Fix /shutdown or ^C no longer causing server exit
[oweals/minetest.git] / src / content_sao.cpp
index 895c2604433df6a0254a0acbccab6d729a3f55b8..69f80d35619cfb9068430247a877ed417c944e72 100644 (file)
@@ -19,18 +19,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "content_sao.h"
 #include "util/serialize.h"
-#include "util/mathconstants.h"
 #include "collision.h"
 #include "environment.h"
-#include "settings.h"
-#include "serialization.h" // For compressZlib
 #include "tool.h" // For ToolCapabilities
 #include "gamedef.h"
-#include "player.h"
+#include "nodedef.h"
+#include "remoteplayer.h"
 #include "server.h"
-#include "scripting_game.h"
+#include "serverscripting.h"
 #include "genericobject.h"
-#include "log.h"
 
 std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
 
@@ -93,13 +90,8 @@ public:
                }
        }
 
-       bool getCollisionBox(aabb3f *toset) {
-               return false;
-       }
-
-       bool collideWithObjects() {
-               return false;
-       }
+       bool getCollisionBox(aabb3f *toset) const { return false; }
+       bool collideWithObjects() const { return false; }
 
 private:
        float m_timer1;
@@ -109,6 +101,133 @@ private:
 // Prototype (registers item for deserialization)
 TestSAO proto_TestSAO(NULL, v3f(0,0,0));
 
+/*
+       UnitSAO
+ */
+
+UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos):
+       ServerActiveObject(env, pos),
+       m_hp(-1),
+       m_yaw(0),
+       m_properties_sent(true),
+       m_armor_groups_sent(false),
+       m_animation_range(0,0),
+       m_animation_speed(0),
+       m_animation_blend(0),
+       m_animation_loop(true),
+       m_animation_sent(false),
+       m_bone_position_sent(false),
+       m_attachment_parent_id(0),
+       m_attachment_sent(false)
+{
+       // Initialize something to armor groups
+       m_armor_groups["fleshy"] = 100;
+}
+
+bool UnitSAO::isAttached() const
+{
+       if (!m_attachment_parent_id)
+               return false;
+       // Check if the parent still exists
+       ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
+       if (obj)
+               return true;
+       return false;
+}
+
+void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
+{
+       m_armor_groups = armor_groups;
+       m_armor_groups_sent = false;
+}
+
+const ItemGroupList &UnitSAO::getArmorGroups()
+{
+       return m_armor_groups;
+}
+
+void UnitSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
+{
+       // store these so they can be updated to clients
+       m_animation_range = frame_range;
+       m_animation_speed = frame_speed;
+       m_animation_blend = frame_blend;
+       m_animation_loop = frame_loop;
+       m_animation_sent = false;
+}
+
+void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
+{
+       *frame_range = m_animation_range;
+       *frame_speed = m_animation_speed;
+       *frame_blend = m_animation_blend;
+       *frame_loop = m_animation_loop;
+}
+
+void UnitSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
+{
+       // store these so they can be updated to clients
+       m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
+       m_bone_position_sent = false;
+}
+
+void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
+{
+       *position = m_bone_position[bone].X;
+       *rotation = m_bone_position[bone].Y;
+}
+
+void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
+{
+       // Attachments need to be handled on both the server and client.
+       // If we just attach on the server, we can only copy the position of the parent. Attachments
+       // are still sent to clients at an interval so players might see them lagging, plus we can't
+       // read and attach to skeletal bones.
+       // If we just attach on the client, the server still sees the child at its original location.
+       // This breaks some things so we also give the server the most accurate representation
+       // even if players only see the client changes.
+
+       m_attachment_parent_id = parent_id;
+       m_attachment_bone = bone;
+       m_attachment_position = position;
+       m_attachment_rotation = rotation;
+       m_attachment_sent = false;
+}
+
+void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
+       v3f *rotation)
+{
+       *parent_id = m_attachment_parent_id;
+       *bone = m_attachment_bone;
+       *position = m_attachment_position;
+       *rotation = m_attachment_rotation;
+}
+
+void UnitSAO::addAttachmentChild(int child_id)
+{
+       m_attachment_child_ids.insert(child_id);
+}
+
+void UnitSAO::removeAttachmentChild(int child_id)
+{
+       m_attachment_child_ids.erase(child_id);
+}
+
+const UNORDERED_SET<int> &UnitSAO::getAttachmentChildIds()
+{
+       return m_attachment_child_ids;
+}
+
+ObjectProperties* UnitSAO::accessObjectProperties()
+{
+       return &m_prop;
+}
+
+void UnitSAO::notifyObjectPropertiesModified()
+{
+       m_properties_sent = false;
+}
+
 /*
        LuaEntitySAO
 */
@@ -118,37 +237,24 @@ LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");
 
 LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
                const std::string &name, const std::string &state):
-       ServerActiveObject(env, pos),
+       UnitSAO(env, pos),
        m_init_name(name),
        m_init_state(state),
        m_registered(false),
-       m_hp(-1),
        m_velocity(0,0,0),
        m_acceleration(0,0,0),
-       m_yaw(0),
-       m_properties_sent(true),
        m_last_sent_yaw(0),
        m_last_sent_position(0,0,0),
        m_last_sent_velocity(0,0,0),
        m_last_sent_position_timer(0),
        m_last_sent_move_precision(0),
-       m_armor_groups_sent(false),
-       m_animation_speed(0),
-       m_animation_blend(0),
-       m_animation_loop(true),
-       m_animation_sent(false),
-       m_bone_position_sent(false),
-       m_attachment_parent_id(0),
-       m_attachment_sent(false)
+       m_current_texture_modifier("")
 {
        // Only register type if no environment supplied
        if(env == NULL){
                ServerActiveObject::registerType(getType(), create);
                return;
        }
-
-       // Initialize something to armor groups
-       m_armor_groups["fleshy"] = 100;
 }
 
 LuaEntitySAO::~LuaEntitySAO()
@@ -156,6 +262,11 @@ LuaEntitySAO::~LuaEntitySAO()
        if(m_registered){
                m_env->getScriptIface()->luaentity_Remove(m_id);
        }
+
+       for (UNORDERED_SET<u32>::iterator it = m_attached_particle_spawners.begin();
+               it != m_attached_particle_spawners.end(); ++it) {
+               m_env->deleteParticleSpawner(*it, false);
+       }
 }
 
 void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
@@ -215,17 +326,6 @@ ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
        return sao;
 }
 
-bool LuaEntitySAO::isAttached()
-{
-       if(!m_attachment_parent_id)
-               return false;
-       // Check if the parent still exists
-       ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
-       if(obj)
-               return true;
-       return false;
-}
-
 void LuaEntitySAO::step(float dtime, bool send_recommended)
 {
        if(!m_properties_sent)
@@ -269,7 +369,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                        v3f p_pos = m_base_position;
                        v3f p_velocity = m_velocity;
                        v3f p_acceleration = m_acceleration;
-                       moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
+                       moveresult = collisionMoveSimple(m_env, m_env->getGameDef(),
                                        pos_max_d, box, m_prop.stepheight, dtime,
                                        &p_pos, &p_velocity, p_acceleration,
                                        this, m_prop.collideWithObjects);
@@ -370,46 +470,48 @@ std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
 {
        std::ostringstream os(std::ios::binary);
 
-       if(protocol_version >= 14)
-       {
-               writeU8(os, 1); // version
-               os<<serializeString(""); // name
-               writeU8(os, 0); // is_player
-               writeS16(os, getId()); //id
-               writeV3F1000(os, m_base_position);
-               writeF1000(os, m_yaw);
-               writeS16(os, m_hp);
-
-               writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here
-               os<<serializeLongString(getPropertyPacket()); // message 1
-               os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
-               os<<serializeLongString(gob_cmd_update_animation(
-                       m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
-               for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
-                               ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
-                       os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
-                                       (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
-               }
-               os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
+       // protocol >= 14
+       writeU8(os, 1); // version
+       os << serializeString(""); // name
+       writeU8(os, 0); // is_player
+       writeS16(os, getId()); //id
+       writeV3F1000(os, m_base_position);
+       writeF1000(os, m_yaw);
+       writeS16(os, m_hp);
+
+       std::ostringstream msg_os(std::ios::binary);
+       msg_os << serializeLongString(getPropertyPacket()); // message 1
+       msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+       msg_os << serializeLongString(gob_cmd_update_animation(
+               m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
+       for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
+                       ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
+               msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
+                               (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
        }
-       else
-       {
-               writeU8(os, 0); // version
-               os<<serializeString(""); // name
-               writeU8(os, 0); // is_player
-               writeV3F1000(os, m_base_position);
-               writeF1000(os, m_yaw);
-               writeS16(os, m_hp);
-               writeU8(os, 2); // number of messages stuffed in here
-               os<<serializeLongString(getPropertyPacket()); // message 1
-               os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+       msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
+               m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
+       int message_count = 4 + m_bone_position.size();
+       for (UNORDERED_SET<int>::const_iterator ii = m_attachment_child_ids.begin();
+                       (ii != m_attachment_child_ids.end()); ++ii) {
+               if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
+                       message_count++;
+                       msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
+                               obj->getClientInitializationData(protocol_version)));
+               }
        }
 
+       msg_os << serializeLongString(gob_cmd_set_texture_mod(m_current_texture_modifier));
+       message_count++;
+
+       writeU8(os, message_count);
+       os.write(msg_os.str().c_str(), msg_os.str().size());
+
        // return result
        return os.str();
 }
 
