Move PlayerSAO to dedicated files
[oweals/minetest.git] / src / server / player_sao.cpp
diff --git a/src/server/player_sao.cpp b/src/server/player_sao.cpp
new file mode 100644 (file)
index 0000000..58fcea5
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+/*
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2013-2020 Minetest core developers & community
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#include "player_sao.h"
+#include "nodedef.h"
+#include "remoteplayer.h"
+#include "scripting_server.h"
+#include "server.h"
+#include "serverenvironment.h"
+
+PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, session_t peer_id_,
+               bool is_singleplayer):
+       UnitSAO(env_, v3f(0,0,0)),
+       m_player(player_),
+       m_peer_id(peer_id_),
+       m_is_singleplayer(is_singleplayer)
+{
+       SANITY_CHECK(m_peer_id != PEER_ID_INEXISTENT);
+
+       m_prop.hp_max = PLAYER_MAX_HP_DEFAULT;
+       m_prop.breath_max = PLAYER_MAX_BREATH_DEFAULT;
+       m_prop.physical = false;
+       m_prop.collisionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
+       m_prop.selectionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
+       m_prop.pointable = true;
+       // Start of default appearance, this should be overwritten by Lua
+       m_prop.visual = "upright_sprite";
+       m_prop.visual_size = v3f(1, 2, 1);
+       m_prop.textures.clear();
+       m_prop.textures.emplace_back("player.png");
+       m_prop.textures.emplace_back("player_back.png");
+       m_prop.colors.clear();
+       m_prop.colors.emplace_back(255, 255, 255, 255);
+       m_prop.spritediv = v2s16(1,1);
+       m_prop.eye_height = 1.625f;
+       // End of default appearance
+       m_prop.is_visible = true;
+       m_prop.backface_culling = false;
+       m_prop.makes_footstep_sound = true;
+       m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT * BS;
+       m_hp = m_prop.hp_max;
+       m_breath = m_prop.breath_max;
+       // Disable zoom in survival mode using a value of 0
+       m_prop.zoom_fov = g_settings->getBool("creative_mode") ? 15.0f : 0.0f;
+
+       if (!g_settings->getBool("enable_damage"))
+               m_armor_groups["immortal"] = 1;
+}
+
+void PlayerSAO::finalize(RemotePlayer *player, const std::set<std::string> &privs)
+{
+       assert(player);
+       m_player = player;
+       m_privs = privs;
+}
+
+v3f PlayerSAO::getEyeOffset() const
+{
+       return v3f(0, BS * m_prop.eye_height, 0);
+}
+
+std::string PlayerSAO::getDescription()
+{
+       return std::string("player ") + m_player->getName();
+}
+
+// Called after id has been set and has been inserted in environment
+void PlayerSAO::addedToEnvironment(u32 dtime_s)
+{
+       ServerActiveObject::addedToEnvironment(dtime_s);
+       ServerActiveObject::setBasePosition(m_base_position);
+       m_player->setPlayerSAO(this);
+       m_player->setPeerId(m_peer_id);
+       m_last_good_position = m_base_position;
+}
+
+// Called before removing from environment
+void PlayerSAO::removingFromEnvironment()
+{
+       ServerActiveObject::removingFromEnvironment();
+       if (m_player->getPlayerSAO() == this) {
+               unlinkPlayerSessionAndSave();
+               for (u32 attached_particle_spawner : m_attached_particle_spawners) {
+                       m_env->deleteParticleSpawner(attached_particle_spawner, false);
+               }
+       }
+}
+
+std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
+{
+       std::ostringstream os(std::ios::binary);
+
+       // Protocol >= 15
+       writeU8(os, 1); // version
+       os << serializeString(m_player->getName()); // name
+       writeU8(os, 1); // is_player
+       writeS16(os, getId()); // id
+       writeV3F32(os, m_base_position);
+       writeV3F32(os, m_rotation);
+       writeU16(os, getHP());
+
+       std::ostringstream msg_os(std::ios::binary);
+       msg_os << serializeLongString(getPropertyPacket()); // message 1
+       msg_os << serializeLongString(generateUpdateArmorGroupsCommand()); // 2
+       msg_os << serializeLongString(generateUpdateAnimationCommand()); // 3
+       for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
+                       ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
+               msg_os << serializeLongString(generateUpdateBonePositionCommand((*ii).first,
+                       (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
+       }
+       msg_os << serializeLongString(generateUpdateAttachmentCommand()); // 4
+       msg_os << serializeLongString(generateUpdatePhysicsOverrideCommand()); // 5
+       // (AO_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only.
