X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Fcontent_sao.cpp;h=69f80d35619cfb9068430247a877ed417c944e72;hb=e70e15134c95d37241bb6f6124105c0f1c08ab8a;hp=718a42dffcff479eea9eb3fa06cd737789a6b85d;hpb=6d0ea26c2d62c3774ff384cf1bfc2a3372b49a3b;p=oweals%2Fminetest.git diff --git a/src/content_sao.cpp b/src/content_sao.cpp index 718a42dff..69f80d356 100644 --- a/src/content_sao.cpp +++ b/src/content_sao.cpp @@ -18,60 +18,18 @@ with this program; if not, write to the Free Software Foundation, Inc., */ #include "content_sao.h" +#include "util/serialize.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 "scriptapi.h" +#include "nodedef.h" +#include "remoteplayer.h" +#include "server.h" +#include "serverscripting.h" #include "genericobject.h" -#include "util/serialize.h" -core::map ServerActiveObject::m_types; - -/* - DummyLoadSAO -*/ - -class DummyLoadSAO : public ServerActiveObject -{ -public: - DummyLoadSAO(ServerEnvironment *env, v3f pos, u8 type): - ServerActiveObject(env, pos) - { - ServerActiveObject::registerType(type, create); - } - // Pretend to be the test object (to fool the client) - u8 getType() const - { return ACTIVEOBJECT_TYPE_TEST; } - // And never save to disk - bool isStaticAllowed() const - { return false; } - - static ServerActiveObject* create(ServerEnvironment *env, v3f pos, - const std::string &data) - { - return new DummyLoadSAO(env, pos, 0); - } - - void step(float dtime, bool send_recommended) - { - m_removed = true; - infostream<<"DummyLoadSAO step"< ServerActiveObject::m_types; /* TestSAO @@ -87,9 +45,9 @@ public: { ServerActiveObject::registerType(getType(), create); } - u8 getType() const + ActiveObjectType getType() const { return ACTIVEOBJECT_TYPE_TEST; } - + static ServerActiveObject* create(ServerEnvironment *env, v3f pos, const std::string &data) { @@ -128,10 +86,13 @@ public: 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) const { return false; } + bool collideWithObjects() const { return false; } + private: float m_timer1; float m_age; @@ -141,195 +102,130 @@ private: TestSAO proto_TestSAO(NULL, v3f(0,0,0)); /* - ItemSAO - - DEPRECATED: New dropped items are implemented in Lua; see - builtin/item_entity.lua. -*/ + UnitSAO + */ -class ItemSAO : public ServerActiveObject +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) { -public: - u8 getType() const - { return ACTIVEOBJECT_TYPE_ITEM; } - - float getMinimumSavedMovement() - { return 0.1*BS; } + // Initialize something to armor groups + m_armor_groups["fleshy"] = 100; +} - static ServerActiveObject* create(ServerEnvironment *env, v3f pos, - const std::string &data) - { - std::istringstream is(data, std::ios::binary); - char buf[1]; - // read version - is.read(buf, 1); - u8 version = buf[0]; - // check if version is supported - if(version != 0) - return NULL; - std::string itemstring = deSerializeString(is); - infostream<<"create(): Creating item \"" - <getActiveObject(m_attachment_parent_id); + if (obj) + return true; + return false; +} - ItemSAO(ServerEnvironment *env, v3f pos, - const std::string itemstring): - ServerActiveObject(env, pos), - m_itemstring(itemstring), - m_itemstring_changed(false), - m_speed_f(0,0,0), - m_last_sent_position(0,0,0) - { - ServerActiveObject::registerType(getType(), create); - } +void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups) +{ + m_armor_groups = armor_groups; + m_armor_groups_sent = false; +} - void step(float dtime, bool send_recommended) - { - ScopeProfiler sp2(g_profiler, "step avg", SPT_AVG); +const ItemGroupList &UnitSAO::getArmorGroups() +{ + return m_armor_groups; +} - assert(m_env); +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; +} - const float interval = 0.2; - if(m_move_interval.step(dtime, interval)==false) - return; - dtime = interval; - - core::aabbox3d box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.); - collisionMoveResult moveresult; - // Apply gravity - m_speed_f += v3f(0, -dtime*9.81*BS, 0); - // Maximum movement without glitches - f32 pos_max_d = BS*0.25; - // Limit speed - if(m_speed_f.getLength()*dtime > pos_max_d) - m_speed_f *= pos_max_d / (m_speed_f.getLength()*dtime); - v3f pos_f = getBasePosition(); - v3f pos_f_old = pos_f; - v3f accel_f = v3f(0,0,0); - f32 stepheight = 0; - IGameDef *gamedef = m_env->getGameDef(); - moveresult = collisionMoveSimple(&m_env->getMap(), gamedef, - pos_max_d, box, stepheight, dtime, - pos_f, m_speed_f, accel_f); - - if(send_recommended == false) - return; +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; +} - if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS) - { - setBasePosition(pos_f); - m_last_sent_position = pos_f; - - std::ostringstream os(std::ios::binary); - // command (0 = update position) - writeU8(os, 0); - // pos - writeV3F1000(os, m_base_position); - // create message and add to list - ActiveObjectMessage aom(getId(), false, os.str()); - m_messages_out.push_back(aom); - } - if(m_itemstring_changed) - { - m_itemstring_changed = false; +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(position, rotation); + m_bone_position_sent = false; +} - std::ostringstream os(std::ios::binary); - // command (1 = update itemstring) - writeU8(os, 1); - // itemstring - os<getGameDef()->idef(); - ItemStack item; - item.deSerialize(m_itemstring, idef); - infostream<<__FUNCTION_NAME<<": m_itemstring=\""< item=\""<getInventory(); - if(inv != NULL) - { - std::string wieldlist = puncher->getWieldList(); - ItemStack leftover = inv->addItem(wieldlist, item); - puncher->setInventoryModified(); - if(leftover.empty()) - { - m_removed = true; - } - else - { - m_itemstring = leftover.getItemString(); - m_itemstring_changed = true; - } - } - - return 0; - } +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); +} -private: - std::string m_itemstring; - bool m_itemstring_changed; - v3f m_speed_f; - v3f m_last_sent_position; - IntervalLimiter m_move_interval; -}; +const UNORDERED_SET &UnitSAO::getAttachmentChildIds() +{ + return m_attachment_child_ids; +} -// Prototype (registers item for deserialization) -ItemSAO proto_ItemSAO(NULL, v3f(0,0,0), ""); +ObjectProperties* UnitSAO::accessObjectProperties() +{ + return &m_prop; +} -ServerActiveObject* createItemSAO(ServerEnvironment *env, v3f pos, - const std::string itemstring) +void UnitSAO::notifyObjectPropertiesModified() { - return new ItemSAO(env, pos, itemstring); + m_properties_sent = false; } /* @@ -341,62 +237,57 @@ 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_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"] = 3; - m_armor_groups["snappy"] = 2; } LuaEntitySAO::~LuaEntitySAO() { if(m_registered){ - lua_State *L = m_env->getLua(); - scriptapi_luaentity_rm(L, m_id); + m_env->getScriptIface()->luaentity_Remove(m_id); + } + + for (UNORDERED_SET::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) { ServerActiveObject::addedToEnvironment(dtime_s); - + // Create entity from name - lua_State *L = m_env->getLua(); - m_registered = scriptapi_luaentity_add(L, m_id, m_init_name.c_str()); - + m_registered = m_env->getScriptIface()-> + luaentity_Add(m_id, m_init_name.c_str()); + if(m_registered){ // Get properties - scriptapi_luaentity_get_properties(L, m_id, &m_prop); + m_env->getScriptIface()-> + luaentity_GetProperties(m_id, &m_prop); // Initialize HP from properties m_hp = m_prop.hp_max; // Activate entity, supplying serialized state - scriptapi_luaentity_activate(L, m_id, m_init_state.c_str(), dtime_s); + m_env->getScriptIface()-> + luaentity_Activate(m_id, m_init_state.c_str(), dtime_s); + } else { + m_prop.infotext = m_init_name; } } @@ -435,17 +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) @@ -454,7 +334,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended) 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. @@ -481,19 +361,19 @@ void LuaEntitySAO::step(float dtime, bool send_recommended) else { if(m_prop.physical){ - core::aabbox3d box = m_prop.collisionbox; + aabb3f box = m_prop.collisionbox; box.MinEdge *= BS; box.MaxEdge *= BS; collisionMoveResult moveresult; f32 pos_max_d = BS*0.25; // Distance per iteration - f32 stepheight = 0; // Maximum climbable step height v3f p_pos = m_base_position; v3f p_velocity = m_velocity; v3f p_acceleration = m_acceleration; - IGameDef *gamedef = m_env->getGameDef(); - moveresult = collisionMoveSimple(&m_env->getMap(), gamedef, - pos_max_d, box, stepheight, dtime, - p_pos, p_velocity, p_acceleration); + 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); + // Apply results m_base_position = p_pos; m_velocity = p_velocity; @@ -503,11 +383,27 @@ void LuaEntitySAO::step(float dtime, bool send_recommended) * dtime * m_acceleration; m_velocity += dtime * m_acceleration; } + + if((m_prop.automatic_face_movement_dir) && + (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; + } + } } if(m_registered){ - lua_State *L = m_env->getLua(); - scriptapi_luaentity_step(L, m_id, dtime); + m_env->getScriptIface()->luaentity_Step(m_id, dtime); } if(send_recommended == false) @@ -537,24 +433,27 @@ void LuaEntitySAO::step(float dtime, bool send_recommended) 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 >::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 >::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); } } @@ -563,7 +462,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended) 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); } } @@ -571,45 +470,50 @@ std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version) { std::ostringstream os(std::ios::binary); - if(protocol_version >= 14) - { - writeU8(os, 1); // version - os< >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){ - os<= 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 >::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<::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<getLua(); - std::string state = scriptapi_luaentity_get_staticdata(L, m_id); + std::string state = m_env->getScriptIface()-> + luaentity_GetStaticdata(m_id); os<getWieldedItem(); punchitem = &punchitem_static; } @@ -659,45 +563,48 @@ int LuaEntitySAO::punch(v3f