-std::string LuaEntitySAO::getStaticData()
+void LuaEntitySAO::getStaticData(std::string *result) const
 {
        verbosestream<<FUNCTION_NAME<<std::endl;
        std::ostringstream os(std::ios::binary);
@@ -431,7 +533,7 @@ std::string LuaEntitySAO::getStaticData()
        writeV3F1000(os, m_velocity);
        // yaw
        writeF1000(os, m_yaw);
-       return os.str();
+       *result = os.str();
 }
 
 int LuaEntitySAO::punch(v3f dir,
@@ -462,28 +564,32 @@ int LuaEntitySAO::punch(v3f dir,
                        punchitem,
                        time_from_last_punch);
 
-       if (result.did_punch) {
-               setHP(getHP() - result.damage);
+       bool damage_handled = m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
+                       time_from_last_punch, toolcap, dir, result.did_punch ? result.damage : 0);
 
-               if (result.damage > 0) {
-                       std::string punchername = puncher ? puncher->getDescription() : "nil";
+       if (!damage_handled) {
+               if (result.did_punch) {
+                       setHP(getHP() - result.damage);
 
-                       actionstream << getDescription() << " punched by "
-                                       << punchername << ", damage " << result.damage
-                                       << " hp, health now " << getHP() << " hp" << std::endl;
-               }
+                       if (result.damage > 0) {
+                               std::string punchername = puncher ? puncher->getDescription() : "nil";
 
-               std::string str = gob_cmd_punched(result.damage, getHP());
-               // create message and add to list
-               ActiveObjectMessage aom(getId(), true, str);
-               m_messages_out.push(aom);
+                               actionstream << getDescription() << " punched by "
+                                               << punchername << ", damage " << result.damage
+                                               << " hp, health now " << getHP() << " hp" << std::endl;
+                       }
+
+                       std::string str = gob_cmd_punched(result.damage, getHP());
+                       // create message and add to list
+                       ActiveObjectMessage aom(getId(), true, str);
+                       m_messages_out.push(aom);
+               }
        }
 
        if (getHP() == 0)
                m_removed = true;
 
-       m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
-                       time_from_last_punch, toolcap, dir);
+
 
        return result.wear;
 }
@@ -498,7 +604,7 @@ void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
        m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
 }
 
-void LuaEntitySAO::setPos(v3f pos)
+void LuaEntitySAO::setPos(const v3f &pos)
 {
        if(isAttached())
                return;
@@ -542,97 +648,6 @@ s16 LuaEntitySAO::getHP() const
        return m_hp;
 }
 
-void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
-{
-       m_armor_groups = armor_groups;
-       m_armor_groups_sent = false;
-}
-
-ItemGroupList LuaEntitySAO::getArmorGroups()
-{
-       return m_armor_groups;
-}
-
-void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
-{
-       m_animation_range = frame_range;
-       m_animation_speed = frame_speed;
-       m_animation_blend = frame_blend;
-       m_animation_loop = frame_loop;
-       m_animation_sent = false;
-}
-
-void LuaEntitySAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
-{
-       *frame_range = m_animation_range;
-       *frame_speed = m_animation_speed;
-       *frame_blend = m_animation_blend;
-       *frame_loop = m_animation_loop;
-}
-
-void LuaEntitySAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
-{
-       m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
-       m_bone_position_sent = false;
-}
-
-void LuaEntitySAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
-{
-       *position = m_bone_position[bone].X;
-       *rotation = m_bone_position[bone].Y;
-}
-
-void LuaEntitySAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
-{
-       // Attachments need to be handled on both the server and client.
-       // If we just attach on the server, we can only copy the position of the parent. Attachments
-       // are still sent to clients at an interval so players might see them lagging, plus we can't
-       // read and attach to skeletal bones.
-       // If we just attach on the client, the server still sees the child at its original location.
-       // This breaks some things so we also give the server the most accurate representation
-       // even if players only see the client changes.
-
-       m_attachment_parent_id = parent_id;
-       m_attachment_bone = bone;
-       m_attachment_position = position;
-       m_attachment_rotation = rotation;
-       m_attachment_sent = false;
-}
-
-void LuaEntitySAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
-       v3f *rotation)
-{
-       *parent_id = m_attachment_parent_id;
-       *bone = m_attachment_bone;
-       *position = m_attachment_position;
-       *rotation = m_attachment_rotation;
-}
-
-void LuaEntitySAO::addAttachmentChild(int child_id)
-{
-       m_attachment_child_ids.insert(child_id);
-}
-
-void LuaEntitySAO::removeAttachmentChild(int child_id)
-{
-       m_attachment_child_ids.erase(child_id);
-}
-
-std::set<int> LuaEntitySAO::getAttachmentChildIds()
-{
-       return m_attachment_child_ids;
-}
-
-ObjectProperties* LuaEntitySAO::accessObjectProperties()
-{
-       return &m_prop;
-}
-
-void LuaEntitySAO::notifyObjectPropertiesModified()
-{
-       m_properties_sent = false;
-}
-
 void LuaEntitySAO::setVelocity(v3f velocity)
 {
        m_velocity = velocity;
@@ -653,24 +668,20 @@ v3f LuaEntitySAO::getAcceleration()
        return m_acceleration;
 }
 
