 m_position_not_sent(false),
708 m_armor_groups_sent(false),
709 m_properties_sent(true),
711 m_is_singleplayer(is_singleplayer),
712 m_animation_speed(0),
713 m_animation_blend(0),
714 m_animation_sent(false),
715 m_bone_position_sent(false),
716 m_attachment_parent_id(0),
717 m_attachment_sent(false),
720 m_inventory_not_sent(false),
721 m_hp_not_sent(false),
722 m_breath_not_sent(false),
723 m_wielded_item_not_sent(false),
724 m_physics_override_speed(1),
725 m_physics_override_jump(1),
726 m_physics_override_gravity(1),
727 m_physics_override_sneak(true),
728 m_physics_override_sneak_glitch(true),
729 m_physics_override_sent(false)
732 assert(m_peer_id != 0);
733 setBasePosition(m_player->getPosition());
734 m_inventory = &m_player->inventory;
735 m_armor_groups["fleshy"] = 100;
737 m_prop.hp_max = PLAYER_MAX_HP;
738 m_prop.physical = false;
740 m_prop.collisionbox = core::aabbox3d<f32>(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
741 // start of default appearance, this should be overwritten by LUA
742 m_prop.visual = "upright_sprite";
743 m_prop.visual_size = v2f(1, 2);
744 m_prop.textures.clear();
745 m_prop.textures.push_back("player.png");
746 m_prop.textures.push_back("player_back.png");
747 m_prop.colors.clear();
748 m_prop.colors.push_back(video::SColor(255, 255, 255, 255));
749 m_prop.spritediv = v2s16(1,1);
750 // end of default appearance
751 m_prop.is_visible = true;
752 m_prop.makes_footstep_sound = true;
755 PlayerSAO::~PlayerSAO()
757 if(m_inventory != &m_player->inventory)
762 std::string PlayerSAO::getDescription()
764 return std::string("player ") + m_player->getName();
767 // Called after id has been set and has been inserted in environment
768 void PlayerSAO::addedToEnvironment(u32 dtime_s)
770 ServerActiveObject::addedToEnvironment(dtime_s);
771 ServerActiveObject::setBasePosition(m_player->getPosition());
772 m_player->setPlayerSAO(this);
773 m_player->peer_id = m_peer_id;
774 m_last_good_position = m_player->getPosition();
777 // Called before removing from environment
778 void PlayerSAO::removingFromEnvironment()
780 ServerActiveObject::removingFromEnvironment();
781 if(m_player->getPlayerSAO() == this)
783 m_player->setPlayerSAO(NULL);
784 m_player->peer_id = 0;
785 m_env->savePlayer(m_player->getName());
786 m_env->removePlayer(m_player->getName());
790 bool PlayerSAO::isStaticAllowed() const
795 std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
797 std::ostringstream os(std::ios::binary);
799 if(protocol_version >= 15)
801 writeU8(os, 1); // version
802 os<<serializeString(m_player->getName()); // name
803 writeU8(os, 1); // is_player
804 writeS16(os, getId()); //id
805 writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
806 writeF1000(os, m_player->getYaw());
807 writeS16(os, getHP());
809 writeU8(os, 5 + m_bone_position.size()); // number of messages stuffed in here
810 os<<serializeLongString(getPropertyPacket()); // message 1
811 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
812 os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
813 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
814 os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
816 os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
817 os<<serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
818 m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
819 m_physics_override_sneak_glitch)); // 5
823 writeU8(os, 0); // version
824 os<<serializeString(m_player->getName()); // name
825 writeU8(os, 1); // is_player
826 writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
827 writeF1000(os, m_player->getYaw());
828 writeS16(os, getHP());
829 writeU8(os, 2); // number of messages stuffed in here
830 os<<serializeLongString(getPropertyPacket()); // message 1
831 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
838 std::string PlayerSAO::getStaticData()
844 bool PlayerSAO::isAttached()
846 if(!m_attachment_parent_id)
848 // Check if the parent still exists
849 ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
855 void PlayerSAO::step(float dtime, bool send_recommended)
857 if(!m_properties_sent)
859 m_properties_sent = true;
860 std::string str = getPropertyPacket();
861 // create message and add to list
862 ActiveObjectMessage aom(getId(), true, str);
863 m_messages_out.push_back(aom);
866 // If attached, check that our parent is still there. If it isn't, detach.
