3 Copyright (C) 2010-2013 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 "util/serialize.h"
22 #include "util/mathconstants.h"
23 #include "collision.h"
24 #include "environment.h"
26 #include "main.h" // For g_profiler
28 #include "serialization.h" // For compressZlib
29 #include "tool.h" // For ToolCapabilities
32 #include "scripting_game.h"
33 #include "genericobject.h"
36 std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
42 class TestSAO : public ServerActiveObject
45 TestSAO(ServerEnvironment *env, v3f pos):
46 ServerActiveObject(env, pos),
50 ServerActiveObject::registerType(getType(), create);
52 ActiveObjectType getType() const
53 { return ACTIVEOBJECT_TYPE_TEST; }
55 static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
56 const std::string &data)
58 return new TestSAO(env, pos);
61 void step(float dtime, bool send_recommended)
70 m_base_position.Y += dtime * BS * 2;
71 if(m_base_position.Y > 8*BS)
72 m_base_position.Y = 2*BS;
74 if(send_recommended == false)
84 data += itos(0); // 0 = position
86 data += itos(m_base_position.X);
88 data += itos(m_base_position.Y);
90 data += itos(m_base_position.Z);
92 ActiveObjectMessage aom(getId(), false, data);
93 m_messages_out.push_back(aom);
97 bool getCollisionBox(aabb3f *toset) {
101 bool collideWithObjects() {
110 // Prototype (registers item for deserialization)
111 TestSAO proto_TestSAO(NULL, v3f(0,0,0));
117 // Prototype (registers item for deserialization)
118 LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");
120 LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
121 const std::string &name, const std::string &state):
122 ServerActiveObject(env, pos),
128 m_acceleration(0,0,0),
130 m_properties_sent(true),
132 m_last_sent_position(0,0,0),
133 m_last_sent_velocity(0,0,0),
134 m_last_sent_position_timer(0),
135 m_last_sent_move_precision(0),
136 m_armor_groups_sent(false),
137 m_animation_speed(0),
138 m_animation_blend(0),
139 m_animation_sent(false),
140 m_bone_position_sent(false),
141 m_attachment_parent_id(0),
142 m_attachment_sent(false)
144 // Only register type if no environment supplied
146 ServerActiveObject::registerType(getType(), create);
150 // Initialize something to armor groups
151 m_armor_groups["fleshy"] = 100;
154 LuaEntitySAO::~LuaEntitySAO()
157 m_env->getScriptIface()->luaentity_Remove(m_id);
161 void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
163 ServerActiveObject::addedToEnvironment(dtime_s);
165 // Create entity from name
166 m_registered = m_env->getScriptIface()->
167 luaentity_Add(m_id, m_init_name.c_str());
171 m_env->getScriptIface()->
172 luaentity_GetProperties(m_id, &m_prop);
173 // Initialize HP from properties
174 m_hp = m_prop.hp_max;
175 // Activate entity, supplying serialized state
176 m_env->getScriptIface()->
177 luaentity_Activate(m_id, m_init_state.c_str(), dtime_s);
181 ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
182 const std::string &data)
190 std::istringstream is(data, std::ios::binary);
192 u8 version = readU8(is);
193 // check if version is supported
195 name = deSerializeString(is);
196 state = deSerializeLongString(is);
198 else if(version == 1){
199 name = deSerializeString(is);
200 state = deSerializeLongString(is);
202 velocity = readV3F1000(is);
207 infostream<<"LuaEntitySAO::create(name=\""<<name<<"\" state=\""
208 <<state<<"\")"<<std::endl;
209 LuaEntitySAO *sao = new LuaEntitySAO(env, pos, name, state);
211 sao->m_velocity = velocity;
216 bool LuaEntitySAO::isAttached()
218 if(!m_attachment_parent_id)
220 // Check if the parent still exists
221 ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
227 void LuaEntitySAO::step(float dtime, bool send_recommended)
229 if(!m_properties_sent)
231 m_properties_sent = true;
232 std::string str = getPropertyPacket();
233 // create message and add to list
234 ActiveObjectMessage aom(getId(), true, str);
235 m_messages_out.push_back(aom);
238 // If attached, check that our parent is still there. If it isn't, detach.