-void LuaEntitySAO::setYaw(float yaw)
-{
-       m_yaw = yaw;
-}
-
-float LuaEntitySAO::getYaw()
-{
-       return m_yaw;
-}
-
 void LuaEntitySAO::setTextureMod(const std::string &mod)
 {
        std::string str = gob_cmd_set_texture_mod(mod);
+       m_current_texture_modifier = mod;
        // create message and add to list
        ActiveObjectMessage aom(getId(), true, str);
        m_messages_out.push(aom);
 }
 
+std::string LuaEntitySAO::getTextureMod() const
+{
+       return m_current_texture_modifier;
+}
+
 void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
                bool select_horiz_by_yawpitch)
 {
@@ -725,7 +736,8 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
        m_messages_out.push(aom);
 }
 
-bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
+bool LuaEntitySAO::getCollisionBox(aabb3f *toset) const
+{
        if (m_prop.physical)
        {
                //update collision box
@@ -741,7 +753,8 @@ bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
        return false;
 }
 
-bool LuaEntitySAO::collideWithObjects(){
+bool LuaEntitySAO::collideWithObjects() const
+{
        return m_prop.collideWithObjects;
 }
 
@@ -751,30 +764,25 @@ bool LuaEntitySAO::collideWithObjects(){
 
 // No prototype, PlayerSAO does not need to be deserialized
 
-PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
-               const std::set<std::string> &privs, bool is_singleplayer):
-       ServerActiveObject(env_, v3f(0,0,0)),
-       m_player(player_),
+PlayerSAO::PlayerSAO(ServerEnvironment *env_, u16 peer_id_, bool is_singleplayer):
+       UnitSAO(env_, v3f(0,0,0)),
+       m_player(NULL),
        m_peer_id(peer_id_),
        m_inventory(NULL),
        m_damage(0),
        m_last_good_position(0,0,0),
+       m_time_from_last_teleport(0),
        m_time_from_last_punch(0),
        m_nocheat_dig_pos(32767, 32767, 32767),
        m_nocheat_dig_time(0),
        m_wield_index(0),
        m_position_not_sent(false),
-       m_armor_groups_sent(false),
-       m_properties_sent(true),
-       m_privs(privs),
        m_is_singleplayer(is_singleplayer),
-       m_animation_speed(0),
-       m_animation_blend(0),
-       m_animation_loop(true),
-       m_animation_sent(false),
-       m_bone_position_sent(false),
-       m_attachment_parent_id(0),
-       m_attachment_sent(false),
+       m_breath(PLAYER_MAX_BREATH),
+       m_pitch(0),
+       m_fov(0),
+       m_wanted_range(0),
+       m_extended_attributes_modified(false),
        // public
        m_physics_override_speed(1),
        m_physics_override_jump(1),
@@ -783,11 +791,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
        m_physics_override_sneak_glitch(true),
        m_physics_override_sent(false)
 {
-       assert(m_player);       // pre-condition
        assert(m_peer_id != 0); // pre-condition
-       setBasePosition(m_player->getPosition());
-       m_inventory = &m_player->inventory;
-       m_armor_groups["fleshy"] = 100;
 
        m_prop.hp_max = PLAYER_MAX_HP;
        m_prop.physical = false;
@@ -805,13 +809,26 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
        // end of default appearance
        m_prop.is_visible = true;
        m_prop.makes_footstep_sound = true;
+       m_hp = PLAYER_MAX_HP;
 }
 
 PlayerSAO::~PlayerSAO()
 {
        if(m_inventory != &m_player->inventory)
                delete m_inventory;
+}
 
+void PlayerSAO::initialize(RemotePlayer *player, const std::set<std::string> &privs)
+{
+       assert(player);
+       m_player = player;
+       m_privs = privs;
+       m_inventory = &m_player->inventory;
+}
+
+v3f PlayerSAO::getEyeOffset() const
+{
+       return v3f(0, BS * 1.625f, 0);
 }
 
 std::string PlayerSAO::getDescription()
@@ -823,97 +840,108 @@ std::string PlayerSAO::getDescription()
 void PlayerSAO::addedToEnvironment(u32 dtime_s)
 {
        ServerActiveObject::addedToEnvironment(dtime_s);
-       ServerActiveObject::setBasePosition(m_player->getPosition());
+       ServerActiveObject::setBasePosition(m_base_position);
        m_player->setPlayerSAO(this);
        m_player->peer_id = m_peer_id;
-       m_last_good_position = m_player->getPosition();
+       m_last_good_position = m_base_position;
 }
 