+       msg_os << serializeLongString(generateUpdateNametagAttributesCommand(m_prop.nametag_color)); // 6
+       int message_count = 6 + m_bone_position.size();
+       for (std::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(obj->generateUpdateInfantCommand(*ii, protocol_version));
+               }
+       }
+
+       writeU8(os, message_count);
+       os.write(msg_os.str().c_str(), msg_os.str().size());
+
+       // return result
+       return os.str();
+}
+
+void PlayerSAO::getStaticData(std::string * result) const
+{
+       FATAL_ERROR("Obsolete function");
+}
+
+void PlayerSAO::step(float dtime, bool send_recommended)
+{
+       if (!isImmortal() && m_drowning_interval.step(dtime, 2.0f)) {
+               // Get nose/mouth position, approximate with eye position
+               v3s16 p = floatToInt(getEyePosition(), BS);
+               MapNode n = m_env->getMap().getNode(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) {
+                               PlayerHPChangeReason reason(PlayerHPChangeReason::DROWNING);
+                               setHP(m_hp - c.drowning, reason);
+                               m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
+                       }
+               }
+       }
+
+       if (m_breathing_interval.step(dtime, 0.5f) && !isImmortal()) {
+               // Get nose/mouth position, approximate with eye position
+               v3s16 p = floatToInt(getEyePosition(), BS);
+               MapNode n = m_env->getMap().getNode(p);
+               const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
+               // If player is alive & not drowning & not in ignore & not immortal, breathe
+               if (m_breath < m_prop.breath_max && c.drowning == 0 &&
+                               n.getContent() != CONTENT_IGNORE && m_hp > 0)
+                       setBreath(m_breath + 1);
+       }
+
+       if (!isImmortal() && m_node_hurt_interval.step(dtime, 1.0f)) {
+               u32 damage_per_second = 0;
+               std::string nodename;
+               // Lowest and highest damage points are 0.1 within collisionbox
+               float dam_top = m_prop.collisionbox.MaxEdge.Y - 0.1f;
+
+               // Sequence of damage points, starting 0.1 above feet and progressing
+               // upwards in 1 node intervals, stopping below top damage point.
+               for (float dam_height = 0.1f; dam_height < dam_top; dam_height++) {
+                       v3s16 p = floatToInt(m_base_position +
+                               v3f(0.0f, dam_height * BS, 0.0f), BS);
+                       MapNode n = m_env->getMap().getNode(p);
+                       const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
+                       if (c.damage_per_second > damage_per_second) {
+                               damage_per_second = c.damage_per_second;
+                               nodename = c.name;
+                       }
+               }
+
+               // Top damage point
+               v3s16 ptop = floatToInt(m_base_position +
+                       v3f(0.0f, dam_top * BS, 0.0f), BS);
+               MapNode ntop = m_env->getMap().getNode(ptop);
+               const ContentFeatures &c = m_env->getGameDef()->ndef()->get(ntop);
+               if (c.damage_per_second > damage_per_second) {
+                       damage_per_second = c.damage_per_second;
+                       nodename = c.name;
+               }
+
+               if (damage_per_second != 0 && m_hp > 0) {
+                       s32 newhp = (s32)m_hp - (s32)damage_per_second;
+                       PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE, nodename);
+                       setHP(newhp, reason);
+                       m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
+               }
+       }
+
+       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(aom);
+               m_env->getScriptIface()->player_event(this, "properties_changed");
+       }
+
+       // If attached, check that our parent is still there. If it isn't, detach.