239 if(m_attachment_parent_id && !isAttached())
241 m_attachment_parent_id = 0;
242 m_attachment_bone = "";
243 m_attachment_position = v3f(0,0,0);
244 m_attachment_rotation = v3f(0,0,0);
245 sendPosition(false, true);
248 m_last_sent_position_timer += dtime;
250 // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
251 // If the object gets detached this comes into effect automatically from the last known origin
254 v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
255 m_base_position = pos;
256 m_velocity = v3f(0,0,0);
257 m_acceleration = v3f(0,0,0);
262 core::aabbox3d<f32> box = m_prop.collisionbox;
265 collisionMoveResult moveresult;
266 f32 pos_max_d = BS*0.25; // Distance per iteration
267 v3f p_pos = m_base_position;
268 v3f p_velocity = m_velocity;
269 v3f p_acceleration = m_acceleration;
270 moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
271 pos_max_d, box, m_prop.stepheight, dtime,
272 p_pos, p_velocity, p_acceleration,
273 this, m_prop.collideWithObjects);
276 m_base_position = p_pos;
277 m_velocity = p_velocity;
278 m_acceleration = p_acceleration;
280 m_base_position += dtime * m_velocity + 0.5 * dtime
281 * dtime * m_acceleration;
282 m_velocity += dtime * m_acceleration;
285 if((m_prop.automatic_face_movement_dir) &&
286 (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){
287 m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
292 m_env->getScriptIface()->luaentity_Step(m_id, dtime);
295 if(send_recommended == false)
300 // TODO: force send when acceleration changes enough?
301 float minchange = 0.2*BS;
302 if(m_last_sent_position_timer > 1.0){
304 } else if(m_last_sent_position_timer > 0.2){
307 float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
308 move_d += m_last_sent_move_precision;
309 float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
310 if(move_d > minchange || vel_d > minchange ||
311 fabs(m_yaw - m_last_sent_yaw) > 1.0){
312 sendPosition(true, false);
316 if(m_armor_groups_sent == false){
317 m_armor_groups_sent = true;
318 std::string str = gob_cmd_update_armor_groups(
320 // create message and add to list
321 ActiveObjectMessage aom(getId(), true, str);
322 m_messages_out.push_back(aom);
325 if(m_animation_sent == false){
326 m_animation_sent = true;
327 std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
328 // create message and add to list
329 ActiveObjectMessage aom(getId(), true, str);
330 m_messages_out.push_back(aom);
333 if(m_bone_position_sent == false){
334 m_bone_position_sent = true;
335 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
336 std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
337 // create message and add to list
338 ActiveObjectMessage aom(getId(), true, str);
339 m_messages_out.push_back(aom);
343 if(m_attachment_sent == false){
344 m_attachment_sent = true;
345 std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
346 // create message and add to list
347 ActiveObjectMessage aom(getId(), true, str);
348 m_messages_out.push_back(aom);
352 std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
354 std::ostringstream os(std::ios::binary);
356 if(protocol_version >= 14)
358 writeU8(os, 1); // version
359 os<<serializeString(""); // name
360 writeU8(os, 0); // is_player
361 writeS16(os, getId()); //id
362 writeV3F1000(os, m_base_position);
363 writeF1000(os, m_yaw);
366 writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here
367 os<<serializeLongString(getPropertyPacket()); // message 1
368 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
369 os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
370 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
371 os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
