3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #include "content_sao.h"
21 #include "collision.h"
22 #include "environment.h"
24 #include "main.h" // For g_profiler
26 #include "serialization.h" // For compressZlib
27 #include "tool.h" // For ToolCapabilities
30 #include "scriptapi.h"
31 #include "genericobject.h"
32 #include "util/serialize.h"
34 core::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
40 class DummyLoadSAO : public ServerActiveObject
43 DummyLoadSAO(ServerEnvironment *env, v3f pos, u8 type):
44 ServerActiveObject(env, pos)
46 ServerActiveObject::registerType(type, create);
48 // Pretend to be the test object (to fool the client)
50 { return ACTIVEOBJECT_TYPE_TEST; }
51 // And never save to disk
52 bool isStaticAllowed() const
55 static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
56 const std::string &data)
58 return new DummyLoadSAO(env, pos, 0);
61 void step(float dtime, bool send_recommended)
64 infostream<<"DummyLoadSAO step"<<std::endl;
70 // Prototype (registers item for deserialization)
71 DummyLoadSAO proto1_DummyLoadSAO(NULL, v3f(0,0,0), ACTIVEOBJECT_TYPE_RAT);
72 DummyLoadSAO proto2_DummyLoadSAO(NULL, v3f(0,0,0), ACTIVEOBJECT_TYPE_OERKKI1);
73 DummyLoadSAO proto3_DummyLoadSAO(NULL, v3f(0,0,0), ACTIVEOBJECT_TYPE_FIREFLY);
74 DummyLoadSAO proto4_DummyLoadSAO(NULL, v3f(0,0,0), ACTIVEOBJECT_TYPE_MOBV2);
80 class TestSAO : public ServerActiveObject
83 TestSAO(ServerEnvironment *env, v3f pos):
84 ServerActiveObject(env, pos),
88 ServerActiveObject::registerType(getType(), create);
91 { return ACTIVEOBJECT_TYPE_TEST; }
93 static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
94 const std::string &data)
96 return new TestSAO(env, pos);
99 void step(float dtime, bool send_recommended)
108 m_base_position.Y += dtime * BS * 2;
109 if(m_base_position.Y > 8*BS)
110 m_base_position.Y = 2*BS;
112 if(send_recommended == false)
122 data += itos(0); // 0 = position
124 data += itos(m_base_position.X);
126 data += itos(m_base_position.Y);
128 data += itos(m_base_position.Z);
130 ActiveObjectMessage aom(getId(), false, data);
131 m_messages_out.push_back(aom);
140 // Prototype (registers item for deserialization)
141 TestSAO proto_TestSAO(NULL, v3f(0,0,0));
146 DEPRECATED: New dropped items are implemented in Lua; see
147 builtin/item_entity.lua.
150 class ItemSAO : public ServerActiveObject
154 { return ACTIVEOBJECT_TYPE_ITEM; }
156 float getMinimumSavedMovement()
159 static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
160 const std::string &data)
162 std::istringstream is(data, std::ios::binary);
167 // check if version is supported
170 std::string itemstring = deSerializeString(is);
171 infostream<<"create(): Creating item \""
172 <<itemstring<<"\""<<std::endl;
173 return new ItemSAO(env, pos, itemstring);
176 ItemSAO(ServerEnvironment *env, v3f pos,
177 const std::string itemstring):
178 ServerActiveObject(env, pos),
179 m_itemstring(itemstring),
180 m_itemstring_changed(false),
182 m_last_sent_position(0,0,0)
184 ServerActiveObject::registerType(getType(), create);
187 void step(float dtime, bool send_recommended)
189 ScopeProfiler sp2(g_profiler, "step avg", SPT_AVG);
193 const float interval = 0.2;
194 if(m_move_interval.step(dtime, interval)==false)
198 core::aabbox3d<f32> box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.);
199 collisionMoveResult moveresult;
