#include "content_sao.h"
#include "util/serialize.h"
-#include "util/mathconstants.h"
#include "collision.h"
#include "environment.h"
-#include "settings.h"
-#include "main.h" // For g_profiler
-#include "profiler.h"
-#include "serialization.h" // For compressZlib
#include "tool.h" // For ToolCapabilities
#include "gamedef.h"
-#include "player.h"
-#include "scripting_game.h"
+#include "nodedef.h"
+#include "remoteplayer.h"
+#include "server.h"
+#include "scripting_server.h"
#include "genericobject.h"
-#include "log.h"
std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
data += itos(m_base_position.Z);
ActiveObjectMessage aom(getId(), false, data);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
}
}
- 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;
// 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
*/
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_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()
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)
// Activate entity, supplying serialized state
m_env->getScriptIface()->
luaentity_Activate(m_id, m_init_state.c_str(), dtime_s);
+ } else {
+ m_prop.infotext = m_init_name;
}
}
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)
std::string str = getPropertyPacket();
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
}
// If attached, check that our parent is still there. If it isn't, detach.
else
{
if(m_prop.physical){
- core::aabbox3d<f32> box = m_prop.collisionbox;
+ aabb3f box = m_prop.collisionbox;
box.MinEdge *= BS;
box.MaxEdge *= BS;
collisionMoveResult moveresult;
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,
+ &p_pos, &p_velocity, p_acceleration,
this, m_prop.collideWithObjects);
// Apply results
}
if((m_prop.automatic_face_movement_dir) &&
- (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){
- m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
+ (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
+ {
+ float optimal_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
+ + m_prop.automatic_face_movement_dir_offset;
+ float max_rotation_delta =
+ dtime * m_prop.automatic_face_movement_max_rotation_per_sec;
+
+ if ((m_prop.automatic_face_movement_max_rotation_per_sec > 0) &&
+ (fabs(m_yaw - optimal_yaw) > max_rotation_delta)) {
+
+ m_yaw = optimal_yaw < m_yaw ? m_yaw - max_rotation_delta : m_yaw + max_rotation_delta;
+ } else {
+ m_yaw = optimal_yaw;
+ }
}
}
m_armor_groups);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
}
if(m_animation_sent == false){
m_animation_sent = true;
- std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
+ std::string str = gob_cmd_update_animation(
+ m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
}
if(m_bone_position_sent == false){
m_bone_position_sent = true;
- for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
- std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
+ for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
+ ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+ std::string str = gob_cmd_update_bone_position((*ii).first,
+ (*ii).second.X, (*ii).second.Y);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
}
}
std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
}
}
{
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)); // 3
- for(std::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;
+ verbosestream<<FUNCTION_NAME<<std::endl;
std::ostringstream os(std::ios::binary);
// version
writeU8(os, 1);
writeV3F1000(os, m_velocity);
// yaw
writeF1000(os, m_yaw);
- return os.str();
+ *result = os.str();
}
int LuaEntitySAO::punch(v3f dir,
ServerActiveObject *puncher,
float time_from_last_punch)
{
- if(!m_registered){
+ if (!m_registered){
// Delete unknown LuaEntities when punched
m_removed = true;
return 0;
}
// It's best that attachments cannot be punched
- if(isAttached())
+ if (isAttached())
return 0;
ItemStack *punchitem = NULL;
ItemStack punchitem_static;
- if(puncher){
+ if (puncher) {
punchitem_static = puncher->getWieldedItem();
punchitem = &punchitem_static;
}
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);
- std::string punchername = "nil";
+ if (!damage_handled) {
+ if (result.did_punch) {
+ setHP(getHP() - result.damage);
- if ( puncher != 0 )
- punchername = puncher->getDescription();
+ if (result.damage > 0) {
+ std::string punchername = puncher ? puncher->getDescription() : "nil";
- actionstream<<getDescription()<<" punched by "
- <<punchername<<", damage "<<result.damage
- <<" hp, health now "<<getHP()<<" hp"<<std::endl;
+ 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_back(aom);
+ 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);
+ if (getHP() == 0)
+ m_removed = true;
+
+
return result.wear;
}
void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
{
- if(!m_registered)
+ if (!m_registered)
return;
// It's best that attachments cannot be clicked
- if(isAttached())
