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 "collision.h"
23 #include "environment.h"
24 #include "tool.h" // For ToolCapabilities
27 #include "remoteplayer.h"
29 #include "scripting_server.h"
30 #include "genericobject.h"
35 std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
41 class TestSAO : public ServerActiveObject
44 TestSAO(ServerEnvironment *env, v3f pos):
45 ServerActiveObject(env, pos),
49 ServerActiveObject::registerType(getType(), create);
51 ActiveObjectType getType() const
52 { return ACTIVEOBJECT_TYPE_TEST; }
54 static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
55 const std::string &data)
57 return new TestSAO(env, pos);
60 void step(float dtime, bool send_recommended)
65 m_pending_removal = true;
69 m_base_position.Y += dtime * BS * 2;
70 if(m_base_position.Y > 8*BS)
71 m_base_position.Y = 2*BS;
73 if (!send_recommended)
83 data += itos(0); // 0 = position
85 data += itos(m_base_position.X);
87 data += itos(m_base_position.Y);
89 data += itos(m_base_position.Z);
91 ActiveObjectMessage aom(getId(), false, data);
92 m_messages_out.push(aom);
96 bool getCollisionBox(aabb3f *toset) const { return false; }
98 virtual bool getSelectionBox(aabb3f *toset) const { return false; }
100 bool collideWithObjects() const { return false; }
107 // Prototype (registers item for deserialization)
108 TestSAO proto_TestSAO(NULL, v3f(0,0,0));
114 UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos):
115 ServerActiveObject(env, pos)
117 // Initialize something to armor groups
118 m_armor_groups["fleshy"] = 100;
121 ServerActiveObject *UnitSAO::getParent() const
123 if (!m_attachment_parent_id)
125 // Check if the parent still exists
126 ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
131 void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
133 m_armor_groups = armor_groups;
134 m_armor_groups_sent = false;
137 const ItemGroupList &UnitSAO::getArmorGroups()
139 return m_armor_groups;
142 void UnitSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
144 // store these so they can be updated to clients
145 m_animation_range = frame_range;
146 m_animation_speed = frame_speed;
147 m_animation_blend = frame_blend;
148 m_animation_loop = frame_loop;
149 m_animation_sent = false;
152 void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
154 *frame_range = m_animation_range;
155 *frame_speed = m_animation_speed;
156 *frame_blend = m_animation_blend;
157 *frame_loop = m_animation_loop;
160 void UnitSAO::setAnimationSpeed(float frame_speed)
162 m_animation_speed = frame_speed;
163 m_animation_speed_sent = false;
166 void UnitSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
168 // store these so they can be updated to clients
169 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
170 m_bone_position_sent = false;
173 void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
175 *position = m_bone_position[bone].X;
176 *rotation = m_bone_position[bone].Y;
179 void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
181 // Attachments need to be handled on both the server and client.
182 // If we just attach on the server, we can only copy the position of the parent. Attachments
183 // are still sent to clients at an interval so players might see them lagging, plus we can't
184 // read and attach to skeletal bones.
185 // If we just attach on the client, the server still sees the child at its original location.
186 // This breaks some things so we also give the server the most accurate representation
187 // even if players only see the client changes.
189 int old_parent = m_attachment_parent_id;
190 m_attachment_parent_id = parent_id;
191 m_attachment_bone = bone;
192 m_attachment_position = position;
193 m_attachment_rotation = rotation;
194 m_attachment_sent = false;
196 if (parent_id != old_parent) {
197 onDetach(old_parent);
202 void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
205 *parent_id = m_attachment_parent_id;
206 *bone = m_attachment_bone;
207 *position = m_attachment_position;
208 *rotation = m_attachment_rotation;
211 void UnitSAO::clearChildAttachments()
213 for (int child_id : m_attachment_child_ids) {
214 // Child can be NULL if it was deleted earlier
215 if (ServerActiveObject *child = m_env->getActiveObject(child_id))
216 child->setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
218 m_attachment_child_ids.clear();
221 void UnitSAO::clearParentAttachment()
223 ServerActiveObject *parent = nullptr;
224 if (m_attachment_parent_id) {
225 parent = m_env->getActiveObject(m_attachment_parent_id);
226 setAttachment(0, "", m_attachment_position, m_attachment_rotation);
228 setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
232 parent->removeAttachmentChild(m_id);
235 void UnitSAO::addAttachmentChild(int child_id)
237 m_attachment_child_ids.insert(child_id);
240 void UnitSAO::removeAttachmentChild(int child_id)
242 m_attachment_child_ids.erase(child_id);
245 const std::unordered_set<int> &UnitSAO::getAttachmentChildIds()
247 return m_attachment_child_ids;
250 void UnitSAO::onAttach(int parent_id)
255 ServerActiveObject *parent = m_env->getActiveObject(parent_id);