201 m_speed_f += v3f(0, -dtime*9.81*BS, 0);
202 // Maximum movement without glitches
203 f32 pos_max_d = BS*0.25;
205 if(m_speed_f.getLength()*dtime > pos_max_d)
206 m_speed_f *= pos_max_d / (m_speed_f.getLength()*dtime);
207 v3f pos_f = getBasePosition();
208 v3f pos_f_old = pos_f;
209 v3f accel_f = v3f(0,0,0);
211 IGameDef *gamedef = m_env->getGameDef();
212 moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
213 pos_max_d, box, stepheight, dtime,
214 pos_f, m_speed_f, accel_f);
216 if(send_recommended == false)
219 if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
221 setBasePosition(pos_f);
222 m_last_sent_position = pos_f;
224 std::ostringstream os(std::ios::binary);
225 // command (0 = update position)
228 writeV3F1000(os, m_base_position);
229 // create message and add to list
230 ActiveObjectMessage aom(getId(), false, os.str());
231 m_messages_out.push_back(aom);
233 if(m_itemstring_changed)
235 m_itemstring_changed = false;
237 std::ostringstream os(std::ios::binary);
238 // command (1 = update itemstring)
241 os<<serializeString(m_itemstring);
242 // create message and add to list
243 ActiveObjectMessage aom(getId(), false, os.str());
244 m_messages_out.push_back(aom);
248 std::string getClientInitializationData()
250 std::ostringstream os(std::ios::binary);
254 writeV3F1000(os, m_base_position);
256 os<<serializeString(m_itemstring);
260 std::string getStaticData()
262 infostream<<__FUNCTION_NAME<<std::endl;
263 std::ostringstream os(std::ios::binary);
267 os<<serializeString(m_itemstring);
271 ItemStack createItemStack()
274 IItemDefManager *idef = m_env->getGameDef()->idef();
276 item.deSerialize(m_itemstring, idef);
277 infostream<<__FUNCTION_NAME<<": m_itemstring=\""<<m_itemstring
278 <<"\" -> item=\""<<item.getItemString()<<"\""
282 catch(SerializationError &e)
284 infostream<<__FUNCTION_NAME<<": serialization error: "
285 <<"m_itemstring=\""<<m_itemstring<<"\""<<std::endl;
291 const ToolCapabilities *toolcap,
292 ServerActiveObject *puncher,
293 float time_from_last_punch)
295 // Take item into inventory
296 ItemStack item = createItemStack();
297 Inventory *inv = puncher->getInventory();
300 std::string wieldlist = puncher->getWieldList();
301 ItemStack leftover = inv->addItem(wieldlist, item);
302 puncher->setInventoryModified();
309 m_itemstring = leftover.getItemString();
310 m_itemstring_changed = true;
319 std::string m_itemstring;
320 bool m_itemstring_changed;
322 v3f m_last_sent_position;
323 IntervalLimiter m_move_interval;
326 // Prototype (registers item for deserialization)
327 ItemSAO proto_ItemSAO(NULL, v3f(0,0,0), "");
329 ServerActiveObject* createItemSAO(ServerEnvironment *env, v3f pos,
330 const std::string itemstring)
332 return new ItemSAO(env, pos, itemstring);
339 // Prototype (registers item for deserialization)
340 LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");
342 LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
343 const std::string &name, const std::string &state):
344 ServerActiveObject(env, pos),
350 m_acceleration(0,0,0),
352 m_properties_sent(true),
354 m_last_sent_position(0,0,0),
355 m_last_sent_velocity(0,0,0),
356 m_last_sent_position_timer(0),
357 m_last_sent_move_precision(0),
358 m_armor_groups_sent(false),
359 m_animation_sent(false),
360 m_bone_position_sent(false),
361 m_attachment_sent(false)
363 // Only register type if no environment supplied