373 os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
377 writeU8(os, 0); // version
378 os<<serializeString(""); // name
379 writeU8(os, 0); // is_player
380 writeV3F1000(os, m_base_position);
381 writeF1000(os, m_yaw);
383 writeU8(os, 2); // number of messages stuffed in here
384 os<<serializeLongString(getPropertyPacket()); // message 1
385 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
392 std::string LuaEntitySAO::getStaticData()
394 verbosestream<<__FUNCTION_NAME<<std::endl;
395 std::ostringstream os(std::ios::binary);
399 os<<serializeString(m_init_name);
402 std::string state = m_env->getScriptIface()->
403 luaentity_GetStaticdata(m_id);
404 os<<serializeLongString(state);
406 os<<serializeLongString(m_init_state);
411 writeV3F1000(os, m_velocity);
413 writeF1000(os, m_yaw);
417 int LuaEntitySAO::punch(v3f dir,
418 const ToolCapabilities *toolcap,
419 ServerActiveObject *puncher,
420 float time_from_last_punch)
423 // Delete unknown LuaEntities when punched
428 // It's best that attachments cannot be punched
432 ItemStack *punchitem = NULL;
433 ItemStack punchitem_static;
435 punchitem_static = puncher->getWieldedItem();
436 punchitem = &punchitem_static;
439 PunchDamageResult result = getPunchDamage(
443 time_from_last_punch);
447 setHP(getHP() - result.damage);
450 std::string punchername = "nil";
453 punchername = puncher->getDescription();
455 actionstream<<getDescription()<<" punched by "
456 <<punchername<<", damage "<<result.damage
457 <<" hp, health now "<<getHP()<<" hp"<<std::endl;
460 std::string str = gob_cmd_punched(result.damage, getHP());
461 // create message and add to list
462 ActiveObjectMessage aom(getId(), true, str);
463 m_messages_out.push_back(aom);
470 m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
471 time_from_last_punch, toolcap, dir);
476 void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
480 // It's best that attachments cannot be clicked
483 m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
486 void LuaEntitySAO::setPos(v3f pos)
490 m_base_position = pos;
491 sendPosition(false, true);
494 void LuaEntitySAO::moveTo(v3f pos, bool continuous)
498 m_base_position = pos;
500 sendPosition(true, true);
503 float LuaEntitySAO::getMinimumSavedMovement()
508 std::string LuaEntitySAO::getDescription()
510 std::ostringstream os(std::ios::binary);
511 os<<"LuaEntitySAO at (";
512 os<<(m_base_position.X/BS)<<",";
513 os<<(m_base_position.Y/BS)<<",";
514 os<<(m_base_position.Z/BS);
519 void LuaEntitySAO::setHP(s16 hp)
525 s16 LuaEntitySAO::getHP() const
530 void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
532 m_armor_groups = armor_groups;
533 m_armor_groups_sent = false;
536 void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
538 m_animation_range = frame_range;
539 m_animation_speed = frame_speed;
540 m_animation_blend = frame_blend;
541 m_animation_sent = false;
544 void LuaEntitySAO::setBonePosition(std::string bone, v3f position, v3f rotation)
546 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
547 m_bone_position_sent = false;
550 void LuaEntitySAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
552 // Attachments need to be handled on both the server and client.
553 // If we just attach on the server, we can only copy the position of the parent. Attachments
554 // are still sent to clients at an interval so players might see them lagging, plus we can't
555 // read and attach to skeletal bones.
556 // If we just attach on the client, the server still sees the child at its original location.
557 // This breaks some things so we also give the server the most accurate representation
558 // even if players only see the client changes.