 // Called before removing from environment
 void PlayerSAO::removingFromEnvironment()
 {
        ServerActiveObject::removingFromEnvironment();
-       if(m_player->getPlayerSAO() == this)
-       {
-               m_player->setPlayerSAO(NULL);
-               m_player->peer_id = 0;
-               m_env->savePlayer((RemotePlayer*)m_player);
-               m_env->removePlayer(m_player);
+       if (m_player->getPlayerSAO() == this) {
+               unlinkPlayerSessionAndSave();
+               for (UNORDERED_SET<u32>::iterator it = m_attached_particle_spawners.begin();
+                       it != m_attached_particle_spawners.end(); ++it) {
+                       m_env->deleteParticleSpawner(*it, false);
+               }
        }
 }
 
-bool PlayerSAO::isStaticAllowed() const
-{
-       return false;
-}
-
 std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
 {
        std::ostringstream os(std::ios::binary);
 
-       if(protocol_version >= 15)
-       {
-               writeU8(os, 1); // version
-               os<<serializeString(m_player->getName()); // name
-               writeU8(os, 1); // is_player
-               writeS16(os, getId()); //id
-               writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
-               writeF1000(os, m_player->getYaw());
-               writeS16(os, getHP());
-
-               writeU8(os, 6 + m_bone_position.size()); // number of messages stuffed in here
-               os<<serializeLongString(getPropertyPacket()); // message 1
-               os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
-               os<<serializeLongString(gob_cmd_update_animation(
-                       m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
-               for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
-                               ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
-                       os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
-               }
-               os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
-               os<<serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
-                               m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
-                               m_physics_override_sneak_glitch)); // 5
-               os << serializeLongString(gob_cmd_update_nametag_attributes(m_prop.nametag_color)); // 6 (GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only.
+       // Protocol >= 15
+       writeU8(os, 1); // version
+       os << serializeString(m_player->getName()); // name
+       writeU8(os, 1); // is_player
+       writeS16(os, getId()); //id
+       writeV3F1000(os, m_base_position + v3f(0,BS*1,0));
+       writeF1000(os, m_yaw);
+       writeS16(os, getHP());
+
+       std::ostringstream msg_os(std::ios::binary);
+       msg_os << serializeLongString(getPropertyPacket()); // message 1
+       msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+       msg_os << serializeLongString(gob_cmd_update_animation(
+               m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
+       for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
+                       ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
+               msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
+                       (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
        }
-       else
-       {
-               writeU8(os, 0); // version
-               os<<serializeString(m_player->getName()); // name
-               writeU8(os, 1); // is_player
-               writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
-               writeF1000(os, m_player->getYaw());
-               writeS16(os, getHP());
-               writeU8(os, 2); // number of messages stuffed in here
-               os<<serializeLongString(getPropertyPacket()); // message 1
-               os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+       msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
+               m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
+       msg_os << serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
+                       m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
+                       m_physics_override_sneak_glitch)); // 5
+       // (GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only.
+       msg_os << serializeLongString(gob_cmd_update_nametag_attributes(m_prop.nametag_color)); // 6
+       int message_count = 6 + m_bone_position.size();
+       for (UNORDERED_SET<int>::const_iterator ii = m_attachment_child_ids.begin();
+                       ii != m_attachment_child_ids.end(); ++ii) {
+               if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
+                       message_count++;
+                       msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
+                               obj->getClientInitializationData(protocol_version)));
+               }
        }
 
+       writeU8(os, message_count);
+       os.write(msg_os.str().c_str(), msg_os.str().size());
+
        // return result
        return os.str();
 }
 
-std::string PlayerSAO::getStaticData()
+void PlayerSAO::getStaticData(std::string *result) const
 {
-       FATAL_ERROR("Deprecated function (?)");
-       return "";
-}
-
-bool PlayerSAO::isAttached()
-{
-       if(!m_attachment_parent_id)
-               return false;
-       // Check if the parent still exists
-       ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
-       if(obj)
-               return true;
-       return false;
+       FATAL_ERROR("Deprecated function");
 }
 
 void PlayerSAO::step(float dtime, bool send_recommended)
 {
-       if(!m_properties_sent)
-       {
+       if (m_drowning_interval.step(dtime, 2.0)) {
+               // get head position
+               v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
+               MapNode n = m_env->getMap().getNodeNoEx(p);
+               const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
+               // If node generates drown
+               if (c.drowning > 0) {
+                       if (m_hp > 0 && m_breath > 0)
+                               setBreath(m_breath - 1);
+
+                       // No more breath, damage player
+                       if (m_breath == 0) {
+                               setHP(m_hp - c.drowning);
+                               m_env->getGameDef()->SendPlayerHPOrDie(this);
+                       }
+               }
+       }
+
+       if (m_breathing_interval.step(dtime, 0.5)) {
+               // get head position
+               v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
+               MapNode n = m_env->getMap().getNodeNoEx(p);
+               const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
+               // If player is alive & no drowning, breath
+               if (m_hp > 0 && m_breath < PLAYER_MAX_BREATH && c.drowning == 0)
+                       setBreath(m_breath + 1);
+       }
+
+       if (!m_properties_sent) {
                m_properties_sent = true;
                std::string str = getPropertyPacket();
                // create message and add to list
@@ -928,8 +956,8 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                m_attachment_bone = "";
                m_attachment_position = v3f(0,0,0);
                m_attachment_rotation = v3f(0,0,0);
-               m_player->setPosition(m_last_good_position);
-               ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
+               setBasePosition(m_last_good_position);
+               m_env->getGameDef()->SendMovePlayer(m_peer_id);
        }
 