+       if (m_attachment_parent_id && !isAttached()) {
+               m_attachment_parent_id = 0;
+               m_attachment_bone = "";
+               m_attachment_position = v3f(0.0f, 0.0f, 0.0f);
+               m_attachment_rotation = v3f(0.0f, 0.0f, 0.0f);
+               setBasePosition(m_last_good_position);
+               m_env->getGameDef()->SendMovePlayer(m_peer_id);
+       }
+
+       //dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
+
+       // Set lag pool maximums based on estimated lag
+       const float LAG_POOL_MIN = 5.0f;
+       float lag_pool_max = m_env->getMaxLagEstimate() * 2.0f;
+       if(lag_pool_max < LAG_POOL_MIN)
+               lag_pool_max = LAG_POOL_MIN;
+       m_dig_pool.setMax(lag_pool_max);
+       m_move_pool.setMax(lag_pool_max);
+
+       // 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;
+       m_max_speed_override_time = MYMAX(m_max_speed_override_time - dtime, 0.0f);
+
+       // 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()) {
+               v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
+               m_last_good_position = pos;
+               setBasePosition(pos);
+       }
+
+       if (!send_recommended)
+               return;
+
+       if (m_position_not_sent) {
+               m_position_not_sent = false;
+               float update_interval = m_env->getSendRecommendedInterval();
+               v3f pos;
+               // When attached, the position is only sent to clients where the
+               // parent isn't known
+               if (isAttached())
+                       pos = m_last_good_position;
+               else
+                       pos = m_base_position;
+
+               std::string str = generateUpdatePositionCommand(
+                       pos,
+                       v3f(0.0f, 0.0f, 0.0f),
+                       v3f(0.0f, 0.0f, 0.0f),
+                       m_rotation,
+                       true,
+                       false,
+                       update_interval
+               );
+               // create message and add to list
+               m_messages_out.emplace(getId(), false, str);
+       }
+
+       if (!m_armor_groups_sent) {
+               m_armor_groups_sent = true;
+               // create message and add to list
+               m_messages_out.emplace(getId(), true, generateUpdateArmorGroupsCommand());
+       }
+
+       if (!m_physics_override_sent) {
+               m_physics_override_sent = true;
+               // create message and add to list
+               m_messages_out.emplace(getId(), true, generateUpdatePhysicsOverrideCommand());
+       }
+
+       if (!m_animation_sent) {
+               m_animation_sent = true;
+               // create message and add to list
+               m_messages_out.emplace(getId(), true, generateUpdateAnimationCommand());
+       }
+
+       if (!m_bone_position_sent) {
+               m_bone_position_sent = true;
+               for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
+                               ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
+                       std::string str = generateUpdateBonePositionCommand((*ii).first,
+                                       (*ii).second.X, (*ii).second.Y);
+                       // create message and add to list
+                       m_messages_out.emplace(getId(), true, str);
+               }
+       }
+
+       if (!m_attachment_sent) {
+               m_attachment_sent = true;
+               std::string str = generateUpdateAttachmentCommand();
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push(aom);
+       }
+}
+
+std::string PlayerSAO::generateUpdatePhysicsOverrideCommand() const
+{
+       std::ostringstream os(std::ios::binary);
+       // command
+       writeU8(os, AO_CMD_SET_PHYSICS_OVERRIDE);
+       // parameters
+       writeF32(os, m_physics_override_speed);
+       writeF32(os, m_physics_override_jump);
+       writeF32(os, m_physics_override_gravity);
+       // these are sent inverted so we get true when the server sends nothing
+       writeU8(os, !m_physics_override_sneak);
+       writeU8(os, !m_physics_override_sneak_glitch);
+       writeU8(os, !m_physics_override_new_move);
+       return os.str();
+}
+
+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);
+
+       // Updating is not wanted/required for player migration
+       if (m_env) {
+               m_position_not_sent = true;
+       }
+}
+
+void PlayerSAO::setPos(const v3f &pos)
+{