560 m_attachment_parent_id = parent_id;
561 m_attachment_bone = bone;
562 m_attachment_position = position;
563 m_attachment_rotation = rotation;
564 m_attachment_sent = false;
567 ObjectProperties* LuaEntitySAO::accessObjectProperties()
572 void LuaEntitySAO::notifyObjectPropertiesModified()
574 m_properties_sent = false;
577 void LuaEntitySAO::setVelocity(v3f velocity)
579 m_velocity = velocity;
582 v3f LuaEntitySAO::getVelocity()
587 void LuaEntitySAO::setAcceleration(v3f acceleration)
589 m_acceleration = acceleration;
592 v3f LuaEntitySAO::getAcceleration()
594 return m_acceleration;
597 void LuaEntitySAO::setYaw(float yaw)
602 float LuaEntitySAO::getYaw()
607 void LuaEntitySAO::setTextureMod(const std::string &mod)
609 std::string str = gob_cmd_set_texture_mod(mod);
610 // create message and add to list
611 ActiveObjectMessage aom(getId(), true, str);
612 m_messages_out.push_back(aom);
615 void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
616 bool select_horiz_by_yawpitch)
618 std::string str = gob_cmd_set_sprite(
622 select_horiz_by_yawpitch
624 // create message and add to list
625 ActiveObjectMessage aom(getId(), true, str);
626 m_messages_out.push_back(aom);
629 std::string LuaEntitySAO::getName()
634 std::string LuaEntitySAO::getPropertyPacket()
636 return gob_cmd_set_properties(m_prop);
639 void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
641 // If the object is attached client-side, don't waste bandwidth sending its position to clients
645 m_last_sent_move_precision = m_base_position.getDistanceFrom(
646 m_last_sent_position);
647 m_last_sent_position_timer = 0;
648 m_last_sent_yaw = m_yaw;
649 m_last_sent_position = m_base_position;
650 m_last_sent_velocity = m_velocity;
651 //m_last_sent_acceleration = m_acceleration;
653 float update_interval = m_env->getSendRecommendedInterval();
655 std::string str = gob_cmd_update_position(
664 // create message and add to list
665 ActiveObjectMessage aom(getId(), false, str);
666 m_messages_out.push_back(aom);
669 bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
672 //update collision box
673 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
674 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
676 toset->MinEdge += m_base_position;
677 toset->MaxEdge += m_base_position;
685 bool LuaEntitySAO::collideWithObjects(){
686 return m_prop.collideWithObjects;
693 // No prototype, PlayerSAO does not need to be deserialized
695 PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
696 const std::set<std::string> &privs, bool is_singleplayer):
697 ServerActiveObject(env_, v3f(0,0,0)),
702 m_last_good_position(0,0,0),
703 m_time_from_last_punch(0),
704 m_nocheat_dig_pos(32767, 32767, 32767),
705 m_nocheat_dig_time(0),
707 m_position_not_sent(false),
708 m_armor_groups_sent(false),
709 m_properties_sent(true),
711 m_is_singleplayer(is_singleplayer),
712 m_animation_speed(0),
713 m_animation_blend(0),
714 m_animation_sent(false),
715 m_bone_position_sent(false),
716 m_attachment_parent_id(0),
717 m_attachment_sent(false),
720 m_physics_override_speed(1),
721 m_physics_override_jump(1),
722 m_physics_override_gravity(1),
723 m_physics_override_sneak(true),
724 m_physics_override_sneak_glitch(true),
725 m_physics_override_sent(false)
728 assert(m_peer_id != 0);
729 setBasePosition(m_player->getPosition());
730 m_inventory = &m_player->inventory;
731 m_armor_groups["fleshy"] = 100;
733 m_prop.hp_max = PLAYER_MAX_HP;
734 m_prop.physical = false;
736 m_prop.collisionbox = core::aabbox3d<f32>(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
737 // start of default appearance, this should be overwritten by LUA
738 m_prop.visual = "upright_sprite";
739 m_prop.visual_size = v2f(1, 2);
740 m_prop.textures.clear();
741 m_prop.textures.push_back("player.png");
742 m_prop.textures.push_back("player_back.png");
743 m_prop.colors.clear();
744 m_prop.colors.push_back(video::SColor(255, 255, 255, 255));
745 m_prop.spritediv = v2s16(1,1);
746 // end of default appearance
747 m_prop.is_visible = true;
748 m_prop.makes_footstep_sound = true;
751 PlayerSAO::~PlayerSAO()
753 if(m_inventory != &m_player->inventory)
758 std::string PlayerSAO::getDescription()
760 return std::string("player ") + m_player->getName();
763 // Called after id has been set and has been inserted in environment
764 void PlayerSAO::addedToEnvironment(u32 dtime_s)
