3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 Copyright (C) 2013-2020 Minetest core developers & community
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU Lesser General Public License for more details.
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
21 #include "player_sao.h"
23 #include "remoteplayer.h"
24 #include "scripting_server.h"
26 #include "serverenvironment.h"
28 PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, session_t peer_id_,
29 bool is_singleplayer):
30 UnitSAO(env_, v3f(0,0,0)),
33 m_is_singleplayer(is_singleplayer)
35 SANITY_CHECK(m_peer_id != PEER_ID_INEXISTENT);
37 m_prop.hp_max = PLAYER_MAX_HP_DEFAULT;
38 m_prop.breath_max = PLAYER_MAX_BREATH_DEFAULT;
39 m_prop.physical = false;
40 m_prop.collisionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
41 m_prop.selectionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
42 m_prop.pointable = true;
43 // Start of default appearance, this should be overwritten by Lua
44 m_prop.visual = "upright_sprite";
45 m_prop.visual_size = v3f(1, 2, 1);
46 m_prop.textures.clear();
47 m_prop.textures.emplace_back("player.png");
48 m_prop.textures.emplace_back("player_back.png");
49 m_prop.colors.clear();
50 m_prop.colors.emplace_back(255, 255, 255, 255);
51 m_prop.spritediv = v2s16(1,1);
52 m_prop.eye_height = 1.625f;
53 // End of default appearance
54 m_prop.is_visible = true;
55 m_prop.backface_culling = false;
56 m_prop.makes_footstep_sound = true;
57 m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT * BS;
58 m_prop.show_on_minimap = true;
60 m_breath = m_prop.breath_max;
61 // Disable zoom in survival mode using a value of 0
62 m_prop.zoom_fov = g_settings->getBool("creative_mode") ? 15.0f : 0.0f;
64 if (!g_settings->getBool("enable_damage"))
65 m_armor_groups["immortal"] = 1;
68 void PlayerSAO::finalize(RemotePlayer *player, const std::set<std::string> &privs)
75 v3f PlayerSAO::getEyeOffset() const
77 return v3f(0, BS * m_prop.eye_height, 0);
80 std::string PlayerSAO::getDescription()
82 return std::string("player ") + m_player->getName();
85 // Called after id has been set and has been inserted in environment
86 void PlayerSAO::addedToEnvironment(u32 dtime_s)
88 ServerActiveObject::addedToEnvironment(dtime_s);
89 ServerActiveObject::setBasePosition(m_base_position);
90 m_player->setPlayerSAO(this);
91 m_player->setPeerId(m_peer_id);
92 m_last_good_position = m_base_position;
95 // Called before removing from environment
96 void PlayerSAO::removingFromEnvironment()
98 ServerActiveObject::removingFromEnvironment();
99 if (m_player->getPlayerSAO() == this) {
100 unlinkPlayerSessionAndSave();
101 for (u32 attached_particle_spawner : m_attached_particle_spawners) {
102 m_env->deleteParticleSpawner(attached_particle_spawner, false);
107 std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
109 std::ostringstream os(std::ios::binary);
112 writeU8(os, 1); // version
113 os << serializeString16(m_player->getName()); // name
114 writeU8(os, 1); // is_player
115 writeS16(os, getId()); // id
116 writeV3F32(os, m_base_position);
117 writeV3F32(os, m_rotation);
118 writeU16(os, getHP());
120 std::ostringstream msg_os(std::ios::binary);
121 msg_os << serializeString32(getPropertyPacket()); // message 1
122 msg_os << serializeString32(generateUpdateArmorGroupsCommand()); // 2
123 msg_os << serializeString32(generateUpdateAnimationCommand()); // 3
124 for (const auto &bone_pos : m_bone_position) {
125 msg_os << serializeString32(generateUpdateBonePositionCommand(
126 bone_pos.first, bone_pos.second.X, bone_pos.second.Y)); // 3 + N
128 msg_os << serializeString32(generateUpdateAttachmentCommand()); // 4 + m_bone_position.size
129 msg_os << serializeString32(generateUpdatePhysicsOverrideCommand()); // 5 + m_bone_position.size
131 int message_count = 5 + m_bone_position.size();
133 for (const auto &id : getAttachmentChildIds()) {
134 if (ServerActiveObject *obj = m_env->getActiveObject(id)) {
136 msg_os << serializeString32(obj->generateUpdateInfantCommand(
137 id, protocol_version));