+       if(isAttached())
+               return;
+
+       // Send mapblock of target location
+       v3s16 blockpos = v3s16(pos.X / MAP_BLOCKSIZE, pos.Y / MAP_BLOCKSIZE, pos.Z / MAP_BLOCKSIZE);
+       m_env->getGameDef()->SendBlock(m_peer_id, blockpos);
+
+       setBasePosition(pos);
+       // Movement caused by this command is always valid
+       m_last_good_position = pos;
+       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;
+
+       setBasePosition(pos);
+       // Movement caused by this command is always valid
+       m_last_good_position = pos;
+       m_move_pool.empty();
+       m_time_from_last_teleport = 0.0;
+       m_env->getGameDef()->SendMovePlayer(m_peer_id);
+}
+
+void PlayerSAO::setPlayerYaw(const float yaw)
+{
+       v3f rotation(0, yaw, 0);
+       if (m_player && yaw != m_rotation.Y)
+               m_player->setDirty(true);
+
+       // Set player model yaw, not look view
+       UnitSAO::setRotation(rotation);
+}
+
+void PlayerSAO::setFov(const float fov)
+{
+       if (m_player && fov != m_fov)
+               m_player->setDirty(true);
+
+       m_fov = fov;
+}
+
+void PlayerSAO::setWantedRange(const s16 range)
+{
+       if (m_player && range != m_wanted_range)
+               m_player->setDirty(true);
+
+       m_wanted_range = range;
+}
+
+void PlayerSAO::setPlayerYawAndSend(const float yaw)
+{
+       setPlayerYaw(yaw);
+       m_env->getGameDef()->SendMovePlayer(m_peer_id);
+}
+
+void PlayerSAO::setLookPitch(const float pitch)
+{
+       if (m_player && pitch != m_pitch)
+               m_player->setDirty(true);
+
+       m_pitch = pitch;
+}
+
+void PlayerSAO::setLookPitchAndSend(const float pitch)
+{
+       setLookPitch(pitch);
+       m_env->getGameDef()->SendMovePlayer(m_peer_id);
+}
+
+u16 PlayerSAO::punch(v3f dir,
+       const ToolCapabilities *toolcap,
+       ServerActiveObject *puncher,
+       float time_from_last_punch)
+{
+       if (!toolcap)
+               return 0;
+
+       FATAL_ERROR_IF(!puncher, "Punch action called without SAO");
+
+       // No effect if PvP disabled or if immortal
+       if (isImmortal() || !g_settings->getBool("enable_pvp")) {
+               if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
+                       // create message and add to list
+                       sendPunchCommand();
+                       return 0;
+               }
+       }
+
+       s32 old_hp = getHP();
+       HitParams hitparams = getHitParams(m_armor_groups, toolcap,
+                       time_from_last_punch);
+
+       PlayerSAO *playersao = m_player->getPlayerSAO();
+
+       bool damage_handled = m_env->getScriptIface()->on_punchplayer(playersao,
+                               puncher, time_from_last_punch, toolcap, dir,
+                               hitparams.hp);
+
+       if (!damage_handled) {
+               setHP((s32)getHP() - (s32)hitparams.hp,
+                               PlayerHPChangeReason(PlayerHPChangeReason::PLAYER_PUNCH, puncher));
+       } else { // override client prediction
+               if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
+                       // create message and add to list
+                       sendPunchCommand();
+               }
+       }
+
+       actionstream << puncher->getDescription() << " (id=" << puncher->getId() <<
+               ", hp=" << puncher->getHP() << ") punched " <<
+               getDescription() << " (id=" << m_id << ", hp=" << m_hp <<
+               "), damage=" << (old_hp - (s32)getHP()) <<
+               (damage_handled ? " (handled by Lua)" : "") << std::endl;
+
+       return hitparams.wear;
+}
+
+void PlayerSAO::setHP(s32 hp, const PlayerHPChangeReason &reason)
+{
+       s32 oldhp = m_hp;
+
+       hp = rangelim(hp, 0, m_prop.hp_max);
+
+       if (oldhp != hp) {
+               s32 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp, reason);
+               if (hp_change == 0)
+                       return;
+
+               hp = rangelim(oldhp + hp_change, 0, m_prop.hp_max);
+       }
+
+       if (hp < oldhp && isImmortal())
+               return;
+
+       m_hp = hp;
+
+       // Update properties on death
+       if ((hp == 0) != (oldhp == 0))
+               m_properties_sent = false;
+}
+
+void PlayerSAO::setBreath(const u16 breath, bool send)
+{
+       if (m_player && breath != m_breath)
+               m_player->setDirty(true);
+
+       m_breath = rangelim(breath, 0, m_prop.breath_max);
+
+       if (send)
+               m_env->getGameDef()->SendPlayerBreath(this);