257 if (!parent || parent->isGone())
258 return; // Do not try to notify soon gone parent
260 if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) {
261 // Call parent's on_attach field
262 m_env->getScriptIface()->luaentity_on_attach_child(parent_id, this);
266 void UnitSAO::onDetach(int parent_id)
271 ServerActiveObject *parent = m_env->getActiveObject(parent_id);
272 if (getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
273 m_env->getScriptIface()->luaentity_on_detach(m_id, parent);
275 if (!parent || parent->isGone())
276 return; // Do not try to notify soon gone parent
278 if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
279 m_env->getScriptIface()->luaentity_on_detach_child(parent_id, this);
282 ObjectProperties* UnitSAO::accessObjectProperties()
287 void UnitSAO::notifyObjectPropertiesModified()
289 m_properties_sent = false;
296 // Prototype (registers item for deserialization)
297 LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");
299 LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
300 const std::string &name, const std::string &state):
305 // Only register type if no environment supplied
307 ServerActiveObject::registerType(getType(), create);
312 LuaEntitySAO::~LuaEntitySAO()
315 m_env->getScriptIface()->luaentity_Remove(m_id);
318 for (u32 attached_particle_spawner : m_attached_particle_spawners) {
319 m_env->deleteParticleSpawner(attached_particle_spawner, false);
323 void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
325 ServerActiveObject::addedToEnvironment(dtime_s);
327 // Create entity from name
328 m_registered = m_env->getScriptIface()->
329 luaentity_Add(m_id, m_init_name.c_str());
333 m_env->getScriptIface()->
334 luaentity_GetProperties(m_id, &m_prop);
335 // Initialize HP from properties
336 m_hp = m_prop.hp_max;
337 // Activate entity, supplying serialized state
338 m_env->getScriptIface()->
339 luaentity_Activate(m_id, m_init_state, dtime_s);
341 m_prop.infotext = m_init_name;
345 ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
346 const std::string &data)
354 while (!data.empty()) { // breakable, run for one iteration
355 std::istringstream is(data, std::ios::binary);
356 // 'version' does not allow to incrementally extend the parameter list thus
357 // we need another variable to build on top of 'version=1'. Ugly hack but worksâ„¢
359 u8 version = readU8(is);
361 name = deSerializeString(is);
362 state = deSerializeLongString(is);
368 velocity = readV3F1000(is);
369 // yaw must be yaw to be backwards-compatible
370 rotation.Y = readF1000(is);
372 if (is.good()) // EOF for old formats
373 version2 = readU8(is);
375 if (version2 < 1) // PROTOCOL_VERSION < 37
379 rotation.X = readF1000(is);
380 rotation.Z = readF1000(is);
388 infostream << "LuaEntitySAO::create(name=\"" << name << "\" state=\""
389 << state << "\")" << std::endl;
390 LuaEntitySAO *sao = new LuaEntitySAO(env, pos, name, state);
392 sao->m_velocity = velocity;
393 sao->m_rotation = rotation;
397 void LuaEntitySAO::step(float dtime, bool send_recommended)
399 if(!m_properties_sent)
401 m_properties_sent = true;
402 std::string str = getPropertyPacket();
403 // create message and add to list
404 ActiveObjectMessage aom(getId(), true, str);
405 m_messages_out.push(aom);
408 // If attached, check that our parent is still there. If it isn't, detach.
409 if(m_attachment_parent_id && !isAttached())
411 m_attachment_parent_id = 0;
412 m_attachment_bone = "";
413 m_attachment_position = v3f(0,0,0);
414 m_attachment_rotation = v3f(0,0,0);
415 sendPosition(false, true);
418 m_last_sent_position_timer += dtime;
420 // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
421 // If the object gets detached this comes into effect automatically from the last known origin
424 v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
425 m_base_position = pos;
426 m_velocity = v3f(0,0,0);
427 m_acceleration = v3f(0,0,0);
432 aabb3f box = m_prop.collisionbox;
435 collisionMoveResult moveresult;
436 f32 pos_max_d = BS*0.25; // Distance per iteration
437 v3f p_pos = m_base_position;
438 v3f p_velocity = m_velocity;
439 v3f p_acceleration = m_acceleration;
440 moveresult = collisionMoveSimple(m_env, m_env->getGameDef(),
441 pos_max_d, box, m_prop.stepheight, dtime,
442 &p_pos, &p_velocity, p_acceleration,
443 this, m_prop.collideWithObjects);
446 m_base_position = p_pos;
447 m_velocity = p_velocity;
448 m_acceleration = p_acceleration;
450 m_base_position += dtime * m_velocity + 0.5 * dtime
451 * dtime * m_acceleration;
452 m_velocity += dtime * m_acceleration;
455 if (m_prop.automatic_face_movement_dir &&
456 (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
458 float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
459 + m_prop.automatic_face_movement_dir_offset;
460 float max_rotation_delta =
461 dtime * m_prop.automatic_face_movement_max_rotation_per_sec;
463 m_rotation.Y = wrapDegrees_0_360(m_rotation.Y);
464 wrappedApproachShortest(m_rotation.Y, target_yaw, max_rotation_delta, 360.f);
469 m_env->getScriptIface()->luaentity_Step(m_id, dtime);
472 if (!send_recommended)
477 // TODO: force send when acceleration changes enough?