141 writeU8(os, message_count);
142 std::string serialized = msg_os.str();
143 os.write(serialized.c_str(), serialized.size());
149 void PlayerSAO::getStaticData(std::string * result) const
151 FATAL_ERROR("This function shall not be called for PlayerSAO");
154 void PlayerSAO::step(float dtime, bool send_recommended)
156 if (!isImmortal() && m_drowning_interval.step(dtime, 2.0f)) {
157 // Get nose/mouth position, approximate with eye position
158 v3s16 p = floatToInt(getEyePosition(), BS);
159 MapNode n = m_env->getMap().getNode(p);
160 const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
161 // If node generates drown
162 if (c.drowning > 0 && m_hp > 0) {
164 setBreath(m_breath - 1);
166 // No more breath, damage player
168 PlayerHPChangeReason reason(PlayerHPChangeReason::DROWNING);
169 setHP(m_hp - c.drowning, reason);
174 if (m_breathing_interval.step(dtime, 0.5f) && !isImmortal()) {
175 // Get nose/mouth position, approximate with eye position
176 v3s16 p = floatToInt(getEyePosition(), BS);
177 MapNode n = m_env->getMap().getNode(p);
178 const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
179 // If player is alive & not drowning & not in ignore & not immortal, breathe
180 if (m_breath < m_prop.breath_max && c.drowning == 0 &&
181 n.getContent() != CONTENT_IGNORE && m_hp > 0)
182 setBreath(m_breath + 1);
185 if (!isImmortal() && m_node_hurt_interval.step(dtime, 1.0f)) {
186 u32 damage_per_second = 0;
187 std::string nodename;
188 // Lowest and highest damage points are 0.1 within collisionbox
189 float dam_top = m_prop.collisionbox.MaxEdge.Y - 0.1f;
191 // Sequence of damage points, starting 0.1 above feet and progressing
192 // upwards in 1 node intervals, stopping below top damage point.
193 for (float dam_height = 0.1f; dam_height < dam_top; dam_height++) {
194 v3s16 p = floatToInt(m_base_position +
195 v3f(0.0f, dam_height * BS, 0.0f), BS);
196 MapNode n = m_env->getMap().getNode(p);
197 const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
198 if (c.damage_per_second > damage_per_second) {
199 damage_per_second = c.damage_per_second;
205 v3s16 ptop = floatToInt(m_base_position +
206 v3f(0.0f, dam_top * BS, 0.0f), BS);
207 MapNode ntop = m_env->getMap().getNode(ptop);
208 const ContentFeatures &c = m_env->getGameDef()->ndef()->get(ntop);
209 if (c.damage_per_second > damage_per_second) {
210 damage_per_second = c.damage_per_second;
214 if (damage_per_second != 0 && m_hp > 0) {
215 s32 newhp = (s32)m_hp - (s32)damage_per_second;
216 PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE, nodename);
217 setHP(newhp, reason);
221 if (!m_properties_sent) {
222 m_properties_sent = true;
223 std::string str = getPropertyPacket();
224 // create message and add to list
225 m_messages_out.emplace(getId(), true, str);
226 m_env->getScriptIface()->player_event(this, "properties_changed");
229 // If attached, check that our parent is still there. If it isn't, detach.
230 if (m_attachment_parent_id && !isAttached()) {
231 // This is handled when objects are removed from the map
232 warningstream << "PlayerSAO::step() id=" << m_id <<
233 " is attached to nonexistent parent. This is a bug." << std::endl;
234 clearParentAttachment();
235 setBasePosition(m_last_good_position);
236 m_env->getGameDef()->SendMovePlayer(m_peer_id);
239 //dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
241 // Set lag pool maximums based on estimated lag
242 const float LAG_POOL_MIN = 5.0f;
243 float lag_pool_max = m_env->getMaxLagEstimate() * 2.0f;
244 if(lag_pool_max < LAG_POOL_MIN)
245 lag_pool_max = LAG_POOL_MIN;
246 m_dig_pool.setMax(lag_pool_max);
247 m_move_pool.setMax(lag_pool_max);
249 // Increment cheat prevention timers
250 m_dig_pool.add(dtime);
251 m_move_pool.add(dtime);
252 m_time_from_last_teleport += dtime;
253 m_time_from_last_punch += dtime;
254 m_nocheat_dig_time += dtime;
255 m_max_speed_override_time = MYMAX(m_max_speed_override_time - dtime, 0.0f);
257 // Each frame, parent position is copied if the object is attached,
258 // otherwise it's calculated normally.