365 ServerActiveObject::registerType(getType(), create);
369 // Initialize something to armor groups
370 m_armor_groups["fleshy"] = 3;
371 m_armor_groups["snappy"] = 2;
374 LuaEntitySAO::~LuaEntitySAO()
377 lua_State *L = m_env->getLua();
378 scriptapi_luaentity_rm(L, m_id);
382 void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
384 ServerActiveObject::addedToEnvironment(dtime_s);
386 // Create entity from name
387 lua_State *L = m_env->getLua();
388 m_registered = scriptapi_luaentity_add(L, m_id, m_init_name.c_str());
392 scriptapi_luaentity_get_properties(L, m_id, &m_prop);
393 // Initialize HP from properties
394 m_hp = m_prop.hp_max;
395 // Activate entity, supplying serialized state
396 scriptapi_luaentity_activate(L, m_id, m_init_state.c_str(), dtime_s);
400 ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
401 const std::string &data)
409 std::istringstream is(data, std::ios::binary);
411 u8 version = readU8(is);
412 // check if version is supported
414 name = deSerializeString(is);
415 state = deSerializeLongString(is);
417 else if(version == 1){
418 name = deSerializeString(is);
419 state = deSerializeLongString(is);
421 velocity = readV3F1000(is);
426 infostream<<"LuaEntitySAO::create(name=\""<<name<<"\" state=\""
427 <<state<<"\")"<<std::endl;
428 LuaEntitySAO *sao = new LuaEntitySAO(env, pos, name, state);
430 sao->m_velocity = velocity;
435 bool LuaEntitySAO::isAttached()
437 if(!m_attachment_parent_id)
439 // Check if the parent still exists
440 ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
446 void LuaEntitySAO::step(float dtime, bool send_recommended)
448 if(!m_properties_sent)
450 m_properties_sent = true;
451 std::string str = getPropertyPacket();
452 // create message and add to list
453 ActiveObjectMessage aom(getId(), true, str);
454 m_messages_out.push_back(aom);
457 // If attached, check that our parent is still there. If it isn't, detach.
458 if(m_attachment_parent_id && !isAttached())
460 m_attachment_parent_id = 0;
461 m_attachment_bone = "";
462 m_attachment_position = v3f(0,0,0);
463 m_attachment_rotation = v3f(0,0,0);
464 sendPosition(false, true);
467 m_last_sent_position_timer += dtime;
469 // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
470 // If the object gets detached this comes into effect automatically from the last known origin
473 v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
474 m_base_position = pos;
475 m_velocity = v3f(0,0,0);
476 m_acceleration = v3f(0,0,0);
481 core::aabbox3d<f32> box = m_prop.collisionbox;
484 collisionMoveResult moveresult;
485 f32 pos_max_d = BS*0.25; // Distance per iteration
486 f32 stepheight = 0; // Maximum climbable step height
487 v3f p_pos = m_base_position;
488 v3f p_velocity = m_velocity;
489 v3f p_acceleration = m_acceleration;
490 IGameDef *gamedef = m_env->getGameDef();
491 moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
492 pos_max_d, box, stepheight, dtime,
493 p_pos, p_velocity, p_acceleration);
495 m_base_position = p_pos;
496 m_velocity = p_velocity;
497 m_acceleration = p_acceleration;
499 m_base_position += dtime * m_velocity + 0.5 * dtime
500 * dtime * m_acceleration;
501 m_velocity += dtime * m_acceleration;
506 lua_State *L = m_env->getLua();
507 scriptapi_luaentity_step(L, m_id, dtime);
510 if(send_recommended == false)
515 // TODO: force send when acceleration changes enough?