478 float minchange = 0.2*BS;
479 if(m_last_sent_position_timer > 1.0){
481 } else if(m_last_sent_position_timer > 0.2){
484 float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
485 move_d += m_last_sent_move_precision;
486 float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
487 if (move_d > minchange || vel_d > minchange ||
488 std::fabs(m_rotation.X - m_last_sent_rotation.X) > 1.0f ||
489 std::fabs(m_rotation.Y - m_last_sent_rotation.Y) > 1.0f ||
490 std::fabs(m_rotation.Z - m_last_sent_rotation.Z) > 1.0f) {
492 sendPosition(true, false);
496 if (!m_armor_groups_sent) {
497 m_armor_groups_sent = true;
498 std::string str = gob_cmd_update_armor_groups(
500 // create message and add to list
501 ActiveObjectMessage aom(getId(), true, str);
502 m_messages_out.push(aom);
505 if (!m_animation_sent) {
506 m_animation_sent = true;
507 std::string str = gob_cmd_update_animation(
508 m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
509 // create message and add to list
510 ActiveObjectMessage aom(getId(), true, str);
511 m_messages_out.push(aom);
514 if (!m_animation_speed_sent) {
515 m_animation_speed_sent = true;
516 std::string str = gob_cmd_update_animation_speed(m_animation_speed);
517 // create message and add to list
518 ActiveObjectMessage aom(getId(), true, str);
519 m_messages_out.push(aom);
522 if (!m_bone_position_sent) {
523 m_bone_position_sent = true;
524 for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
525 ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
526 std::string str = gob_cmd_update_bone_position((*ii).first,
527 (*ii).second.X, (*ii).second.Y);
528 // create message and add to list
529 ActiveObjectMessage aom(getId(), true, str);
530 m_messages_out.push(aom);
534 if (!m_attachment_sent) {
535 m_attachment_sent = true;
536 std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
537 // create message and add to list
538 ActiveObjectMessage aom(getId(), true, str);
539 m_messages_out.push(aom);
543 std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
545 std::ostringstream os(std::ios::binary);
547 // PROTOCOL_VERSION >= 37
548 writeU8(os, 1); // version
549 os << serializeString(""); // name
550 writeU8(os, 0); // is_player
551 writeU16(os, getId()); //id
552 writeV3F32(os, m_base_position);
553 writeV3F32(os, m_rotation);
556 std::ostringstream msg_os(std::ios::binary);
557 msg_os << serializeLongString(getPropertyPacket()); // message 1
558 msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
559 msg_os << serializeLongString(gob_cmd_update_animation(
560 m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
561 for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
562 ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
563 msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
564 (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
566 msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
567 m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
568 int message_count = 4 + m_bone_position.size();
569 for (std::unordered_set<int>::const_iterator ii = m_attachment_child_ids.begin();
570 (ii != m_attachment_child_ids.end()); ++ii) {
571 if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
573 msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
574 obj->getClientInitializationData(protocol_version)));
578 msg_os << serializeLongString(gob_cmd_set_texture_mod(m_current_texture_modifier));
581 writeU8(os, message_count);
582 os.write(msg_os.str().c_str(), msg_os.str().size());
588 void LuaEntitySAO::getStaticData(std::string *result) const
590 verbosestream<<FUNCTION_NAME<<std::endl;
591 std::ostringstream os(std::ios::binary);
592 // version must be 1 to keep backwards-compatibility. See version2
595 os<<serializeString(m_init_name);
598 std::string state = m_env->getScriptIface()->
599 luaentity_GetStaticdata(m_id);
600 os<<serializeLongString(state);
602 os<<serializeLongString(m_init_state);
605 writeV3F1000(os, m_velocity);
607 writeF1000(os, m_rotation.Y);
609 // version2. Increase this variable for new values
610 writeU8(os, 1); // PROTOCOL_VERSION >= 37
612 writeF1000(os, m_rotation.X);
613 writeF1000(os, m_rotation.Z);
615 // <write new values>
620 int LuaEntitySAO::punch(v3f dir,
621 const ToolCapabilities *toolcap,
622 ServerActiveObject *puncher,
623 float time_from_last_punch)
626 // Delete unknown LuaEntities when punched
627 m_pending_removal = true;
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);
644 bool damage_handled = m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
645 time_from_last_punch, toolcap, dir, result.did_punch ? result.damage : 0);
647 if (!damage_handled) {
648 if (result.did_punch) {
649 setHP((s32)getHP() - result.damage,
650 PlayerHPChangeReason(PlayerHPChangeReason::SET_HP));