259 // If the object gets detached this comes into effect automatically from
260 // the last known origin.
261 if (auto *parent = getParent()) {
262 v3f pos = parent->getBasePosition();
263 m_last_good_position = pos;
264 setBasePosition(pos);
267 m_player->setSpeed(v3f());
270 if (!send_recommended)
273 if (m_position_not_sent) {
274 m_position_not_sent = false;
275 float update_interval = m_env->getSendRecommendedInterval();
277 // When attached, the position is only sent to clients where the
278 // parent isn't known
280 pos = m_last_good_position;
282 pos = m_base_position;
284 std::string str = generateUpdatePositionCommand(
286 v3f(0.0f, 0.0f, 0.0f),
287 v3f(0.0f, 0.0f, 0.0f),
293 // create message and add to list
294 m_messages_out.emplace(getId(), false, str);
297 if (!m_physics_override_sent) {
298 m_physics_override_sent = true;
299 // create message and add to list
300 m_messages_out.emplace(getId(), true, generateUpdatePhysicsOverrideCommand());
306 std::string PlayerSAO::generateUpdatePhysicsOverrideCommand() const
308 std::ostringstream os(std::ios::binary);
310 writeU8(os, AO_CMD_SET_PHYSICS_OVERRIDE);
312 writeF32(os, m_physics_override_speed);
313 writeF32(os, m_physics_override_jump);
314 writeF32(os, m_physics_override_gravity);
315 // these are sent inverted so we get true when the server sends nothing
316 writeU8(os, !m_physics_override_sneak);
317 writeU8(os, !m_physics_override_sneak_glitch);
318 writeU8(os, !m_physics_override_new_move);
322 void PlayerSAO::setBasePosition(v3f position)
324 if (m_player && position != m_base_position)
325 m_player->setDirty(true);
327 // This needs to be ran for attachments too
328 ServerActiveObject::setBasePosition(position);
330 // Updating is not wanted/required for player migration
332 m_position_not_sent = true;
336 void PlayerSAO::setPos(const v3f &pos)
341 // Send mapblock of target location
342 v3s16 blockpos = v3s16(pos.X / MAP_BLOCKSIZE, pos.Y / MAP_BLOCKSIZE, pos.Z / MAP_BLOCKSIZE);
343 m_env->getGameDef()->SendBlock(m_peer_id, blockpos);
345 setBasePosition(pos);
346 // Movement caused by this command is always valid
347 m_last_good_position = getBasePosition();
349 m_time_from_last_teleport = 0.0;
350 m_env->getGameDef()->SendMovePlayer(m_peer_id);
353 void PlayerSAO::moveTo(v3f pos, bool continuous)
358 setBasePosition(pos);
359 // Movement caused by this command is always valid
360 m_last_good_position = getBasePosition();
362 m_time_from_last_teleport = 0.0;
363 m_env->getGameDef()->SendMovePlayer(m_peer_id);
366 void PlayerSAO::setPlayerYaw(const float yaw)
368 v3f rotation(0, yaw, 0);
369 if (m_player && yaw != m_rotation.Y)
370 m_player->setDirty(true);
372 // Set player model yaw, not look view
373 UnitSAO::setRotation(rotation);
376 void PlayerSAO::setFov(const float fov)
378 if (m_player && fov != m_fov)
379 m_player->setDirty(true);
384 void PlayerSAO::setWantedRange(const s16 range)
386 if (m_player && range != m_wanted_range)
387 m_player->setDirty(true);
389 m_wanted_range = range;
392 void PlayerSAO::setPlayerYawAndSend(const float yaw)
395 m_env->getGameDef()->SendMovePlayer(m_peer_id);
398 void PlayerSAO::setLookPitch(const float pitch)
400 if (m_player && pitch != m_pitch)
401 m_player->setDirty(true);
406 void PlayerSAO::setLookPitchAndSend(const float pitch)
409 m_env->getGameDef()->SendMovePlayer(m_peer_id);
412 u32 PlayerSAO::punch(v3f dir,
413 const ToolCapabilities *toolcap,
414 ServerActiveObject *puncher,
415 float time_from_last_punch,
421 FATAL_ERROR_IF(!puncher, "Punch action called without SAO");
423 // No effect if PvP disabled or if immortal
424 if (isImmortal() || !g_settings->getBool("enable_pvp")) {
425 if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
426 // create message and add to list
432 s32 old_hp = getHP();
433 HitParams hitparams = getHitParams(m_armor_groups, toolcap,
434 time_from_last_punch, initial_wear);