516 float minchange = 0.2*BS;
517 if(m_last_sent_position_timer > 1.0){
519 } else if(m_last_sent_position_timer > 0.2){
522 float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
523 move_d += m_last_sent_move_precision;
524 float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
525 if(move_d > minchange || vel_d > minchange ||
526 fabs(m_yaw - m_last_sent_yaw) > 1.0){
527 sendPosition(true, false);
531 if(m_armor_groups_sent == false){
532 m_armor_groups_sent = true;
533 std::string str = gob_cmd_update_armor_groups(
535 // create message and add to list
536 ActiveObjectMessage aom(getId(), true, str);
537 m_messages_out.push_back(aom);
540 if(m_animation_sent == false){
541 m_animation_sent = true;
542 std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
543 // create message and add to list
544 ActiveObjectMessage aom(getId(), true, str);
545 m_messages_out.push_back(aom);
548 if(m_bone_position_sent == false){
549 m_bone_position_sent = true;
550 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
551 std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
552 // create message and add to list
553 ActiveObjectMessage aom(getId(), true, str);
554 m_messages_out.push_back(aom);
558 if(m_attachment_sent == false){
559 m_attachment_sent = true;
560 std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
561 // create message and add to list
562 ActiveObjectMessage aom(getId(), true, str);
563 m_messages_out.push_back(aom);
567 std::string LuaEntitySAO::getClientInitializationData()
569 std::ostringstream os(std::ios::binary);
570 writeU8(os, 0); // version
571 os<<serializeString(""); // name
572 writeS16(os, getId()); //id
573 writeU8(os, 0); // is_player
574 writeV3F1000(os, m_base_position);
575 writeF1000(os, m_yaw);
578 writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here
579 os<<serializeLongString(getPropertyPacket()); // message 1
580 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
581 os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
582 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
583 os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
585 os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
591 std::string LuaEntitySAO::getStaticData()
593 verbosestream<<__FUNCTION_NAME<<std::endl;
594 std::ostringstream os(std::ios::binary);
598 os<<serializeString(m_init_name);
601 lua_State *L = m_env->getLua();
602 std::string state = scriptapi_luaentity_get_staticdata(L, m_id);
603 os<<serializeLongString(state);
605 os<<serializeLongString(m_init_state);
610 writeV3F1000(os, m_velocity);
612 writeF1000(os, m_yaw);
616 int LuaEntitySAO::punch(v3f dir,
617 const ToolCapabilities *toolcap,
618 ServerActiveObject *puncher,
619 float time_from_last_punch)
622 // Delete unknown LuaEntities when punched
627 // It's best that attachments cannot be punched
631 ItemStack *punchitem = NULL;
632 ItemStack punchitem_static;
634 punchitem_static = puncher->getWieldedItem();
635 punchitem = &punchitem_static;
638 PunchDamageResult result = getPunchDamage(
642 time_from_last_punch);
646 setHP(getHP() - result.damage);
648 actionstream<<getDescription()<<" punched by "
649 <<puncher->getDescription()<<", damage "<<result.damage
650 <<" hp, health now "<<getHP()<<" hp"<<std::endl;
653 std::string str = gob_cmd_punched(result.damage, getHP());
654 // create message and add to list
655 ActiveObjectMessage aom(getId(), true, str);
656 m_messages_out.push_back(aom);
663 lua_State *L = m_env->getLua();
664 scriptapi_luaentity_punch(L, m_id, puncher,
665 time_from_last_punch, toolcap, dir);
670 void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
674 // It's best that attachments cannot be clicked
677 lua_State *L = m_env->getLua();
678 scriptapi_luaentity_rightclick(L, m_id, clicker);
681 void LuaEntitySAO::setPos(v3f pos)
685 m_base_position = pos;
686 sendPosition(false, true);
689 void LuaEntitySAO::moveTo(v3f pos, bool continuous)
693 m_base_position = pos;
695 sendPosition(true, true);
698 float LuaEntitySAO::getMinimumSavedMovement()
703 std::string LuaEntitySAO::getDescription()
705 std::ostringstream os(std::ios::binary);
706 os<<"LuaEntitySAO at (";
707 os<<(m_base_position.X/BS)<<",";
708 os<<(m_base_position.Y/BS)<<",";
709 os<<(m_base_position.Z/BS);
714 void LuaEntitySAO::setHP(s16 hp)
720 s16 LuaEntitySAO::getHP() const
725 void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
727 m_armor_groups = armor_groups;
728 m_armor_groups_sent = false;
731 void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
733 m_animation_range = frame_range;
734 m_animation_speed = frame_speed;
735 m_animation_blend = frame_blend;
736 m_animation_sent = false;
739 void LuaEntitySAO::setBonePosition(std::string bone, v3f position, v3f rotation)
741 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
742 m_bone_position_sent = false;
745 void LuaEntitySAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
747 // Attachments need to be handled on both the server and client.