652 if (result.damage > 0) {
653 std::string punchername = puncher ? puncher->getDescription() : "nil";
655 actionstream << getDescription() << " punched by "
656 << punchername << ", damage " << result.damage
657 << " hp, health now " << getHP() << " hp" << std::endl;
660 std::string str = gob_cmd_punched(getHP());
661 // create message and add to list
662 ActiveObjectMessage aom(getId(), true, str);
663 m_messages_out.push(aom);
667 if (getHP() == 0 && !isGone()) {
668 m_pending_removal = true;
669 clearParentAttachment();
670 clearChildAttachments();
671 m_env->getScriptIface()->luaentity_on_death(m_id, puncher);
677 void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
682 m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
685 void LuaEntitySAO::setPos(const v3f &pos)
689 m_base_position = pos;
690 sendPosition(false, true);
693 void LuaEntitySAO::moveTo(v3f pos, bool continuous)
697 m_base_position = pos;
699 sendPosition(true, true);
702 float LuaEntitySAO::getMinimumSavedMovement()
707 std::string LuaEntitySAO::getDescription()
709 std::ostringstream os(std::ios::binary);
710 os<<"LuaEntitySAO at (";
711 os<<(m_base_position.X/BS)<<",";
712 os<<(m_base_position.Y/BS)<<",";
713 os<<(m_base_position.Z/BS);
718 void LuaEntitySAO::setHP(s32 hp, const PlayerHPChangeReason &reason)
720 m_hp = rangelim(hp, 0, U16_MAX);
723 u16 LuaEntitySAO::getHP() const
728 void LuaEntitySAO::setVelocity(v3f velocity)
730 m_velocity = velocity;
733 v3f LuaEntitySAO::getVelocity()
738 void LuaEntitySAO::setAcceleration(v3f acceleration)
740 m_acceleration = acceleration;
743 v3f LuaEntitySAO::getAcceleration()
745 return m_acceleration;
748 void LuaEntitySAO::setTextureMod(const std::string &mod)
750 std::string str = gob_cmd_set_texture_mod(mod);
751 m_current_texture_modifier = mod;
752 // create message and add to list
753 ActiveObjectMessage aom(getId(), true, str);
754 m_messages_out.push(aom);
757 std::string LuaEntitySAO::getTextureMod() const
759 return m_current_texture_modifier;
762 void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
763 bool select_horiz_by_yawpitch)
765 std::string str = gob_cmd_set_sprite(
769 select_horiz_by_yawpitch
771 // create message and add to list
772 ActiveObjectMessage aom(getId(), true, str);
773 m_messages_out.push(aom);
776 std::string LuaEntitySAO::getName()
781 std::string LuaEntitySAO::getPropertyPacket()
783 return gob_cmd_set_properties(m_prop);
786 void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
788 // If the object is attached client-side, don't waste bandwidth sending its position to clients
792 m_last_sent_move_precision = m_base_position.getDistanceFrom(
793 m_last_sent_position);
794 m_last_sent_position_timer = 0;
795 m_last_sent_position = m_base_position;
796 m_last_sent_velocity = m_velocity;
797 //m_last_sent_acceleration = m_acceleration;
798 m_last_sent_rotation = m_rotation;
800 float update_interval = m_env->getSendRecommendedInterval();
802 std::string str = gob_cmd_update_position(
811 // create message and add to list
812 ActiveObjectMessage aom(getId(), false, str);
813 m_messages_out.push(aom);
816 bool LuaEntitySAO::getCollisionBox(aabb3f *toset) const
820 //update collision box
821 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
822 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
824 toset->MinEdge += m_base_position;
825 toset->MaxEdge += m_base_position;
833 bool LuaEntitySAO::getSelectionBox(aabb3f *toset) const
835 if (!m_prop.is_visible || !m_prop.pointable) {
839 toset->MinEdge = m_prop.selectionbox.MinEdge * BS;
840 toset->MaxEdge = m_prop.selectionbox.MaxEdge * BS;
845 bool LuaEntitySAO::collideWithObjects() const
847 return m_prop.collideWithObjects;
854 // No prototype, PlayerSAO does not need to be deserialized
856 PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, session_t peer_id_,
857 bool is_singleplayer):
858 UnitSAO(env_, v3f(0,0,0)),
861 m_is_singleplayer(is_singleplayer)
863 assert(m_peer_id != 0); // pre-condition
865 m_prop.hp_max = PLAYER_MAX_HP_DEFAULT;
866 m_prop.breath_max = PLAYER_MAX_BREATH_DEFAULT;
867 m_prop.physical = false;
869 m_prop.collisionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
870 m_prop.selectionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
871 m_prop.pointable = true;
872 // Start of default appearance, this should be overwritten by Lua
873 m_prop.visual = "upright_sprite";
874 m_prop.visual_size = v3f(1, 2, 1);
875 m_prop.textures.clear();
876 m_prop.textures.emplace_back("player.png");
877 m_prop.textures.emplace_back("player_back.png");
878 m_prop.colors.clear();
879 m_prop.colors.emplace_back(255, 255, 255, 255);
880 m_prop.spritediv = v2s16(1,1);
881 m_prop.eye_height = 1.625f;
882 // End of default appearance
883 m_prop.is_visible = true;