        //dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
@@ -945,19 +973,19 @@ void PlayerSAO::step(float dtime, bool send_recommended)
        // Increment cheat prevention timers
        m_dig_pool.add(dtime);
        m_move_pool.add(dtime);
+       m_time_from_last_teleport += dtime;
        m_time_from_last_punch += dtime;
        m_nocheat_dig_time += dtime;
 
        // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
        // If the object gets detached this comes into effect automatically from the last known origin
-       if(isAttached())
-       {
+       if (isAttached()) {
                v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
                m_last_good_position = pos;
-               m_player->setPosition(pos);
+               setBasePosition(pos);
        }
 
-       if(send_recommended == false)
+       if (!send_recommended)
                return;
 
        // If the object is attached client-side, don't waste bandwidth sending its position to clients
@@ -969,12 +997,12 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                if(isAttached()) // Just in case we ever do send attachment position too
                        pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
                else
-                       pos = m_player->getPosition() + v3f(0,BS*1,0);
+                       pos = m_base_position + v3f(0,BS*1,0);
                std::string str = gob_cmd_update_position(
                        pos,
                        v3f(0,0,0),
                        v3f(0,0,0),
-                       m_player->getYaw(),
+                       m_yaw,
                        true,
                        false,
                        update_interval
@@ -984,7 +1012,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                m_messages_out.push(aom);
        }
 
-       if(m_armor_groups_sent == false) {
+       if (!m_armor_groups_sent) {
                m_armor_groups_sent = true;
                std::string str = gob_cmd_update_armor_groups(
                                m_armor_groups);
@@ -993,7 +1021,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                m_messages_out.push(aom);
        }
 
-       if(m_physics_override_sent == false){
+       if (!m_physics_override_sent) {
                m_physics_override_sent = true;
                std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
                                m_physics_override_jump, m_physics_override_gravity,
@@ -1003,7 +1031,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                m_messages_out.push(aom);
        }
 
-       if(m_animation_sent == false){
+       if (!m_animation_sent) {
                m_animation_sent = true;
                std::string str = gob_cmd_update_animation(
                        m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
@@ -1036,41 +1064,82 @@ void PlayerSAO::step(float dtime, bool send_recommended)
 
 void PlayerSAO::setBasePosition(const v3f &position)
 {
+       if (m_player && position != m_base_position)
+               m_player->setDirty(true);
+
        // This needs to be ran for attachments too
        ServerActiveObject::setBasePosition(position);
        m_position_not_sent = true;
 }
 
-void PlayerSAO::setPos(v3f pos)
+void PlayerSAO::setPos(const v3f &pos)
 {
        if(isAttached())
                return;
-       m_player->setPosition(pos);
+
+       setBasePosition(pos);
        // Movement caused by this command is always valid
        m_last_good_position = pos;
-       ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
+       m_move_pool.empty();
+       m_time_from_last_teleport = 0.0;
+       m_env->getGameDef()->SendMovePlayer(m_peer_id);
 }
 
 void PlayerSAO::moveTo(v3f pos, bool continuous)
 {
        if(isAttached())
                return;
-       m_player->setPosition(pos);
+
+       setBasePosition(pos);
        // Movement caused by this command is always valid
        m_last_good_position = pos;
-       ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
+       m_move_pool.empty();
+       m_time_from_last_teleport = 0.0;
+       m_env->getGameDef()->SendMovePlayer(m_peer_id);
+}
+
+void PlayerSAO::setYaw(const float yaw)
+{
+       if (m_player && yaw != m_yaw)
+               m_player->setDirty(true);
+
+       UnitSAO::setYaw(yaw);
 }
 
-void PlayerSAO::setYaw(float yaw)
+void PlayerSAO::setFov(const float fov)
 {
-       m_player->setYaw(yaw);
-       ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
+       if (m_player && fov != m_fov)
+               m_player->setDirty(true);
+
+       m_fov = fov;
 }
 