766 ServerActiveObject::addedToEnvironment(dtime_s);
767 ServerActiveObject::setBasePosition(m_player->getPosition());
768 m_player->setPlayerSAO(this);
769 m_player->peer_id = m_peer_id;
770 m_last_good_position = m_player->getPosition();
773 // Called before removing from environment
774 void PlayerSAO::removingFromEnvironment()
776 ServerActiveObject::removingFromEnvironment();
777 if(m_player->getPlayerSAO() == this)
779 m_player->setPlayerSAO(NULL);
780 m_player->peer_id = 0;
781 m_env->savePlayer(m_player->getName());
782 m_env->removePlayer(m_player->getName());
786 bool PlayerSAO::isStaticAllowed() const
791 std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
793 std::ostringstream os(std::ios::binary);
795 if(protocol_version >= 15)
797 writeU8(os, 1); // version
798 os<<serializeString(m_player->getName()); // name
799 writeU8(os, 1); // is_player
800 writeS16(os, getId()); //id
801 writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
802 writeF1000(os, m_player->getYaw());
803 writeS16(os, getHP());
805 writeU8(os, 5 + m_bone_position.size()); // number of messages stuffed in here
806 os<<serializeLongString(getPropertyPacket()); // message 1
807 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
808 os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
809 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
810 os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
812 os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
813 os<<serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
814 m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
815 m_physics_override_sneak_glitch)); // 5
819 writeU8(os, 0); // version
820 os<<serializeString(m_player->getName()); // name
821 writeU8(os, 1); // is_player
822 writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
823 writeF1000(os, m_player->getYaw());
824 writeS16(os, getHP());
825 writeU8(os, 2); // number of messages stuffed in here
826 os<<serializeLongString(getPropertyPacket()); // message 1
827 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
834 std::string PlayerSAO::getStaticData()
840 bool PlayerSAO::isAttached()
842 if(!m_attachment_parent_id)
844 // Check if the parent still exists
845 ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
851 void PlayerSAO::step(float dtime, bool send_recommended)
853 if(!m_properties_sent)
855 m_properties_sent = true;
856 std::string str = getPropertyPacket();
857 // create message and add to list
858 ActiveObjectMessage aom(getId(), true, str);
859 m_messages_out.push_back(aom);
862 // If attached, check that our parent is still there. If it isn't, detach.
863 if(m_attachment_parent_id && !isAttached())
865 m_attachment_parent_id = 0;
866 m_attachment_bone = "";
867 m_attachment_position = v3f(0,0,0);
868 m_attachment_rotation = v3f(0,0,0);
869 m_player->setPosition(m_last_good_position);
873 //dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
875 // Set lag pool maximums based on estimated lag
876 const float LAG_POOL_MIN = 5.0;
877 float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
878 if(lag_pool_max < LAG_POOL_MIN)
879 lag_pool_max = LAG_POOL_MIN;
880 m_dig_pool.setMax(lag_pool_max);
881 m_move_pool.setMax(lag_pool_max);
883 // Increment cheat prevention timers
884 m_dig_pool.add(dtime);
885 m_move_pool.add(dtime);
886 m_time_from_last_punch += dtime;
887 m_nocheat_dig_time += dtime;
889 // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
890 // If the object gets detached this comes into effect automatically from the last known origin
893 v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
894 m_last_good_position = pos;
895 m_player->setPosition(pos);
898 if(send_recommended == false)
901 // If the object is attached client-side, don't waste bandwidth sending its position to clients
902 if(m_position_not_sent && !isAttached())
904 m_position_not_sent = false;
905 float update_interval = m_env->getSendRecommendedInterval();
907 if(isAttached()) // Just in case we ever do send attachment position too
908 pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
910 pos = m_player->getPosition() + v3f(0,BS*1,0);
911 std::string str = gob_cmd_update_position(
920 // create message and add to list
921 ActiveObjectMessage aom(getId(), false, str);
922 m_messages_out.push_back(aom);
925 if(m_armor_groups_sent == false) {
926 m_armor_groups_sent = true;