748 // If we just attach on the server, we can only copy the position of the parent. Attachments
749 // are still sent to clients at an interval so players might see them lagging, plus we can't
750 // read and attach to skeletal bones.
751 // If we just attach on the client, the server still sees the child at its original location.
752 // This breaks some things so we also give the server the most accurate representation
753 // even if players only see the client changes.
755 m_attachment_parent_id = parent_id;
756 m_attachment_bone = bone;
757 m_attachment_position = position;
758 m_attachment_rotation = rotation;
759 m_attachment_sent = false;
762 ObjectProperties* LuaEntitySAO::accessObjectProperties()
767 void LuaEntitySAO::notifyObjectPropertiesModified()
769 m_properties_sent = false;
772 void LuaEntitySAO::setVelocity(v3f velocity)
774 m_velocity = velocity;
777 v3f LuaEntitySAO::getVelocity()
782 void LuaEntitySAO::setAcceleration(v3f acceleration)
784 m_acceleration = acceleration;
787 v3f LuaEntitySAO::getAcceleration()
789 return m_acceleration;
792 void LuaEntitySAO::setYaw(float yaw)
797 float LuaEntitySAO::getYaw()
802 void LuaEntitySAO::setTextureMod(const std::string &mod)
804 std::string str = gob_cmd_set_texture_mod(mod);
805 // create message and add to list
806 ActiveObjectMessage aom(getId(), true, str);
807 m_messages_out.push_back(aom);
810 void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
811 bool select_horiz_by_yawpitch)
813 std::string str = gob_cmd_set_sprite(
817 select_horiz_by_yawpitch
819 // create message and add to list
820 ActiveObjectMessage aom(getId(), true, str);
821 m_messages_out.push_back(aom);
824 std::string LuaEntitySAO::getName()
829 std::string LuaEntitySAO::getPropertyPacket()
831 return gob_cmd_set_properties(m_prop);
834 void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
836 // If the object is attached client-side, don't waste bandwidth sending its position to clients
840 m_last_sent_move_precision = m_base_position.getDistanceFrom(
841 m_last_sent_position);
842 m_last_sent_position_timer = 0;
843 m_last_sent_yaw = m_yaw;
844 m_last_sent_position = m_base_position;
845 m_last_sent_velocity = m_velocity;
846 //m_last_sent_acceleration = m_acceleration;
848 float update_interval = m_env->getSendRecommendedInterval();
850 std::string str = gob_cmd_update_position(
859 // create message and add to list
860 ActiveObjectMessage aom(getId(), false, str);
861 m_messages_out.push_back(aom);
868 // No prototype, PlayerSAO does not need to be deserialized
870 PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
871 const std::set<std::string> &privs, bool is_singleplayer):
872 ServerActiveObject(env_, v3f(0,0,0)),
876 m_last_good_position(0,0,0),
877 m_last_good_position_age(0),
878 m_time_from_last_punch(0),
879 m_nocheat_dig_pos(32767, 32767, 32767),
880 m_nocheat_dig_time(0),
882 m_position_not_sent(false),
883 m_armor_groups_sent(false),
884 m_properties_sent(true),
886 m_is_singleplayer(is_singleplayer),
887 m_animation_sent(false),
888 m_bone_position_sent(false),
889 m_attachment_sent(false),
892 m_inventory_not_sent(false),
893 m_hp_not_sent(false),
894 m_wielded_item_not_sent(false)
897 assert(m_peer_id != 0);
898 setBasePosition(m_player->getPosition());
899 m_inventory = &m_player->inventory;
900 m_armor_groups["choppy"] = 2;
901 m_armor_groups["fleshy"] = 3;
903 m_prop.hp_max = PLAYER_MAX_HP;
904 m_prop.physical = false;
906 m_prop.collisionbox = core::aabbox3d<f32>(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
907 // start of default appearance, this should be overwritten by LUA
908 m_prop.visual = "upright_sprite";
909 m_prop.visual_size = v2f(1, 2);
910 m_prop.textures.clear();
911 m_prop.textures.push_back("player.png");