-void PlayerSAO::setPitch(float pitch)
+void PlayerSAO::setWantedRange(const s16 range)
 {
-       m_player->setPitch(pitch);
-       ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
+       if (m_player && range != m_wanted_range)
+               m_player->setDirty(true);
+
+       m_wanted_range = range;
+}
+
+void PlayerSAO::setYawAndSend(const float yaw)
+{
+       setYaw(yaw);
+       m_env->getGameDef()->SendMovePlayer(m_peer_id);
+}
+
+void PlayerSAO::setPitch(const float pitch)
+{
+       if (m_player && pitch != m_pitch)
+               m_player->setDirty(true);
+
+       m_pitch = pitch;
+}
+
+void PlayerSAO::setPitchAndSend(const float pitch)
+{
+       setPitch(pitch);
+       m_env->getGameDef()->SendMovePlayer(m_peer_id);
 }
 
 int PlayerSAO::punch(v3f dir,
@@ -1134,15 +1203,6 @@ int PlayerSAO::punch(v3f dir,
        return hitparams.wear;
 }
 
-void PlayerSAO::rightClick(ServerActiveObject *clicker)
-{
-}
-
-s16 PlayerSAO::getHP() const
-{
-       return m_player->hp;
-}
-
 s16 PlayerSAO::readDamage()
 {
        s16 damage = m_damage;
@@ -1152,10 +1212,9 @@ s16 PlayerSAO::readDamage()
 
 void PlayerSAO::setHP(s16 hp)
 {
-       s16 oldhp = m_player->hp;
+       s16 oldhp = m_hp;
 
-       s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this,
-               hp - oldhp);
+       s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp);
        if (hp_change == 0)
                return;
        hp = oldhp + hp_change;
@@ -1165,11 +1224,11 @@ void PlayerSAO::setHP(s16 hp)
        else if (hp > PLAYER_MAX_HP)
                hp = PLAYER_MAX_HP;
 
-       if(hp < oldhp && g_settings->getBool("enable_damage") == false) {
+       if (hp < oldhp && !g_settings->getBool("enable_damage")) {
                return;
        }
 
-       m_player->hp = hp;
+       m_hp = hp;
 
        if (oldhp > hp)
                m_damage += (oldhp - hp);
@@ -1179,107 +1238,15 @@ void PlayerSAO::setHP(s16 hp)
                m_properties_sent = false;
 }
 
-u16 PlayerSAO::getBreath() const
-{
-       return m_player->getBreath();
-}
-
-void PlayerSAO::setBreath(u16 breath)
-{
-       m_player->setBreath(breath);
-}
-
-void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
-{
-       m_armor_groups = armor_groups;
-       m_armor_groups_sent = false;
-}
-
-ItemGroupList PlayerSAO::getArmorGroups()
-{
-       return m_armor_groups;
-}
-
-void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
-{
-       // store these so they can be updated to clients
-       m_animation_range = frame_range;
-       m_animation_speed = frame_speed;
-       m_animation_blend = frame_blend;
-       m_animation_loop = frame_loop;
-       m_animation_sent = false;
-}
-
-void PlayerSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
+void PlayerSAO::setBreath(const u16 breath, bool send)
 {
-       *frame_range = m_animation_range;
-       *frame_speed = m_animation_speed;
-       *frame_blend = m_animation_blend;
-       *frame_loop = m_animation_loop;
-}
+       if (m_player && breath != m_breath)
+               m_player->setDirty(true);
 
-void PlayerSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
-{
-       // store these so they can be updated to clients
-       m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
-       m_bone_position_sent = false;
-}
+       m_breath = MYMIN(breath, PLAYER_MAX_BREATH);
 
-void PlayerSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
-{
-       *position = m_bone_position[bone].X;
-       *rotation = m_bone_position[bone].Y;
-}
-
-void PlayerSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
-{
-       // Attachments need to be handled on both the server and client.
-       // If we just attach on the server, we can only copy the position of the parent. Attachments
-       // are still sent to clients at an interval so players might see them lagging, plus we can't
-       // read and attach to skeletal bones.
-       // If we just attach on the client, the server still sees the child at its original location.
-       // This breaks some things so we also give the server the most accurate representation
-       // even if players only see the client changes.
-
-       m_attachment_parent_id = parent_id;
-       m_attachment_bone = bone;
-       m_attachment_position = position;
-       m_attachment_rotation = rotation;
-       m_attachment_sent = false;
-}
-
-void PlayerSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
-       v3f *rotation)
-{
-       *parent_id = m_attachment_parent_id;
-       *bone = m_attachment_bone;
-       *position = m_attachment_position;
-       *rotation = m_attachment_rotation;
-}
-
-void PlayerSAO::addAttachmentChild(int child_id)
-{
-       m_attachment_child_ids.insert(child_id);
-}
-
-void PlayerSAO::removeAttachmentChild(int child_id)
-{
-       m_attachment_child_ids.erase(child_id);
-}
-
-std::set<int> PlayerSAO::getAttachmentChildIds()
-{
-       return m_attachment_child_ids;
-}
-
-ObjectProperties* PlayerSAO::accessObjectProperties()
-{
-       return &m_prop;
-}
-
-void PlayerSAO::notifyObjectPropertiesModified()
-{
-       m_properties_sent = false;
+       if (send)
+               m_env->getGameDef()->SendPlayerBreath(this);
 }
 