927 std::string str = gob_cmd_update_armor_groups(
929 // create message and add to list
930 ActiveObjectMessage aom(getId(), true, str);
931 m_messages_out.push_back(aom);
934 if(m_physics_override_sent == false){
935 m_physics_override_sent = true;
936 std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
937 m_physics_override_jump, m_physics_override_gravity,
938 m_physics_override_sneak, m_physics_override_sneak_glitch);
939 // create message and add to list
940 ActiveObjectMessage aom(getId(), true, str);
941 m_messages_out.push_back(aom);
944 if(m_animation_sent == false){
945 m_animation_sent = true;
946 std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
947 // create message and add to list
948 ActiveObjectMessage aom(getId(), true, str);
949 m_messages_out.push_back(aom);
952 if(m_bone_position_sent == false){
953 m_bone_position_sent = true;
954 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
955 std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
956 // create message and add to list
957 ActiveObjectMessage aom(getId(), true, str);
958 m_messages_out.push_back(aom);
962 if(m_attachment_sent == false){
963 m_attachment_sent = true;
964 std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
965 // create message and add to list
966 ActiveObjectMessage aom(getId(), true, str);
967 m_messages_out.push_back(aom);
971 void PlayerSAO::setBasePosition(const v3f &position)
973 // This needs to be ran for attachments too
974 ServerActiveObject::setBasePosition(position);
975 m_position_not_sent = true;
978 void PlayerSAO::setPos(v3f pos)
982 m_player->setPosition(pos);
983 // Movement caused by this command is always valid
984 m_last_good_position = pos;
985 // Force position change on client
989 void PlayerSAO::moveTo(v3f pos, bool continuous)
993 m_player->setPosition(pos);
994 // Movement caused by this command is always valid
995 m_last_good_position = pos;
996 // Force position change on client
1000 void PlayerSAO::setYaw(float yaw)
1002 m_player->setYaw(yaw);
1003 // Force change on client
1007 void PlayerSAO::setPitch(float pitch)
1009 m_player->setPitch(pitch);
1010 // Force change on client
1014 int PlayerSAO::punch(v3f dir,
1015 const ToolCapabilities *toolcap,
1016 ServerActiveObject *puncher,
1017 float time_from_last_punch)
1019 // It's best that attachments cannot be punched
1026 // No effect if PvP disabled
1027 if(g_settings->getBool("enable_pvp") == false){
1028 if(puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER){
1029 std::string str = gob_cmd_punched(0, getHP());
1030 // create message and add to list
1031 ActiveObjectMessage aom(getId(), true, str);
1032 m_messages_out.push_back(aom);
1037 HitParams hitparams = getHitParams(m_armor_groups, toolcap,
1038 time_from_last_punch);
1040 std::string punchername = "nil";
1043 punchername = puncher->getDescription();
1045 actionstream<<"Player "<<m_player->getName()<<" punched by "
1046 <<punchername<<", damage "<<hitparams.hp
1049 setHP(getHP() - hitparams.hp);
1051 return hitparams.wear;
1054 void PlayerSAO::rightClick(ServerActiveObject *clicker)
1058 s16 PlayerSAO::getHP() const
1060 return m_player->hp;
1063 s16 PlayerSAO::readDamage()
1065 s16 damage = m_damage;
1070 void PlayerSAO::setHP(s16 hp)
1072 s16 oldhp = m_player->hp;
1076 else if (hp > PLAYER_MAX_HP)
1082 m_damage += (oldhp - hp);
1084 // Update properties on death
1085 if ((hp == 0) != (oldhp == 0))
1086 m_properties_sent = false;
1089 u16 PlayerSAO::getBreath() const
1091 return m_player->getBreath();
1094 void PlayerSAO::setBreath(u16 breath)
1096 m_player->setBreath(breath);
1099 void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
1101 m_armor_groups = armor_groups;
1102 m_armor_groups_sent = false;
1105 void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
1107 // store these so they can be updated to clients
1108 m_animation_range = frame_range;
1109 m_animation_speed = frame_speed;
1110 m_animation_blend = frame_blend;
1111 m_animation_sent = false;
1114 void PlayerSAO::setBonePosition(std::string bone, v3f position, v3f rotation)
1116 // store these so they can be updated to clients
1117 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1118 m_bone_position_sent = false;
1121 void PlayerSAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
1123 // Attachments need to be handled on both the server and client.