912 m_prop.textures.push_back("player_back.png");
913 m_prop.colors.clear();
914 m_prop.colors.push_back(video::SColor(255, 255, 255, 255));
915 m_prop.spritediv = v2s16(1,1);
916 // end of default appearance
917 m_prop.is_visible = true;
918 m_prop.makes_footstep_sound = true;
921 PlayerSAO::~PlayerSAO()
923 if(m_inventory != &m_player->inventory)
928 std::string PlayerSAO::getDescription()
930 return std::string("player ") + m_player->getName();
933 // Called after id has been set and has been inserted in environment
934 void PlayerSAO::addedToEnvironment(u32 dtime_s)
936 ServerActiveObject::addedToEnvironment(dtime_s);
937 ServerActiveObject::setBasePosition(m_player->getPosition());
938 m_player->setPlayerSAO(this);
939 m_player->peer_id = m_peer_id;
940 m_last_good_position = m_player->getPosition();
941 m_last_good_position_age = 0.0;
944 // Called before removing from environment
945 void PlayerSAO::removingFromEnvironment()
947 ServerActiveObject::removingFromEnvironment();
948 if(m_player->getPlayerSAO() == this)
950 m_player->setPlayerSAO(NULL);
951 m_player->peer_id = 0;
955 bool PlayerSAO::isStaticAllowed() const
960 bool PlayerSAO::unlimitedTransferDistance() const
962 return g_settings->getBool("unlimited_player_transfer_distance");
965 std::string PlayerSAO::getClientInitializationData()
967 std::ostringstream os(std::ios::binary);
968 writeU8(os, 0); // version
969 os<<serializeString(m_player->getName()); // name
970 writeU8(os, 1); // is_player
971 writeS16(os, getId()); //id
972 writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
973 writeF1000(os, m_player->getYaw());
974 writeS16(os, getHP());
976 writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here
977 os<<serializeLongString(getPropertyPacket()); // message 1
978 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
979 os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
980 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
981 os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
983 os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
989 std::string PlayerSAO::getStaticData()
995 bool PlayerSAO::isAttached()
997 if(!m_attachment_parent_id)
999 // Check if the parent still exists
1000 ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
1006 void PlayerSAO::step(float dtime, bool send_recommended)
1008 if(!m_properties_sent)
1010 m_properties_sent = true;
1011 std::string str = getPropertyPacket();
1012 // create message and add to list
1013 ActiveObjectMessage aom(getId(), true, str);
1014 m_messages_out.push_back(aom);
1017 // If attached, check that our parent is still there. If it isn't, detach.
1018 if(m_attachment_parent_id && !isAttached())
1020 m_attachment_parent_id = 0;
1021 m_attachment_bone = "";
1022 m_attachment_position = v3f(0,0,0);
1023 m_attachment_rotation = v3f(0,0,0);
1024 m_player->setPosition(m_last_good_position);
1028 m_time_from_last_punch += dtime;
1029 m_nocheat_dig_time += dtime;
1031 // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
1032 // If the object gets detached this comes into effect automatically from the last known origin
1035 v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
1036 m_last_good_position = pos;
1037 m_last_good_position_age = 0;
1038 m_player->setPosition(pos);
1042 if(m_is_singleplayer || g_settings->getBool("disable_anticheat"))
1044 m_last_good_position = m_player->getPosition();
1045 m_last_good_position_age = 0;
1050 Check player movements
1052 NOTE: Actually the server should handle player physics like the
1053 client does and compare player's position to what is calculated
1054 on our side. This is required when eg. players fly due to an
1055 explosion. Altough a node-based alternative might be possible
1056 too, and much more lightweight.