436 PlayerSAO *playersao = m_player->getPlayerSAO();
438 bool damage_handled = m_env->getScriptIface()->on_punchplayer(playersao,
439 puncher, time_from_last_punch, toolcap, dir,
442 if (!damage_handled) {
443 setHP((s32)getHP() - (s32)hitparams.hp,
444 PlayerHPChangeReason(PlayerHPChangeReason::PLAYER_PUNCH, puncher));
445 } else { // override client prediction
446 if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
447 // create message and add to list
452 actionstream << puncher->getDescription() << " (id=" << puncher->getId() <<
453 ", hp=" << puncher->getHP() << ") punched " <<
454 getDescription() << " (id=" << m_id << ", hp=" << m_hp <<
455 "), damage=" << (old_hp - (s32)getHP()) <<
456 (damage_handled ? " (handled by Lua)" : "") << std::endl;
458 return hitparams.wear;
461 void PlayerSAO::rightClick(ServerActiveObject *clicker)
463 m_env->getScriptIface()->on_rightclickplayer(this, clicker);
466 void PlayerSAO::setHP(s32 target_hp, const PlayerHPChangeReason &reason, bool from_client)
468 target_hp = rangelim(target_hp, 0, U16_MAX);
470 if (target_hp == m_hp)
471 return; // Nothing to do
473 s32 hp_change = m_env->getScriptIface()->on_player_hpchange(this, target_hp - (s32)m_hp, reason);
475 s32 hp = (s32)m_hp + std::min(hp_change, U16_MAX); // Protection against s32 overflow
476 hp = rangelim(hp, 0, U16_MAX);
478 if (hp > m_prop.hp_max)
481 if (hp < m_hp && isImmortal())
482 hp = m_hp; // Do not allow immortal players to be damaged
484 // Update properties on death
485 if ((hp == 0) != (m_hp == 0))
486 m_properties_sent = false;
490 m_env->getGameDef()->HandlePlayerHPChange(this, reason);
491 } else if (from_client)
492 m_env->getGameDef()->SendPlayerHP(this, true);
495 void PlayerSAO::setBreath(const u16 breath, bool send)
497 if (m_player && breath != m_breath)
498 m_player->setDirty(true);
500 m_breath = rangelim(breath, 0, m_prop.breath_max);
503 m_env->getGameDef()->SendPlayerBreath(this);
506 Inventory *PlayerSAO::getInventory() const
508 return m_player ? &m_player->inventory : nullptr;
511 InventoryLocation PlayerSAO::getInventoryLocation() const
513 InventoryLocation loc;
514 loc.setPlayer(m_player->getName());
518 u16 PlayerSAO::getWieldIndex() const
520 return m_player->getWieldIndex();
523 ItemStack PlayerSAO::getWieldedItem(ItemStack *selected, ItemStack *hand) const
525 return m_player->getWieldedItem(selected, hand);
528 bool PlayerSAO::setWieldedItem(const ItemStack &item)
530 InventoryList *mlist = m_player->inventory.getList(getWieldList());
532 mlist->changeItem(m_player->getWieldIndex(), item);
538 void PlayerSAO::disconnected()
540 m_peer_id = PEER_ID_INEXISTENT;
544 void PlayerSAO::unlinkPlayerSessionAndSave()
546 assert(m_player->getPlayerSAO() == this);
547 m_player->setPeerId(PEER_ID_INEXISTENT);
548 m_env->savePlayer(m_player);
549 m_player->setPlayerSAO(NULL);
550 m_env->removePlayer(m_player);
553 std::string PlayerSAO::getPropertyPacket()
555 m_prop.is_visible = (true);
556 return generateSetPropertiesCommand(m_prop);
559 void PlayerSAO::setMaxSpeedOverride(const v3f &vel)
561 if (m_max_speed_override_time == 0.0f)
562 m_max_speed_override = vel;
564 m_max_speed_override += vel;
566 float accel = MYMIN(m_player->movement_acceleration_default,
567 m_player->movement_acceleration_air);
568 m_max_speed_override_time = m_max_speed_override.getLength() / accel / BS;
572 bool PlayerSAO::checkMovementCheat()
574 if (m_is_singleplayer ||
576 g_settings->getBool("disable_anticheat")) {
577 m_last_good_position = m_base_position;
581 bool cheated = false;
583 Check player movements
585 NOTE: Actually the server should handle player physics like the
586 client does and compare player's position to what is calculated
587 on our side. This is required when eg. players fly due to an
588 explosion. Altough a node-based alternative might be possible
589 too, and much more lightweight.