867 if(m_attachment_parent_id && !isAttached())
869 m_attachment_parent_id = 0;
870 m_attachment_bone = "";
871 m_attachment_position = v3f(0,0,0);
872 m_attachment_rotation = v3f(0,0,0);
873 m_player->setPosition(m_last_good_position);
877 //dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
879 // Set lag pool maximums based on estimated lag
880 const float LAG_POOL_MIN = 5.0;
881 float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
882 if(lag_pool_max < LAG_POOL_MIN)
883 lag_pool_max = LAG_POOL_MIN;
884 m_dig_pool.setMax(lag_pool_max);
885 m_move_pool.setMax(lag_pool_max);
887 // Increment cheat prevention timers
888 m_dig_pool.add(dtime);
889 m_move_pool.add(dtime);
890 m_time_from_last_punch += dtime;
891 m_nocheat_dig_time += dtime;
893 // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
894 // If the object gets detached this comes into effect automatically from the last known origin
897 v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
898 m_last_good_position = pos;
899 m_player->setPosition(pos);
902 if(send_recommended == false)
905 // If the object is attached client-side, don't waste bandwidth sending its position to clients
906 if(m_position_not_sent && !isAttached())
908 m_position_not_sent = false;
909 float update_interval = m_env->getSendRecommendedInterval();
911 if(isAttached()) // Just in case we ever do send attachment position too
912 pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
914 pos = m_player->getPosition() + v3f(0,BS*1,0);
915 std::string str = gob_cmd_update_position(
924 // create message and add to list
925 ActiveObjectMessage aom(getId(), false, str);
926 m_messages_out.push_back(aom);
929 if(m_wielded_item_not_sent)
931 m_wielded_item_not_sent = false;
932 // GenericCAO has no special way to show this
935 if(m_armor_groups_sent == false){
936 m_armor_groups_sent = true;
937 std::string str = gob_cmd_update_armor_groups(
939 // create message and add to list
940 ActiveObjectMessage aom(getId(), true, str);
941 m_messages_out.push_back(aom);
944 if(m_physics_override_sent == false){
945 m_physics_override_sent = true;
946 std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
947 m_physics_override_jump, m_physics_override_gravity,
948 m_physics_override_sneak, m_physics_override_sneak_glitch);
949 // create message and add to list
950 ActiveObjectMessage aom(getId(), true, str);
951 m_messages_out.push_back(aom);
954 if(m_animation_sent == false){
955 m_animation_sent = true;
956 std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
957 // create message and add to list
958 ActiveObjectMessage aom(getId(), true, str);
959 m_messages_out.push_back(aom);
962 if(m_bone_position_sent == false){
963 m_bone_position_sent = true;
964 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
965 std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
966 // create message and add to list
967 ActiveObjectMessage aom(getId(), true, str);
968 m_messages_out.push_back(aom);
972 if(m_attachment_sent == false){
973 m_attachment_sent = true;
974 std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
975 // create message and add to list
976 ActiveObjectMessage aom(getId(), true, str);
977 m_messages_out.push_back(aom);
981 void PlayerSAO::setBasePosition(const v3f &position)
983 // This needs to be ran for attachments too
984 ServerActiveObject::setBasePosition(position);
985 m_position_not_sent = true;
988 void PlayerSAO::setPos(v3f pos)
992 m_player->setPosition(pos);
993 // Movement caused by this command is always valid
994 m_last_good_position = pos;
995 // Force position change on client
999 void PlayerSAO::moveTo(v3f pos, bool continuous)
1003 m_player->setPosition(pos);
1004 // Movement caused by this command is always valid
1005 m_last_good_position = pos;
1006 // Force position change on client
1010 void PlayerSAO::setYaw(float yaw)
1012 m_player->setYaw(yaw);
1013 // Force change on client
1017 void PlayerSAO::setPitch(float pitch)
1019 m_player->setPitch(pitch);
1020 // Force change on client
1024 int PlayerSAO::punch(v3f dir,
1025 const ToolCapabilities *toolcap,
1026 ServerActiveObject *puncher,
1027 float time_from_last_punch)
1029 // It's best that attachments cannot be punched
1036 // No effect if PvP disabled
1037 if(g_settings->getBool("enable_pvp") == false){
1038 if(puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER){
1039 std::string str = gob_cmd_punched(0, getHP());
1040 // create message and add to list
1041 ActiveObjectMessage aom(getId(), true, str);
1042 m_messages_out.push_back(aom);
1047 HitParams hitparams = getHitParams(m_armor_groups, toolcap,
1048 time_from_last_punch);
1050 std::string punchername = "nil";
1053 punchername = puncher->getDescription();
1055 actionstream<<"Player "<<m_player->getName()<<" punched by "
1056 <<punchername<<", damage "<<hitparams.hp
1059 setHP(getHP() - hitparams.hp);
1061 return hitparams.wear;
1064 void PlayerSAO::rightClick(ServerActiveObject *clicker)
1068 s16 PlayerSAO::getHP() const
1070 return m_player->hp;
1073 s16 PlayerSAO::readDamage()
1075 s16 damage = m_damage;
1080 void PlayerSAO::setHP(s16 hp)
1082 s16 oldhp = m_player->hp;
1086 else if(hp > PLAYER_MAX_HP)
1089 if(hp < oldhp && g_settings->getBool("enable_damage") == false)
1091 m_hp_not_sent = true; // fix wrong prediction on client
1098 m_hp_not_sent = true;
1100 m_damage += oldhp - hp;
1103 // Update properties on death
1104 if((hp == 0) != (oldhp == 0))
1105 m_properties_sent = false;
1108 u16 PlayerSAO::getBreath() const
1110 return m_player->getBreath();
1113 void PlayerSAO::setBreath(u16 breath)
1115 m_player->setBreath(breath);
1118 void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
1120 m_armor_groups = armor_groups;
1121 m_armor_groups_sent = false;
1124 void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
1126 // store these so they can be updated to clients
1127 m_animation_range = frame_range;
1128 m_animation_speed = frame_speed;
1129 m_animation_blend = frame_blend;
1130 m_animation_sent = false;
1133 void PlayerSAO::setBonePosition(std::string bone, v3f position, v3f rotation)
1135 // store these so they can be updated to clients
1136 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1137 m_bone_position_sent = false;
1140 void PlayerSAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
1142 // Attachments need to be handled on both the server and client.