1059 float player_max_speed = 0;
1060 float player_max_speed_up = 0;
1061 if(m_privs.count("fast") != 0){
1063 player_max_speed = BS * 20;
1064 player_max_speed_up = BS * 20;
1067 player_max_speed = BS * 4.0;
1068 player_max_speed_up = BS * 4.0;
1071 player_max_speed *= 2.5;
1072 player_max_speed_up *= 2.5;
1074 m_last_good_position_age += dtime;
1075 if(m_last_good_position_age >= 1.0){
1076 float age = m_last_good_position_age;
1077 v3f diff = (m_player->getPosition() - m_last_good_position);
1078 float d_vert = diff.Y;
1080 float d_horiz = diff.getLength();
1081 /*infostream<<m_player->getName()<<"'s horizontal speed is "
1082 <<(d_horiz/age)<<std::endl;*/
1083 if(d_horiz <= age * player_max_speed &&
1084 (d_vert < 0 || d_vert < age * player_max_speed_up)){
1085 m_last_good_position = m_player->getPosition();
1087 actionstream<<"Player "<<m_player->getName()
1088 <<" moved too fast; resetting position"
1090 m_player->setPosition(m_last_good_position);
1093 m_last_good_position_age = 0;
1098 if(send_recommended == false)
1101 // If the object is attached client-side, don't waste bandwidth sending its position to clients
1102 if(m_position_not_sent && !isAttached())
1104 m_position_not_sent = false;
1105 float update_interval = m_env->getSendRecommendedInterval();
1107 if(isAttached()) // Just in case we ever do send attachment position too
1108 pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
1110 pos = m_player->getPosition() + v3f(0,BS*1,0);
1111 std::string str = gob_cmd_update_position(
1120 // create message and add to list
1121 ActiveObjectMessage aom(getId(), false, str);
1122 m_messages_out.push_back(aom);
1125 if(m_wielded_item_not_sent)
1127 m_wielded_item_not_sent = false;
1128 // GenericCAO has no special way to show this
1131 if(m_armor_groups_sent == false){
1132 m_armor_groups_sent = true;
1133 std::string str = gob_cmd_update_armor_groups(
1135 // create message and add to list
1136 ActiveObjectMessage aom(getId(), true, str);
1137 m_messages_out.push_back(aom);
1140 if(m_animation_sent == false){
1141 m_animation_sent = true;
1142 std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
1143 // create message and add to list
1144 ActiveObjectMessage aom(getId(), true, str);
1145 m_messages_out.push_back(aom);
1148 if(m_bone_position_sent == false){
1149 m_bone_position_sent = true;
1150 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
1151 std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
1152 // create message and add to list
1153 ActiveObjectMessage aom(getId(), true, str);
1154 m_messages_out.push_back(aom);
1158 if(m_attachment_sent == false){
1159 m_attachment_sent = true;
1160 std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
1161 // create message and add to list
1162 ActiveObjectMessage aom(getId(), true, str);
1163 m_messages_out.push_back(aom);
1167 void PlayerSAO::setBasePosition(const v3f &position)
1169 // This needs to be ran for attachments too
1170 ServerActiveObject::setBasePosition(position);
1171 m_position_not_sent = true;
1174 void PlayerSAO::setPos(v3f pos)
1178 m_player->setPosition(pos);
1179 // Movement caused by this command is always valid
1180 m_last_good_position = pos;
1181 m_last_good_position_age = 0;
1182 // Force position change on client
1186 void PlayerSAO::moveTo(v3f pos, bool continuous)
1190 m_player->setPosition(pos);
1191 // Movement caused by this command is always valid
1192 m_last_good_position = pos;
1193 m_last_good_position_age = 0;
1194 // Force position change on client
1198 int PlayerSAO::punch(v3f dir,
1199 const ToolCapabilities *toolcap,
1200 ServerActiveObject *puncher,
1201 float time_from_last_punch)
1203 // It's best that attachments cannot be punched
1210 // No effect if PvP disabled
1211 if(g_settings->getBool("enable_pvp") == false){