884 m_prop.backface_culling = false;
885 m_prop.makes_footstep_sound = true;
886 m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT * BS;
887 m_hp = m_prop.hp_max;
888 m_breath = m_prop.breath_max;
889 // Disable zoom in survival mode using a value of 0
890 m_prop.zoom_fov = g_settings->getBool("creative_mode") ? 15.0f : 0.0f;
893 PlayerSAO::~PlayerSAO()
895 if(m_inventory != &m_player->inventory)
899 void PlayerSAO::finalize(RemotePlayer *player, const std::set<std::string> &privs)
904 m_inventory = &m_player->inventory;
907 v3f PlayerSAO::getEyeOffset() const
909 return v3f(0, BS * m_prop.eye_height, 0);
912 std::string PlayerSAO::getDescription()
914 return std::string("player ") + m_player->getName();
917 // Called after id has been set and has been inserted in environment
918 void PlayerSAO::addedToEnvironment(u32 dtime_s)
920 ServerActiveObject::addedToEnvironment(dtime_s);
921 ServerActiveObject::setBasePosition(m_base_position);
922 m_player->setPlayerSAO(this);
923 m_player->setPeerId(m_peer_id);
924 m_last_good_position = m_base_position;
927 // Called before removing from environment
928 void PlayerSAO::removingFromEnvironment()
930 ServerActiveObject::removingFromEnvironment();
931 if (m_player->getPlayerSAO() == this) {
932 unlinkPlayerSessionAndSave();
933 for (u32 attached_particle_spawner : m_attached_particle_spawners) {
934 m_env->deleteParticleSpawner(attached_particle_spawner, false);
939 std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
941 std::ostringstream os(std::ios::binary);
944 writeU8(os, 1); // version
945 os << serializeString(m_player->getName()); // name
946 writeU8(os, 1); // is_player
947 writeS16(os, getId()); // id
948 writeV3F32(os, m_base_position);
949 writeV3F32(os, m_rotation);
950 writeU16(os, getHP());
952 std::ostringstream msg_os(std::ios::binary);
953 msg_os << serializeLongString(getPropertyPacket()); // message 1
954 msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
955 msg_os << serializeLongString(gob_cmd_update_animation(
956 m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
957 for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
958 ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
959 msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
960 (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
962 msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
963 m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
964 msg_os << serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
965 m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
966 m_physics_override_sneak_glitch, m_physics_override_new_move)); // 5
967 // (GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only.
968 msg_os << serializeLongString(gob_cmd_update_nametag_attributes(m_prop.nametag_color)); // 6
969 int message_count = 6 + m_bone_position.size();
970 for (std::unordered_set<int>::const_iterator ii = m_attachment_child_ids.begin();
971 ii != m_attachment_child_ids.end(); ++ii) {
972 if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
974 msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
975 obj->getClientInitializationData(protocol_version)));
979 writeU8(os, message_count);
980 os.write(msg_os.str().c_str(), msg_os.str().size());
986 void PlayerSAO::getStaticData(std::string * result) const
988 FATAL_ERROR("Deprecated function");
991 void PlayerSAO::step(float dtime, bool send_recommended)
993 if (m_drowning_interval.step(dtime, 2.0f)) {
994 // Get nose/mouth position, approximate with eye position
995 v3s16 p = floatToInt(getEyePosition(), BS);
996 MapNode n = m_env->getMap().getNodeNoEx(p);
997 const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
998 // If node generates drown
999 if (c.drowning > 0 && m_hp > 0) {
1001 setBreath(m_breath - 1);
1003 // No more breath, damage player
1004 if (m_breath == 0) {
1005 PlayerHPChangeReason reason(PlayerHPChangeReason::DROWNING);
1006 setHP(m_hp - c.drowning, reason);
1007 m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
1012 if (m_breathing_interval.step(dtime, 0.5f)) {
1013 // Get nose/mouth position, approximate with eye position
1014 v3s16 p = floatToInt(getEyePosition(), BS);
1015 MapNode n = m_env->getMap().getNodeNoEx(p);
1016 const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
1017 // If player is alive & no drowning, breathe
1018 if (m_hp > 0 && m_breath < m_prop.breath_max && c.drowning == 0)
1019 setBreath(m_breath + 1);
1022 if (m_node_hurt_interval.step(dtime, 1.0f)) {
1023 u32 damage_per_second = 0;
1024 // Lowest and highest damage points are 0.1 within collisionbox
1025 float dam_top = m_prop.collisionbox.MaxEdge.Y - 0.1f;
1027 // Sequence of damage points, starting 0.1 above feet and progressing
1028 // upwards in 1 node intervals, stopping below top damage point.