 Inventory* PlayerSAO::getInventory()
@@ -1303,6 +1270,42 @@ std::string PlayerSAO::getWieldList() const
        return "main";
 }
 
+ItemStack PlayerSAO::getWieldedItem() const
+{
+       const Inventory *inv = getInventory();
+       ItemStack ret;
+       const InventoryList *mlist = inv->getList(getWieldList());
+       if (mlist && getWieldIndex() < (s32)mlist->getSize())
+               ret = mlist->getItem(getWieldIndex());
+       if (ret.name.empty()) {
+               const InventoryList *hlist = inv->getList("hand");
+               if (hlist)
+                       ret = hlist->getItem(0);
+       }
+       return ret;
+}
+
+bool PlayerSAO::setWieldedItem(const ItemStack &item)
+{
+       Inventory *inv = getInventory();
+       if (inv) {
+               InventoryList *mlist = inv->getList(getWieldList());
+               if (mlist) {
+                       ItemStack olditem = mlist->getItem(getWieldIndex());
+                       if (olditem.name.empty()) {
+                               InventoryList *hlist = inv->getList("hand");
+                               if (hlist) {
+                                       hlist->changeItem(0, item);
+                                       return true;
+                               }
+                       }
+                       mlist->changeItem(getWieldIndex(), item);
+                       return true;
+               }
+       }
+       return false;
+}
+
 int PlayerSAO::getWieldIndex() const
 {
        return m_wield_index;
@@ -1315,15 +1318,20 @@ void PlayerSAO::setWieldIndex(int i)
        }
 }
 
+// Erase the peer id and make the object for removal
 void PlayerSAO::disconnected()
 {
        m_peer_id = 0;
        m_removed = true;
-       if(m_player->getPlayerSAO() == this)
-       {
-               m_player->setPlayerSAO(NULL);
-               m_player->peer_id = 0;
-       }
+}
+
+void PlayerSAO::unlinkPlayerSessionAndSave()
+{
+       assert(m_player->getPlayerSAO() == this);
+       m_player->peer_id = 0;
+       m_env->savePlayer(m_player);
+       m_player->setPlayerSAO(NULL);
+       m_env->removePlayer(m_player);
 }
 
 std::string PlayerSAO::getPropertyPacket()
@@ -1336,7 +1344,7 @@ bool PlayerSAO::checkMovementCheat()
 {
        if (isAttached() || m_is_singleplayer ||
                        g_settings->getBool("disable_anticheat")) {
-               m_last_good_position = m_player->getPosition();
+               m_last_good_position = m_base_position;
                return false;
        }
 
@@ -1363,7 +1371,7 @@ bool PlayerSAO::checkMovementCheat()
        // Tolerance. The lag pool does this a bit.
        //player_max_speed *= 2.5;
 
-       v3f diff = (m_player->getPosition() - m_last_good_position);
+       v3f diff = (m_base_position - m_last_good_position);
        float d_vert = diff.Y;
        diff.Y = 0;
        float d_horiz = diff.getLength();
@@ -1373,27 +1381,26 @@ bool PlayerSAO::checkMovementCheat()
                required_time = d_vert / player_max_speed; // Moving upwards
 
        if (m_move_pool.grab(required_time)) {
-               m_last_good_position = m_player->getPosition();
+               m_last_good_position = m_base_position;
        } else {
-               actionstream << "Player " << m_player->getName()
-                               << " moved too fast; resetting position"
-                               << std::endl;
-               m_player->setPosition(m_last_good_position);
-               cheated = true;
+               const float LAG_POOL_MIN = 5.0;
+               float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
+               lag_pool_max = MYMAX(lag_pool_max, LAG_POOL_MIN);
+               if (m_time_from_last_teleport > lag_pool_max) {
+                       actionstream << "Player " << m_player->getName()
+                                       << " moved too fast; resetting position"
+                                       << std::endl;
+                       cheated = true;
+               }
+               setBasePosition(m_last_good_position);
        }
        return cheated;
 }
 
-bool PlayerSAO::getCollisionBox(aabb3f *toset) {
-       //update collision box
-       *toset = m_player->getCollisionbox();
-
+bool PlayerSAO::getCollisionBox(aabb3f *toset) const
+{
+       *toset = aabb3f(-BS * 0.30, 0.0, -BS * 0.30, BS * 0.30, BS * 1.75, BS * 0.30);
        toset->MinEdge += m_base_position;
        toset->MaxEdge += m_base_position;
-
-       return true;
-}
-
-bool PlayerSAO::collideWithObjects(){
        return true;
 }