1212 if(puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER){
1213 std::string str = gob_cmd_punched(0, getHP());
1214 // create message and add to list
1215 ActiveObjectMessage aom(getId(), true, str);
1216 m_messages_out.push_back(aom);
1221 HitParams hitparams = getHitParams(m_armor_groups, toolcap,
1222 time_from_last_punch);
1224 actionstream<<"Player "<<m_player->getName()<<" punched by "
1225 <<puncher->getDescription()<<", damage "<<hitparams.hp
1228 setHP(getHP() - hitparams.hp);
1230 if(hitparams.hp != 0)
1232 std::string str = gob_cmd_punched(hitparams.hp, getHP());
1233 // create message and add to list
1234 ActiveObjectMessage aom(getId(), true, str);
1235 m_messages_out.push_back(aom);
1238 return hitparams.wear;
1241 void PlayerSAO::rightClick(ServerActiveObject *clicker)
1245 s16 PlayerSAO::getHP() const
1247 return m_player->hp;
1250 void PlayerSAO::setHP(s16 hp)
1252 s16 oldhp = m_player->hp;
1256 else if(hp > PLAYER_MAX_HP)
1259 if(hp < oldhp && g_settings->getBool("enable_damage") == false)
1261 m_hp_not_sent = true; // fix wrong prediction on client
1268 m_hp_not_sent = true;
1270 // On death or reincarnation send an active object message
1271 if((hp == 0) != (oldhp == 0))
1273 // Will send new is_visible value based on (getHP()!=0)
1274 m_properties_sent = false;
1276 std::string str = gob_cmd_punched(0, getHP());
1277 ActiveObjectMessage aom(getId(), true, str);
1278 m_messages_out.push_back(aom);
1282 void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
1284 m_armor_groups = armor_groups;
1285 m_armor_groups_sent = false;
1288 void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
1290 // store these so they can be updated to clients
1291 m_animation_range = frame_range;
1292 m_animation_speed = frame_speed;
1293 m_animation_blend = frame_blend;
1294 m_animation_sent = false;
1297 void PlayerSAO::setBonePosition(std::string bone, v3f position, v3f rotation)
1299 // store these so they can be updated to clients
1300 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1301 m_bone_position_sent = false;
1304 void PlayerSAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
1306 // Attachments need to be handled on both the server and client.
1307 // If we just attach on the server, we can only copy the position of the parent. Attachments
1308 // are still sent to clients at an interval so players might see them lagging, plus we can't
1309 // read and attach to skeletal bones.
1310 // If we just attach on the client, the server still sees the child at its original location.
1311 // This breaks some things so we also give the server the most accurate representation
1312 // even if players only see the client changes.
1314 m_attachment_parent_id = parent_id;
1315 m_attachment_bone = bone;
1316 m_attachment_position = position;
1317 m_attachment_rotation = rotation;
1318 m_attachment_sent = false;
1321 ObjectProperties* PlayerSAO::accessObjectProperties()
1326 void PlayerSAO::notifyObjectPropertiesModified()
1328 m_properties_sent = false;
1331 Inventory* PlayerSAO::getInventory()
1335 const Inventory* PlayerSAO::getInventory() const
1340 InventoryLocation PlayerSAO::getInventoryLocation() const
1342 InventoryLocation loc;
1343 loc.setPlayer(m_player->getName());
1347 void PlayerSAO::setInventoryModified()
1349 m_inventory_not_sent = true;
1352 std::string PlayerSAO::getWieldList() const
1357 int PlayerSAO::getWieldIndex() const
1359 return m_wield_index;
1362 void PlayerSAO::setWieldIndex(int i)
1364 if(i != m_wield_index)
1367 m_wielded_item_not_sent = true;
1371 void PlayerSAO::disconnected()
1375 if(m_player->getPlayerSAO() == this)
1377 m_player->setPlayerSAO(NULL);
1378 m_player->peer_id = 0;
1382 std::string PlayerSAO::getPropertyPacket()
1384 m_prop.is_visible = (true);
1385 return gob_cmd_set_properties(m_prop);