1029 for (float dam_height = 0.1f; dam_height < dam_top; dam_height++) {
1030 v3s16 p = floatToInt(m_base_position +
1031 v3f(0.0f, dam_height * BS, 0.0f), BS);
1032 MapNode n = m_env->getMap().getNodeNoEx(p);
1033 damage_per_second = std::max(damage_per_second,
1034 m_env->getGameDef()->ndef()->get(n).damage_per_second);
1038 v3s16 ptop = floatToInt(m_base_position +
1039 v3f(0.0f, dam_top * BS, 0.0f), BS);
1040 MapNode ntop = m_env->getMap().getNodeNoEx(ptop);
1041 damage_per_second = std::max(damage_per_second,
1042 m_env->getGameDef()->ndef()->get(ntop).damage_per_second);
1044 if (damage_per_second != 0 && m_hp > 0) {
1045 s32 newhp = (s32)m_hp - (s32)damage_per_second;
1046 PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE);
1047 setHP(newhp, reason);
1048 m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
1052 if (!m_properties_sent) {
1053 m_properties_sent = true;
1054 std::string str = getPropertyPacket();
1055 // create message and add to list
1056 ActiveObjectMessage aom(getId(), true, str);
1057 m_messages_out.push(aom);
1060 // If attached, check that our parent is still there. If it isn't, detach.
1061 if (m_attachment_parent_id && !isAttached()) {
1062 m_attachment_parent_id = 0;
1063 m_attachment_bone = "";
1064 m_attachment_position = v3f(0.0f, 0.0f, 0.0f);
1065 m_attachment_rotation = v3f(0.0f, 0.0f, 0.0f);
1066 setBasePosition(m_last_good_position);
1067 m_env->getGameDef()->SendMovePlayer(m_peer_id);
1070 //dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
1072 // Set lag pool maximums based on estimated lag
1073 const float LAG_POOL_MIN = 5.0f;
1074 float lag_pool_max = m_env->getMaxLagEstimate() * 2.0f;
1075 if(lag_pool_max < LAG_POOL_MIN)
1076 lag_pool_max = LAG_POOL_MIN;
1077 m_dig_pool.setMax(lag_pool_max);
1078 m_move_pool.setMax(lag_pool_max);
1080 // Increment cheat prevention timers
1081 m_dig_pool.add(dtime);
1082 m_move_pool.add(dtime);
1083 m_time_from_last_teleport += dtime;
1084 m_time_from_last_punch += dtime;
1085 m_nocheat_dig_time += dtime;
1087 // Each frame, parent position is copied if the object is attached,
1088 // otherwise it's calculated normally.
1089 // If the object gets detached this comes into effect automatically from
1090 // the last known origin.
1092 v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
1093 m_last_good_position = pos;
1094 setBasePosition(pos);
1097 if (!send_recommended)
1100 // If the object is attached client-side, don't waste bandwidth sending its
1101 // position or rotation to clients.
1102 if (m_position_not_sent && !isAttached()) {
1103 m_position_not_sent = false;
1104 float update_interval = m_env->getSendRecommendedInterval();
1106 if (isAttached()) // Just in case we ever do send attachment position too
1107 pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
1109 pos = m_base_position;
1111 std::string str = gob_cmd_update_position(
1113 v3f(0.0f, 0.0f, 0.0f),
1114 v3f(0.0f, 0.0f, 0.0f),
1120 // create message and add to list
1121 ActiveObjectMessage aom(getId(), false, str);
1122 m_messages_out.push(aom);
1125 if (!m_armor_groups_sent) {
1126 m_armor_groups_sent = true;
1127 std::string str = gob_cmd_update_armor_groups(
1129 // create message and add to list
1130 ActiveObjectMessage aom(getId(), true, str);
1131 m_messages_out.push(aom);
1134 if (!m_physics_override_sent) {
1135 m_physics_override_sent = true;
1136 std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
1137 m_physics_override_jump, m_physics_override_gravity,
1138 m_physics_override_sneak, m_physics_override_sneak_glitch,
1139 m_physics_override_new_move);
1140 // create message and add to list
1141 ActiveObjectMessage aom(getId(), true, str);
1142 m_messages_out.push(aom);
1145 if (!m_animation_sent) {
1146 m_animation_sent = true;
1147 std::string str = gob_cmd_update_animation(
1148 m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
1149 // create message and add to list
1150 ActiveObjectMessage aom(getId(), true, str);
1151 m_messages_out.push(aom);
1154 if (!m_bone_position_sent) {
1155 m_bone_position_sent = true;
1156 for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
1157 ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
1158 std::string str = gob_cmd_update_bone_position((*ii).first,
1159 (*ii).second.X, (*ii).second.Y);
1160 // create message and add to list
1161 ActiveObjectMessage aom(getId(), true, str);