dir, toolcap, punchitem, time_from_last_punch); - - if(result.did_punch) - { - setHP(getHP() - result.damage); - - actionstream<getDescription()<<", damage "<getScriptIface()->luaentity_Punch(m_id, puncher, + time_from_last_punch, toolcap, dir, result.did_punch ? result.damage : 0); + + if (!damage_handled) { + if (result.did_punch) { + setHP(getHP() - result.damage); + + 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; + } + 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; } - lua_State *L = m_env->getLua(); - scriptapi_luaentity_punch(L, 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; - lua_State *L = m_env->getLua(); - scriptapi_luaentity_rightclick(L, m_id, clicker); + m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker); } -void LuaEntitySAO::setPos(v3f pos) +void LuaEntitySAO::setPos(const v3f &pos) { if(isAttached()) return; @@ -741,53 +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; -} - -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(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; @@ -808,22 +668,18 @@ 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_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, @@ -837,7 +693,7 @@ 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() @@ -855,7 +711,7 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end) // If the object is attached client-side, don't waste bandwidth sending its position to clients if(isAttached()) return; - + m_last_sent_move_precision = m_base_position.getDistanceFrom( m_last_sent_position); m_last_sent_position_timer = 0; @@ -877,7 +733,29 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end) ); // 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) const +{ + if (m_prop.physical) + { + //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; + } + + return false; +} + +bool LuaEntitySAO::collideWithObjects() const +{ + return m_prop.collideWithObjects; } /* @@ -886,43 +764,39 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end) // No prototype, PlayerSAO does not need to be deserialized -PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_, - const std::set &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_last_good_position_age(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_sent(false), - m_bone_position_sent(false), - 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_wielded_item_not_sent(false) -{ - assert(m_player); - assert(m_peer_id != 0); - setBasePosition(m_player->getPosition()); - m_inventory = &m_player->inventory; - m_armor_groups["choppy"] = 2; - m_armor_groups["fleshy"] = 3; + 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_sent(false) +{ + 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(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.); + m_prop.collisionbox = aabb3f(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.); // start of default appearance, this should be overwritten by LUA m_prop.visual = "upright_sprite"; m_prop.visual_size = v2f(1, 2); @@ -935,13 +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 &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() @@ -953,100 +840,113 @@ 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_age = 0.0; + 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; + if (m_player->getPlayerSAO() == this) { + unlinkPlayerSessionAndSave(); + for (UNORDERED_SET::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; -} - -bool PlayerSAO::unlimitedTransferDistance() const -{ - return g_settings->getBool("unlimited_player_transfer_distance"); -} - std::string PlayerSAO::getClientInitializationData(u16 protocol_version) { std::ostringstream os(std::ios::binary); - if(protocol_version >= 15) - { - writeU8(os, 1); // version - os<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, 4 + m_bone_position.size()); // number of messages stuffed in here - os< >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){ - os<= 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 >::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<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<::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) { + 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 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. @@ -1056,81 +956,36 @@ 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); - m_moved = true; + setBasePosition(m_last_good_position); + m_env->getGameDef()->SendMovePlayer(m_peer_id); } + //dstream<<"PlayerSAO::step: dtime: "<getMaxLagEstimate() * 2.0; + 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; // 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_last_good_position_age = 0; - m_player->setPosition(pos); - } - else - { - if(m_is_singleplayer || g_settings->getBool("disable_anticheat")) - { - m_last_good_position = m_player->getPosition(); - m_last_good_position_age = 0; - } - 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; - float player_max_speed_up = 0; - if(m_privs.count("fast") != 0){ - // Fast speed - player_max_speed = BS * 20; - player_max_speed_up = BS * 20; - } else { - // Normal speed - player_max_speed = BS * 4.0; - player_max_speed_up = BS * 4.0; - } - // Tolerance - player_max_speed *= 2.5; - player_max_speed_up *= 2.5; - - m_last_good_position_age += dtime; - if(m_last_good_position_age >= 1.0){ - float age = m_last_good_position_age; - v3f diff = (m_player->getPosition() - m_last_good_position); - float d_vert = diff.Y; - diff.Y = 0; - float d_horiz = diff.getLength(); - /*infostream<getName()<<"'s horizontal speed is " - <<(d_horiz/age)<getPosition(); - } else { - actionstream<<"Player "<getName() - <<" moved too fast; resetting position" - <setPosition(m_last_good_position); - m_moved = true; - } - m_last_good_position_age = 0; - } - } + 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 @@ -1142,92 +997,149 @@ 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 ); // create message and add to list ActiveObjectMessage aom(getId(), false, str); - m_messages_out.push_back(aom); + m_messages_out.push(aom); } - if(m_wielded_item_not_sent) - { - m_wielded_item_not_sent = false; - // GenericCAO has no special way to show this - } - - 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_animation_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); + // create message and add to list + ActiveObjectMessage aom(getId(), true, str); + m_messages_out.push(aom); + } + + 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 >::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 >::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; - m_last_good_position_age = 0; - // 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; - m_last_good_position_age = 0; - // 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(const float yaw) +{ + 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::setWantedRange(const s16 range) +{ + 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, @@ -1235,20 +1147,20 @@ int PlayerSAO::punch(v3f dir, ServerActiveObject *puncher, float time_from_last_punch) { - // It's best that attachments cannot be punched - if(isAttached()) + // It's best that attachments cannot be punched + 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; } } @@ -1256,111 +1168,85 @@ int PlayerSAO::punch(v3f dir, HitParams hitparams = getHitParams(m_armor_groups, toolcap, time_from_last_punch); - actionstream<<"Player "<getName()<<" punched by " - <getDescription()<<", damage "<getDescription(); - if(hitparams.hp != 0) - { - std::string str = gob_cmd_punched(hitparams.hp, getHP()); - // create message and add to list - ActiveObjectMessage aom(getId(), true, str); - m_messages_out.push_back(aom); + 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(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); + } } - return hitparams.wear; -} -void PlayerSAO::rightClick(ServerActiveObject *clicker) -{ + 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::getHP() const +s16 PlayerSAO::readDamage() { - return m_player->hp; + s16 damage = m_damage; + m_damage = 0; + return damage; } 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); - // On death or reincarnation send an active object message - if((hp == 0) != (oldhp == 0)) - { - // Will send new is_visible value based on (getHP()!=0) + // Update properties on death + if ((hp == 0) != (oldhp == 0)) m_properties_sent = false; - // Send new HP - std::string str = gob_cmd_punched(0, getHP()); - ActiveObjectMessage aom(getId(), true, str); - m_messages_out.push_back(aom); - } } -void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups) +void PlayerSAO::setBreath(const u16 breath, bool send) { - m_armor_groups = armor_groups; - m_armor_groups_sent = false; -} + if (m_player && breath != m_breath) + m_player->setDirty(true); -void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend) -{ - // 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; -} + m_breath = MYMIN(breath, PLAYER_MAX_BREATH); -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(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; -} - -void PlayerSAO::notifyObjectPropertiesModified() -{ - m_properties_sent = false; + if (send) + m_env->getGameDef()->SendPlayerBreath(this); } Inventory* PlayerSAO::getInventory() @@ -1379,14 +1265,45 @@ InventoryLocation PlayerSAO::getInventoryLocation() const return loc; } -void PlayerSAO::setInventoryModified() +std::string PlayerSAO::getWieldList() const { - m_inventory_not_sent = true; + return "main"; } -std::string PlayerSAO::getWieldList() const +ItemStack PlayerSAO::getWieldedItem() 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) { + 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 @@ -1396,22 +1313,25 @@ 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() @@ -1420,3 +1340,67 @@ std::string PlayerSAO::getPropertyPacket() return gob_cmd_set_properties(m_prop); } +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 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; + } + // 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) 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; +}