+ if (isAttached())
return;
m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
}
-void LuaEntitySAO::setPos(v3f pos)
+void LuaEntitySAO::setPos(const v3f &pos)
{
if(isAttached())
return;
return m_hp;
}
-void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
-{
- m_armor_groups = armor_groups;
- m_armor_groups_sent = false;
-}
-
-void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
-{
- m_animation_range = frame_range;
- m_animation_speed = frame_speed;
- m_animation_blend = frame_blend;
- m_animation_sent = false;
-}
-
-void LuaEntitySAO::setBonePosition(std::string bone, v3f position, v3f rotation)
-{
- m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
- m_bone_position_sent = false;
-}
-
-void LuaEntitySAO::setAttachment(int parent_id, 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;
-}
-
-ObjectProperties* LuaEntitySAO::accessObjectProperties()
-{
- return &m_prop;
-}
-
-void LuaEntitySAO::notifyObjectPropertiesModified()
-{
- m_properties_sent = false;
-}
-
void LuaEntitySAO::setVelocity(v3f velocity)
{
m_velocity = velocity;
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_back(aom);
+ 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,
);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
}
std::string LuaEntitySAO::getName()
);
// create message and add to list
ActiveObjectMessage aom(getId(), false, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
}
-bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
+bool LuaEntitySAO::getCollisionBox(aabb3f *toset) const
+{
if (m_prop.physical)
{
//update collision box
return false;
}
-bool LuaEntitySAO::collideWithObjects(){
+bool LuaEntitySAO::collideWithObjects() const
+{
return m_prop.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)),
+PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id_,
+ bool is_singleplayer):
+ UnitSAO(env_, v3f(0,0,0)),
m_player(player_),
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_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_moved(false),
- m_inventory_not_sent(false),
- m_hp_not_sent(false),
- m_breath_not_sent(false),
- m_wielded_item_not_sent(false),
m_physics_override_speed(1),
m_physics_override_jump(1),
m_physics_override_gravity(1),
m_physics_override_sneak(true),
- m_physics_override_sneak_glitch(true),
+ m_physics_override_sneak_glitch(false),
+ m_physics_override_new_move(true),
m_physics_override_sent(false)
{
- assert(m_player);
- assert(m_peer_id != 0);
- setBasePosition(m_player->getPosition());
- m_inventory = &m_player->inventory;
- m_armor_groups["fleshy"] = 100;
+ assert(m_peer_id != 0); // pre-condition
m_prop.hp_max = PLAYER_MAX_HP;
m_prop.physical = false;
m_prop.weight = 75;
- m_prop.collisionbox = core::aabbox3d<f32>(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
+ m_prop.collisionbox = aabb3f(-0.3f, -1.0f, -0.3f, 0.3f, 0.75f, 0.3f);
// start of default appearance, this should be overwritten by LUA
m_prop.visual = "upright_sprite";
m_prop.visual_size = v2f(1, 2);
// 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::finalize(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()
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(m_player->getName());
- m_env->removePlayer(m_player->getName());
+ 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, 5 + 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)); // 3
- for(std::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
+ // 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, m_physics_override_new_move)); // 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
{
- assert(0);
- 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 && m_hp > 0) {
+ if (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_node_hurt_interval.step(dtime, 1.0)) {
+ // Feet, middle and head
+ v3s16 p1 = floatToInt(m_base_position + v3f(0, BS*0.1, 0), BS);
+ MapNode n1 = m_env->getMap().getNodeNoEx(p1);
+ v3s16 p2 = floatToInt(m_base_position + v3f(0, BS*0.8, 0), BS);
+ MapNode n2 = m_env->getMap().getNodeNoEx(p2);
+ v3s16 p3 = floatToInt(m_base_position + v3f(0, BS*1.6, 0), BS);
+ MapNode n3 = m_env->getMap().getNodeNoEx(p3);
+
+ u32 damage_per_second = 0;
+ damage_per_second = MYMAX(damage_per_second,
+ m_env->getGameDef()->ndef()->get(n1).damage_per_second);
+ damage_per_second = MYMAX(damage_per_second,
+ m_env->getGameDef()->ndef()->get(n2).damage_per_second);
+ damage_per_second = MYMAX(damage_per_second,
+ m_env->getGameDef()->ndef()->get(n3).damage_per_second);
+
+ if (damage_per_second != 0 && m_hp > 0) {
+ s16 newhp = ((s32) damage_per_second > m_hp ? 0 : m_hp - damage_per_second);
+ setHP(newhp);
+ m_env->getGameDef()->SendPlayerHPOrDie(this);
+ }
+ }
+
+ if (!m_properties_sent) {
m_properties_sent = true;
std::string str = getPropertyPacket();
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
}
// If attached, check that our parent is still there. If it isn't, detach.