1162 m_messages_out.push(aom);
1166 if (!m_attachment_sent) {
1167 m_attachment_sent = true;
1168 std::string str = gob_cmd_update_attachment(m_attachment_parent_id,
1169 m_attachment_bone, m_attachment_position, m_attachment_rotation);
1170 // create message and add to list
1171 ActiveObjectMessage aom(getId(), true, str);
1172 m_messages_out.push(aom);
1176 void PlayerSAO::setBasePosition(const v3f &position)
1178 if (m_player && position != m_base_position)
1179 m_player->setDirty(true);
1181 // This needs to be ran for attachments too
1182 ServerActiveObject::setBasePosition(position);
1184 // Updating is not wanted/required for player migration
1186 m_position_not_sent = true;
1190 void PlayerSAO::setPos(const v3f &pos)
1195 setBasePosition(pos);
1196 // Movement caused by this command is always valid
1197 m_last_good_position = pos;
1198 m_move_pool.empty();
1199 m_time_from_last_teleport = 0.0;
1200 m_env->getGameDef()->SendMovePlayer(m_peer_id);
1203 void PlayerSAO::moveTo(v3f pos, bool continuous)
1208 setBasePosition(pos);
1209 // Movement caused by this command is always valid
1210 m_last_good_position = pos;
1211 m_move_pool.empty();
1212 m_time_from_last_teleport = 0.0;
1213 m_env->getGameDef()->SendMovePlayer(m_peer_id);
1216 void PlayerSAO::setPlayerYaw(const float yaw)
1218 v3f rotation(0, yaw, 0);
1219 if (m_player && yaw != m_rotation.Y)
1220 m_player->setDirty(true);
1222 // Set player model yaw, not look view
1223 UnitSAO::setRotation(rotation);
1226 void PlayerSAO::setFov(const float fov)
1228 if (m_player && fov != m_fov)
1229 m_player->setDirty(true);
1234 void PlayerSAO::setWantedRange(const s16 range)
1236 if (m_player && range != m_wanted_range)
1237 m_player->setDirty(true);
1239 m_wanted_range = range;
1242 void PlayerSAO::setPlayerYawAndSend(const float yaw)
1245 m_env->getGameDef()->SendMovePlayer(m_peer_id);
1248 void PlayerSAO::setLookPitch(const float pitch)
1250 if (m_player && pitch != m_pitch)
1251 m_player->setDirty(true);
1256 void PlayerSAO::setLookPitchAndSend(const float pitch)
1258 setLookPitch(pitch);
1259 m_env->getGameDef()->SendMovePlayer(m_peer_id);
1262 int PlayerSAO::punch(v3f dir,
1263 const ToolCapabilities *toolcap,
1264 ServerActiveObject *puncher,
1265 float time_from_last_punch)
1270 // No effect if PvP disabled
1271 if (!g_settings->getBool("enable_pvp")) {
1272 if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
1273 std::string str = gob_cmd_punched(getHP());
1274 // create message and add to list
1275 ActiveObjectMessage aom(getId(), true, str);
1276 m_messages_out.push(aom);
1281 HitParams hitparams = getHitParams(m_armor_groups, toolcap,
1282 time_from_last_punch);
1284 std::string punchername = "nil";
1287 punchername = puncher->getDescription();
1289 PlayerSAO *playersao = m_player->getPlayerSAO();
1291 bool damage_handled = m_env->getScriptIface()->on_punchplayer(playersao,
1292 puncher, time_from_last_punch, toolcap, dir,
1295 if (!damage_handled) {
1296 setHP((s32)getHP() - (s32)hitparams.hp,
1297 PlayerHPChangeReason(PlayerHPChangeReason::PLAYER_PUNCH, puncher));
1298 } else { // override client prediction
1299 if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
1300 std::string str = gob_cmd_punched(getHP());
1301 // create message and add to list
1302 ActiveObjectMessage aom(getId(), true, str);
1303 m_messages_out.push(aom);
1308 actionstream << "Player " << m_player->getName() << " punched by "
1310 if (!damage_handled) {
1311 actionstream << ", damage " << hitparams.hp << " HP";
1313 actionstream << ", damage handled by lua";
1315 actionstream << std::endl;
1317 return hitparams.wear;
1320 void PlayerSAO::setHP(s32 hp, const PlayerHPChangeReason &reason)
1324 s32 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp, reason);
1328 hp = rangelim(oldhp + hp_change, 0, m_prop.hp_max);
1330 if (hp < oldhp && !g_settings->getBool("enable_damage"))
1335 // Update properties on death
1336 if ((hp == 0) != (oldhp == 0))
1337 m_properties_sent = false;
1340 void PlayerSAO::setBreath(const u16 breath, bool send)
1342 if (m_player && breath != m_breath)
1343 m_player->setDirty(true);
1345 m_breath = MYMIN(breath, m_prop.breath_max);
1348 m_env->getGameDef()->SendPlayerBreath(this);
1351 Inventory* PlayerSAO::getInventory()
1355 const Inventory* PlayerSAO::getInventory() const
1360 InventoryLocation PlayerSAO::getInventoryLocation() const