+}
+
+Inventory *PlayerSAO::getInventory() const
+{
+       return m_player ? &m_player->inventory : nullptr;
+}
+
+InventoryLocation PlayerSAO::getInventoryLocation() const
+{
+       InventoryLocation loc;
+       loc.setPlayer(m_player->getName());
+       return loc;
+}
+
+u16 PlayerSAO::getWieldIndex() const
+{
+       return m_player->getWieldIndex();
+}
+
+ItemStack PlayerSAO::getWieldedItem(ItemStack *selected, ItemStack *hand) const
+{
+       return m_player->getWieldedItem(selected, hand);
+}
+
+bool PlayerSAO::setWieldedItem(const ItemStack &item)
+{
+       InventoryList *mlist = m_player->inventory.getList(getWieldList());
+       if (mlist) {
+               mlist->changeItem(m_player->getWieldIndex(), item);
+               return true;
+       }
+       return false;
+}
+
+void PlayerSAO::disconnected()
+{
+       m_peer_id = PEER_ID_INEXISTENT;
+       m_pending_removal = true;
+}
+
+void PlayerSAO::unlinkPlayerSessionAndSave()
+{
+       assert(m_player->getPlayerSAO() == this);
+       m_player->setPeerId(PEER_ID_INEXISTENT);
+       m_env->savePlayer(m_player);
+       m_player->setPlayerSAO(NULL);
+       m_env->removePlayer(m_player);
+}
+
+std::string PlayerSAO::getPropertyPacket()
+{
+       m_prop.is_visible = (true);
+       return generateSetPropertiesCommand(m_prop);
+}
+
+void PlayerSAO::setMaxSpeedOverride(const v3f &vel)
+{
+       if (m_max_speed_override_time == 0.0f)
+               m_max_speed_override = vel;
+       else
+               m_max_speed_override += vel;
+       if (m_player) {
+               float accel = MYMIN(m_player->movement_acceleration_default,
+                               m_player->movement_acceleration_air);
+               m_max_speed_override_time = m_max_speed_override.getLength() / accel / BS;
+       }
+}
+
+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;
+       /*
+               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 override_max_H, override_max_V;
+       if (m_max_speed_override_time > 0.0f) {
+               override_max_H = MYMAX(fabs(m_max_speed_override.X), fabs(m_max_speed_override.Z));
+               override_max_V = fabs(m_max_speed_override.Y);
+       } else {
+               override_max_H = override_max_V = 0.0f;
+       }
+
+       float player_max_walk = 0; // horizontal movement
+       float player_max_jump = 0; // vertical upwards movement
+
+       if (m_privs.count("fast") != 0)
+               player_max_walk = m_player->movement_speed_fast; // Fast speed
+       else
+               player_max_walk = m_player->movement_speed_walk; // Normal speed
+       player_max_walk *= m_physics_override_speed;
+       player_max_walk = MYMAX(player_max_walk, override_max_H);
+
+       player_max_jump = m_player->movement_speed_jump * m_physics_override_jump;
+       // FIXME: Bouncy nodes cause practically unbound increase in Y speed,
+       //        until this can be verified correctly, tolerate higher jumping speeds
+       player_max_jump *= 2.0;
+       player_max_jump = MYMAX(player_max_jump, override_max_V);
+
+       // Don't divide by zero!
+       if (player_max_walk < 0.0001f)
+               player_max_walk = 0.0001f;
+       if (player_max_jump < 0.0001f)
+               player_max_jump = 0.0001f;
+
+       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_walk;
+
+       // FIXME: Checking downwards movement is not easily possible currently,
+       //        the server could calculate speed differences to examine the gravity
+       if (d_vert > 0) {
+               // In certain cases (water, ladders) walking speed is applied vertically
+               float s = MYMAX(player_max_jump, player_max_walk);
+               required_time = MYMAX(required_time, d_vert / s);
+       }
+
+       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) const
+{
+       //update collision box
+       toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
+       toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
+
+       toset->MinEdge += m_base_position;
+       toset->MaxEdge += m_base_position;
+       return true;
+}
+
+bool PlayerSAO::getSelectionBox(aabb3f *toset) const
+{
+       if (!m_prop.is_visible || !m_prop.pointable) {
+               return false;
+       }
+
+       toset->MinEdge = m_prop.selectionbox.MinEdge * BS;
+       toset->MaxEdge = m_prop.selectionbox.MaxEdge * BS;
+
+       return true;
+}
+
+float PlayerSAO::getZoomFOV() const
+{
+       return m_prop.zoom_fov;
+}