1124 // If we just attach on the server, we can only copy the position of the parent. Attachments
1125 // are still sent to clients at an interval so players might see them lagging, plus we can't
1126 // read and attach to skeletal bones.
1127 // If we just attach on the client, the server still sees the child at its original location.
1128 // This breaks some things so we also give the server the most accurate representation
1129 // even if players only see the client changes.
1131 m_attachment_parent_id = parent_id;
1132 m_attachment_bone = bone;
1133 m_attachment_position = position;
1134 m_attachment_rotation = rotation;
1135 m_attachment_sent = false;
1138 ObjectProperties* PlayerSAO::accessObjectProperties()
1143 void PlayerSAO::notifyObjectPropertiesModified()
1145 m_properties_sent = false;
1148 Inventory* PlayerSAO::getInventory()
1152 const Inventory* PlayerSAO::getInventory() const
1157 InventoryLocation PlayerSAO::getInventoryLocation() const
1159 InventoryLocation loc;
1160 loc.setPlayer(m_player->getName());
1164 std::string PlayerSAO::getWieldList() const
1169 int PlayerSAO::getWieldIndex() const
1171 return m_wield_index;
1174 void PlayerSAO::setWieldIndex(int i)
1176 if(i != m_wield_index) {
1181 void PlayerSAO::disconnected()
1185 if(m_player->getPlayerSAO() == this)
1187 m_player->setPlayerSAO(NULL);
1188 m_player->peer_id = 0;
1192 std::string PlayerSAO::getPropertyPacket()
1194 m_prop.is_visible = (true);
1195 return gob_cmd_set_properties(m_prop);
1198 bool PlayerSAO::checkMovementCheat()
1200 bool cheated = false;
1201 if(isAttached() || m_is_singleplayer ||
1202 g_settings->getBool("disable_anticheat"))
1204 m_last_good_position = m_player->getPosition();
1209 Check player movements
1211 NOTE: Actually the server should handle player physics like the
1212 client does and compare player's position to what is calculated
1213 on our side. This is required when eg. players fly due to an
1214 explosion. Altough a node-based alternative might be possible
1215 too, and much more lightweight.
1218 float player_max_speed = 0;
1219 if(m_privs.count("fast") != 0){
1221 player_max_speed = m_player->movement_speed_fast;
1224 player_max_speed = m_player->movement_speed_walk;
1226 // Tolerance. With the lag pool we shouldn't need it.
1227 //player_max_speed *= 2.5;
1228 //player_max_speed_up *= 2.5;
1230 v3f diff = (m_player->getPosition() - m_last_good_position);
1231 float d_vert = diff.Y;
1233 float d_horiz = diff.getLength();
1234 float required_time = d_horiz/player_max_speed;
1235 if(d_vert > 0 && d_vert/player_max_speed > required_time)
1236 required_time = d_vert/player_max_speed;
1237 if(m_move_pool.grab(required_time)){
1238 m_last_good_position = m_player->getPosition();
1240 actionstream<<"Player "<<m_player->getName()
1241 <<" moved too fast; resetting position"
1243 m_player->setPosition(m_last_good_position);
1251 bool PlayerSAO::getCollisionBox(aabb3f *toset) {
1252 //update collision box
1253 *toset = m_player->getCollisionbox();
1255 toset->MinEdge += m_base_position;
1256 toset->MaxEdge += m_base_position;
1261 bool PlayerSAO::collideWithObjects(){