1362 InventoryLocation loc;
1363 loc.setPlayer(m_player->getName());
1367 std::string PlayerSAO::getWieldList() const
1372 ItemStack PlayerSAO::getWieldedItem() const
1374 const Inventory *inv = getInventory();
1376 const InventoryList *mlist = inv->getList(getWieldList());
1377 if (mlist && getWieldIndex() < (s32)mlist->getSize())
1378 ret = mlist->getItem(getWieldIndex());
1382 ItemStack PlayerSAO::getWieldedItemOrHand() const
1384 const Inventory *inv = getInventory();
1386 const InventoryList *mlist = inv->getList(getWieldList());
1387 if (mlist && getWieldIndex() < (s32)mlist->getSize())
1388 ret = mlist->getItem(getWieldIndex());
1389 if (ret.name.empty()) {
1390 const InventoryList *hlist = inv->getList("hand");
1392 ret = hlist->getItem(0);
1397 bool PlayerSAO::setWieldedItem(const ItemStack &item)
1399 Inventory *inv = getInventory();
1401 InventoryList *mlist = inv->getList(getWieldList());
1403 mlist->changeItem(getWieldIndex(), item);
1410 int PlayerSAO::getWieldIndex() const
1412 return m_wield_index;
1415 void PlayerSAO::setWieldIndex(int i)
1417 if(i != m_wield_index) {
1422 void PlayerSAO::disconnected()
1425 m_pending_removal = true;
1428 void PlayerSAO::unlinkPlayerSessionAndSave()
1430 assert(m_player->getPlayerSAO() == this);
1431 m_player->setPeerId(PEER_ID_INEXISTENT);
1432 m_env->savePlayer(m_player);
1433 m_player->setPlayerSAO(NULL);
1434 m_env->removePlayer(m_player);
1437 std::string PlayerSAO::getPropertyPacket()
1439 m_prop.is_visible = (true);
1440 return gob_cmd_set_properties(m_prop);
1443 bool PlayerSAO::checkMovementCheat()
1445 if (isAttached() || m_is_singleplayer ||
1446 g_settings->getBool("disable_anticheat")) {
1447 m_last_good_position = m_base_position;
1451 bool cheated = false;
1453 Check player movements
1455 NOTE: Actually the server should handle player physics like the
1456 client does and compare player's position to what is calculated
1457 on our side. This is required when eg. players fly due to an
1458 explosion. Altough a node-based alternative might be possible
1459 too, and much more lightweight.
1462 float player_max_walk = 0; // horizontal movement
1463 float player_max_jump = 0; // vertical upwards movement
1465 if (m_privs.count("fast") != 0)
1466 player_max_walk = m_player->movement_speed_fast; // Fast speed
1468 player_max_walk = m_player->movement_speed_walk; // Normal speed
1469 player_max_walk *= m_physics_override_speed;
1470 player_max_jump = m_player->movement_speed_jump * m_physics_override_jump;
1471 // FIXME: Bouncy nodes cause practically unbound increase in Y speed,
1472 // until this can be verified correctly, tolerate higher jumping speeds
1473 player_max_jump *= 2.0;
1475 // Don't divide by zero!
1476 if (player_max_walk < 0.0001f)
1477 player_max_walk = 0.0001f;
1478 if (player_max_jump < 0.0001f)
1479 player_max_jump = 0.0001f;
1481 v3f diff = (m_base_position - m_last_good_position);
1482 float d_vert = diff.Y;
1484 float d_horiz = diff.getLength();
1485 float required_time = d_horiz / player_max_walk;
1487 // FIXME: Checking downwards movement is not easily possible currently,
1488 // the server could calculate speed differences to examine the gravity
1490 // In certain cases (water, ladders) walking speed is applied vertically
1491 float s = MYMAX(player_max_jump, player_max_walk);
1492 required_time = MYMAX(required_time, d_vert / s);
1495 if (m_move_pool.grab(required_time)) {
1496 m_last_good_position = m_base_position;
1498 const float LAG_POOL_MIN = 5.0;
1499 float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
1500 lag_pool_max = MYMAX(lag_pool_max, LAG_POOL_MIN);
1501 if (m_time_from_last_teleport > lag_pool_max) {
1502 actionstream << "Player " << m_player->getName()
1503 << " moved too fast; resetting position"
1507 setBasePosition(m_last_good_position);
1512 bool PlayerSAO::getCollisionBox(aabb3f *toset) const
1514 //update collision box
1515 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
1516 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
1518 toset->MinEdge += m_base_position;
1519 toset->MaxEdge += m_base_position;
1523 bool PlayerSAO::getSelectionBox(aabb3f *toset) const
1525 if (!m_prop.is_visible || !m_prop.pointable) {
1529 toset->MinEdge = m_prop.selectionbox.MinEdge * BS;
1530 toset->MaxEdge = m_prop.selectionbox.MaxEdge * BS;
1535 float PlayerSAO::getZoomFOV() const
1537 return m_prop.zoom_fov;