1143 // If we just attach on the server, we can only copy the position of the parent. Attachments
1144 // are still sent to clients at an interval so players might see them lagging, plus we can't
1145 // read and attach to skeletal bones.
1146 // If we just attach on the client, the server still sees the child at its original location.
1147 // This breaks some things so we also give the server the most accurate representation
1148 // even if players only see the client changes.
1150 m_attachment_parent_id = parent_id;
1151 m_attachment_bone = bone;
1152 m_attachment_position = position;
1153 m_attachment_rotation = rotation;
1154 m_attachment_sent = false;
1157 ObjectProperties* PlayerSAO::accessObjectProperties()
1162 void PlayerSAO::notifyObjectPropertiesModified()
1164 m_properties_sent = false;
1167 Inventory* PlayerSAO::getInventory()
1171 const Inventory* PlayerSAO::getInventory() const
1176 InventoryLocation PlayerSAO::getInventoryLocation() const
1178 InventoryLocation loc;
1179 loc.setPlayer(m_player->getName());
1183 void PlayerSAO::setInventoryModified()
1185 m_inventory_not_sent = true;
1188 std::string PlayerSAO::getWieldList() const
1193 int PlayerSAO::getWieldIndex() const
1195 return m_wield_index;
1198 void PlayerSAO::setWieldIndex(int i)
1200 if(i != m_wield_index)
1203 m_wielded_item_not_sent = true;
1207 void PlayerSAO::disconnected()
1211 if(m_player->getPlayerSAO() == this)
1213 m_player->setPlayerSAO(NULL);
1214 m_player->peer_id = 0;
1218 std::string PlayerSAO::getPropertyPacket()
1220 m_prop.is_visible = (true);
1221 return gob_cmd_set_properties(m_prop);
1224 bool PlayerSAO::checkMovementCheat()
1226 bool cheated = false;
1227 if(isAttached() || m_is_singleplayer ||
1228 g_settings->getBool("disable_anticheat"))
1230 m_last_good_position = m_player->getPosition();
1235 Check player movements
1237 NOTE: Actually the server should handle player physics like the
1238 client does and compare player's position to what is calculated
1239 on our side. This is required when eg. players fly due to an
1240 explosion. Altough a node-based alternative might be possible
1241 too, and much more lightweight.
1244 float player_max_speed = 0;
1245 if(m_privs.count("fast") != 0){
1247 player_max_speed = m_player->movement_speed_fast;
1250 player_max_speed = m_player->movement_speed_walk;
1252 // Tolerance. With the lag pool we shouldn't need it.
1253 //player_max_speed *= 2.5;
1254 //player_max_speed_up *= 2.5;
1256 v3f diff = (m_player->getPosition() - m_last_good_position);
1257 float d_vert = diff.Y;
1259 float d_horiz = diff.getLength();
1260 float required_time = d_horiz/player_max_speed;
1261 if(d_vert > 0 && d_vert/player_max_speed > required_time)
1262 required_time = d_vert/player_max_speed;
1263 if(m_move_pool.grab(required_time)){
1264 m_last_good_position = m_player->getPosition();
1266 actionstream<<"Player "<<m_player->getName()
1267 <<" moved too fast; resetting position"
1269 m_player->setPosition(m_last_good_position);
1277 bool PlayerSAO::getCollisionBox(aabb3f *toset) {
1278 //update collision box
1279 *toset = m_player->getCollisionbox();
1281 toset->MinEdge += m_base_position;
1282 toset->MaxEdge += m_base_position;
1287 bool PlayerSAO::collideWithObjects(){