m_attachment_bone = "";
m_attachment_position = v3f(0,0,0);
m_attachment_rotation = v3f(0,0,0);
- m_player->setPosition(m_last_good_position);
- m_moved = true;
+ setBasePosition(m_last_good_position);
+ m_env->getGameDef()->SendMovePlayer(m_peer_id);
}
//dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
// 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
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
);
// create message and add to list
ActiveObjectMessage aom(getId(), false, str);
- m_messages_out.push_back(aom);
- }
-
- if(m_wielded_item_not_sent)
- {
- m_wielded_item_not_sent = false;
- // GenericCAO has no special way to show this
+ 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);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ 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,
- m_physics_override_sneak, m_physics_override_sneak_glitch);
+ m_physics_override_sneak, m_physics_override_sneak_glitch,
+ m_physics_override_new_move);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ 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);
+ std::string str = gob_cmd_update_animation(
+ m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
}
- if(m_bone_position_sent == false){
+ if (!m_bone_position_sent) {
m_bone_position_sent = true;
- for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
- std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
+ for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
+ ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
+ std::string str = gob_cmd_update_bone_position((*ii).first,
+ (*ii).second.X, (*ii).second.Y);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
}
}
- if(m_attachment_sent == false){
+ if (!m_attachment_sent){
m_attachment_sent = true;
- std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
+ std::string str = gob_cmd_update_attachment(m_attachment_parent_id,
+ m_attachment_bone, m_attachment_position, m_attachment_rotation);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
}
}
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;
- // Force position change on client
- m_moved = true;
+ 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;
- // Force position change on client
- m_moved = true;
+ m_move_pool.empty();
+ m_time_from_last_teleport = 0.0;
+ m_env->getGameDef()->SendMovePlayer(m_peer_id);
}
-void PlayerSAO::setYaw(float yaw)
+void PlayerSAO::setYaw(const float yaw)
{
- m_player->setYaw(yaw);
- // Force change on client
- m_moved = true;
+ if (m_player && yaw != m_yaw)
+ m_player->setDirty(true);
+
+ UnitSAO::setYaw(yaw);
+}
+
+void PlayerSAO::setFov(const float fov)
+{
+ 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);
- // Force change on client
- m_moved = true;
+ 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,
float time_from_last_punch)
{
// It's best that attachments cannot be punched
- if(isAttached())
+ if (isAttached())
return 0;
- if(!toolcap)
+ if (!toolcap)
return 0;
// No effect if PvP disabled
- if(g_settings->getBool("enable_pvp") == false){
- if(puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER){
+ if (g_settings->getBool("enable_pvp") == false) {
+ if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
std::string str = gob_cmd_punched(0, getHP());
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_messages_out.push(aom);
return 0;
}
}
std::string punchername = "nil";
- if ( puncher != 0 )
+ if (puncher != 0)
punchername = puncher->getDescription();
- actionstream<<"Player "<<m_player->getName()<<" punched by "
- <<punchername<<", damage "<<hitparams.hp
- <<" HP"<<std::endl;
+ PlayerSAO *playersao = m_player->getPlayerSAO();
- setHP(getHP() - hitparams.hp);
+ bool damage_handled = m_env->getScriptIface()->on_punchplayer(playersao,
+ puncher, time_from_last_punch, toolcap, dir,
+ hitparams.hp);
- return hitparams.wear;
-}
+ if (!damage_handled) {
+ setHP(getHP() - hitparams.hp);
+ } else { // override client prediction
+ if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
+ std::string str = gob_cmd_punched(0, getHP());
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), true, str);
+ m_messages_out.push(aom);
+ }
+ }
-void PlayerSAO::rightClick(ServerActiveObject *clicker)
-{
-}
-s16 PlayerSAO::getHP() const
-{
- return m_player->hp;
+ actionstream << "Player " << m_player->getName() << " punched by "
+ << punchername;
+ if (!damage_handled) {
+ actionstream << ", damage " << hitparams.hp << " HP";
+ } else {
+ actionstream << ", damage handled by lua";
+ }
+ actionstream << std::endl;
+
+ return hitparams.wear;
}
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);
+ if (hp_change == 0)
+ return;
+ hp = oldhp + hp_change;
- if(hp < 0)
+ if (hp < 0)
hp = 0;
- else if(hp > PLAYER_MAX_HP)
+ else if (hp > PLAYER_MAX_HP)
hp = PLAYER_MAX_HP;
- if(hp < oldhp && g_settings->getBool("enable_damage") == false)
- {
- m_hp_not_sent = true; // fix wrong prediction on client
+ if (hp < oldhp && !g_settings->getBool("enable_damage")) {