592 float override_max_H, override_max_V;
593 if (m_max_speed_override_time > 0.0f) {
594 override_max_H = MYMAX(fabs(m_max_speed_override.X), fabs(m_max_speed_override.Z));
595 override_max_V = fabs(m_max_speed_override.Y);
597 override_max_H = override_max_V = 0.0f;
600 float player_max_walk = 0; // horizontal movement
601 float player_max_jump = 0; // vertical upwards movement
603 if (m_privs.count("fast") != 0)
604 player_max_walk = m_player->movement_speed_fast; // Fast speed
606 player_max_walk = m_player->movement_speed_walk; // Normal speed
607 player_max_walk *= m_physics_override_speed;
608 player_max_walk = MYMAX(player_max_walk, override_max_H);
610 player_max_jump = m_player->movement_speed_jump * m_physics_override_jump;
611 // FIXME: Bouncy nodes cause practically unbound increase in Y speed,
612 // until this can be verified correctly, tolerate higher jumping speeds
613 player_max_jump *= 2.0;
614 player_max_jump = MYMAX(player_max_jump, override_max_V);
616 // Don't divide by zero!
617 if (player_max_walk < 0.0001f)
618 player_max_walk = 0.0001f;
619 if (player_max_jump < 0.0001f)
620 player_max_jump = 0.0001f;
622 v3f diff = (m_base_position - m_last_good_position);
623 float d_vert = diff.Y;
625 float d_horiz = diff.getLength();
626 float required_time = d_horiz / player_max_walk;
628 // FIXME: Checking downwards movement is not easily possible currently,
629 // the server could calculate speed differences to examine the gravity
631 // In certain cases (water, ladders) walking speed is applied vertically
632 float s = MYMAX(player_max_jump, player_max_walk);
633 required_time = MYMAX(required_time, d_vert / s);
636 if (m_move_pool.grab(required_time)) {
637 m_last_good_position = m_base_position;
639 const float LAG_POOL_MIN = 5.0;
640 float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
641 lag_pool_max = MYMAX(lag_pool_max, LAG_POOL_MIN);
642 if (m_time_from_last_teleport > lag_pool_max) {
643 actionstream << "Server: " << m_player->getName()
644 << " moved too fast: V=" << d_vert << ", H=" << d_horiz
645 << "; resetting position." << std::endl;
648 setBasePosition(m_last_good_position);
653 bool PlayerSAO::getCollisionBox(aabb3f *toset) const
655 //update collision box
656 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
657 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
659 toset->MinEdge += m_base_position;
660 toset->MaxEdge += m_base_position;
664 bool PlayerSAO::getSelectionBox(aabb3f *toset) const
666 if (!m_prop.is_visible || !m_prop.pointable) {
670 toset->MinEdge = m_prop.selectionbox.MinEdge * BS;
671 toset->MaxEdge = m_prop.selectionbox.MaxEdge * BS;
676 float PlayerSAO::getZoomFOV() const
678 return m_prop.zoom_fov;