return;
}
- m_player->hp = hp;
+ m_hp = hp;
- if(hp != oldhp) {
- m_hp_not_sent = true;
- if(oldhp > hp)
- m_damage += oldhp - hp;
- }
+ if (oldhp > hp)
+ m_damage += (oldhp - hp);
// Update properties on death
- if((hp == 0) != (oldhp == 0))
+ if ((hp == 0) != (oldhp == 0))
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;
-}
-
-void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
+void PlayerSAO::setBreath(const u16 breath, bool send)
{
- // 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_sent = false;
-}
+ if (m_player && breath != m_breath)
+ m_player->setDirty(true);
-void PlayerSAO::setBonePosition(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 PlayerSAO::setAttachment(int parent_id, 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;
-}
-
-ObjectProperties* PlayerSAO::accessObjectProperties()
-{
- return &m_prop;
-}
+ m_breath = MYMIN(breath, PLAYER_MAX_BREATH);
-void PlayerSAO::notifyObjectPropertiesModified()
-{
- m_properties_sent = false;
+ if (send)
+ m_env->getGameDef()->SendPlayerBreath(this);
}
Inventory* PlayerSAO::getInventory()
return loc;
}
-void PlayerSAO::setInventoryModified()
+std::string PlayerSAO::getWieldList() const
+{
+ return "main";
+}
+
+ItemStack PlayerSAO::getWieldedItem() const
{
- m_inventory_not_sent = true;
+ const Inventory *inv = getInventory();
+ ItemStack ret;
+ const InventoryList *mlist = inv->getList(getWieldList());
+ if (mlist && getWieldIndex() < (s32)mlist->getSize())
+ ret = mlist->getItem(getWieldIndex());
+ return ret;
}
-std::string PlayerSAO::getWieldList() const
+ItemStack PlayerSAO::getWieldedItemOrHand() const
{
- return "main";
+ 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) {
+ mlist->changeItem(getWieldIndex(), item);
+ return true;
+ }
+ }
+ return false;
}
int PlayerSAO::getWieldIndex() const
void PlayerSAO::setWieldIndex(int i)
{
- if(i != m_wield_index)
- {
+ if(i != m_wield_index) {
m_wield_index = i;
- m_wielded_item_not_sent = true;
}
}
+// 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()
bool PlayerSAO::checkMovementCheat()
{
+ if (isAttached() || m_is_singleplayer ||
+ g_settings->getBool("disable_anticheat")) {
+ m_last_good_position = m_base_position;
+ return false;
+ }
+
bool cheated = false;
- if(isAttached() || m_is_singleplayer ||
- g_settings->getBool("disable_anticheat"))
- {
- m_last_good_position = m_player->getPosition();
+ /*
+ Check player movements
+
+ NOTE: Actually the server should handle player physics like the
+ client does and compare player's position to what is calculated
+ on our side. This is required when eg. players fly due to an
+ explosion. Altough a node-based alternative might be possible
+ too, and much more lightweight.
+ */
+
+ float player_max_speed = 0;
+
+ if (m_privs.count("fast") != 0) {
+ // Fast speed
+ player_max_speed = m_player->movement_speed_fast * m_physics_override_speed;
+ } else {
+ // Normal speed
+ player_max_speed = m_player->movement_speed_walk * m_physics_override_speed;
}
- else
- {
- /*
- Check player movements
-
- NOTE: Actually the server should handle player physics like the
- client does and compare player's position to what is calculated
- on our side. This is required when eg. players fly due to an
- explosion. Altough a node-based alternative might be possible
- too, and much more lightweight.
- */
-
- float player_max_speed = 0;
- if(m_privs.count("fast") != 0){
- // Fast speed
- player_max_speed = m_player->movement_speed_fast;
- } else {
- // Normal speed
- player_max_speed = m_player->movement_speed_walk;
- }
- // Tolerance. With the lag pool we shouldn't need it.
- //player_max_speed *= 2.5;
- //player_max_speed_up *= 2.5;
-
- v3f diff = (m_player->getPosition() - m_last_good_position);
- float d_vert = diff.Y;
- diff.Y = 0;
- float d_horiz = diff.getLength();
- float required_time = d_horiz/player_max_speed;
- if(d_vert > 0 && d_vert/player_max_speed > required_time)
- required_time = d_vert/player_max_speed;
- if(m_move_pool.grab(required_time)){
- m_last_good_position = m_player->getPosition();
- } else {
- actionstream<<"Player "<<m_player->getName()
- <<" moved too fast; resetting position"
- <<std::endl;
- m_player->setPosition(m_last_good_position);
- m_moved = true;
+ // Tolerance. The lag pool does this a bit.
+ //player_max_speed *= 2.5;
+
+ v3f diff = (m_base_position - m_last_good_position);
+ float d_vert = diff.Y;
+ diff.Y = 0;
+ float d_horiz = diff.getLength();
+ float required_time = d_horiz / player_max_speed;
+
+ if (d_vert > 0 && d_vert / player_max_speed > required_time)
+ required_time = d_vert / player_max_speed; // Moving upwards
+
+ if (m_move_pool.grab(required_time)) {
+ m_last_good_position = m_base_position;
+ } else {
+ 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(-0.3f * BS, 0.0f, -0.3f * BS, 0.3f * BS, 1.75f * BS, 0.3f * BS);
toset->MinEdge += m_base_position;
toset->MaxEdge += m_base_position;
-
return true;
}
-
-bool PlayerSAO::collideWithObjects(){
- return true;
-}
-