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(const 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 = pos;
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 = pos;
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 u16 PlayerSAO::punch(v3f dir,
413 const ToolCapabilities *toolcap,
414 ServerActiveObject *puncher,
415 float time_from_last_punch)
420 FATAL_ERROR_IF(!puncher, "Punch action called without SAO");
422 // No effect if PvP disabled or if immortal
423 if (isImmortal() || !g_settings->getBool("enable_pvp")) {
424 if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
425 // create message and add to list
431 s32 old_hp = getHP();
432 HitParams hitparams = getHitParams(m_armor_groups, toolcap,
433 time_from_last_punch);
435 PlayerSAO *playersao = m_player->getPlayerSAO();
437 bool damage_handled = m_env->getScriptIface()->on_punchplayer(playersao,
438 puncher, time_from_last_punch, toolcap, dir,
441 if (!damage_handled) {
442 setHP((s32)getHP() - (s32)hitparams.hp,
443 PlayerHPChangeReason(PlayerHPChangeReason::PLAYER_PUNCH, puncher));
444 } else { // override client prediction
445 if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
446 // create message and add to list
451 actionstream << puncher->getDescription() << " (id=" << puncher->getId() <<
452 ", hp=" << puncher->getHP() << ") punched " <<
453 getDescription() << " (id=" << m_id << ", hp=" << m_hp <<
454 "), damage=" << (old_hp - (s32)getHP()) <<
455 (damage_handled ? " (handled by Lua)" : "") << std::endl;
457 return hitparams.wear;
460 void PlayerSAO::rightClick(ServerActiveObject *clicker)
462 m_env->getScriptIface()->on_rightclickplayer(this, clicker);
465 void PlayerSAO::setHP(s32 hp, const PlayerHPChangeReason &reason)
468 return; // Nothing to do
470 if (m_hp <= 0 && hp < (s32)m_hp)
471 return; // Cannot take more damage
474 s32 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - m_hp, reason);
478 hp = m_hp + hp_change;
482 hp = rangelim(hp, 0, m_prop.hp_max);
484 if (hp < oldhp && isImmortal())
485 return; // Do not allow immortal players to be damaged
489 // Update properties on death
490 if ((hp == 0) != (oldhp == 0))
491 m_properties_sent = false;
493 m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
496 void PlayerSAO::setBreath(const u16 breath, bool send)
498 if (m_player && breath != m_breath)
499 m_player->setDirty(true);
501 m_breath = rangelim(breath, 0, m_prop.breath_max);
504 m_env->getGameDef()->SendPlayerBreath(this);
507 Inventory *PlayerSAO::getInventory() const
509 return m_player ? &m_player->inventory : nullptr;
512 InventoryLocation PlayerSAO::getInventoryLocation() const
514 InventoryLocation loc;
515 loc.setPlayer(m_player->getName());
519 u16 PlayerSAO::getWieldIndex() const
521 return m_player->getWieldIndex();
524 ItemStack PlayerSAO::getWieldedItem(ItemStack *selected, ItemStack *hand) const
526 return m_player->getWieldedItem(selected, hand);
529 bool PlayerSAO::setWieldedItem(const ItemStack &item)
531 InventoryList *mlist = m_player->inventory.getList(getWieldList());
533 mlist->changeItem(m_player->getWieldIndex(), item);
539 void PlayerSAO::disconnected()
541 m_peer_id = PEER_ID_INEXISTENT;
545 void PlayerSAO::unlinkPlayerSessionAndSave()
547 assert(m_player->getPlayerSAO() == this);
548 m_player->setPeerId(PEER_ID_INEXISTENT);
549 m_env->savePlayer(m_player);
550 m_player->setPlayerSAO(NULL);
551 m_env->removePlayer(m_player);
554 std::string PlayerSAO::getPropertyPacket()
556 m_prop.is_visible = (true);
557 return generateSetPropertiesCommand(m_prop);
560 void PlayerSAO::setMaxSpeedOverride(const v3f &vel)
562 if (m_max_speed_override_time == 0.0f)
563 m_max_speed_override = vel;
565 m_max_speed_override += vel;
567 float accel = MYMIN(m_player->movement_acceleration_default,
568 m_player->movement_acceleration_air);
569 m_max_speed_override_time = m_max_speed_override.getLength() / accel / BS;
573 bool PlayerSAO::checkMovementCheat()
575 if (m_is_singleplayer ||
577 g_settings->getBool("disable_anticheat")) {
578 m_last_good_position = m_base_position;
582 bool cheated = false;
584 Check player movements
586 NOTE: Actually the server should handle player physics like the
587 client does and compare player's position to what is calculated
588 on our side. This is required when eg. players fly due to an
589 explosion. Altough a node-based alternative might be possible
590 too, and much more lightweight.
593 float override_max_H, override_max_V;
594 if (m_max_speed_override_time > 0.0f) {
595 override_max_H = MYMAX(fabs(m_max_speed_override.X), fabs(m_max_speed_override.Z));
596 override_max_V = fabs(m_max_speed_override.Y);
598 override_max_H = override_max_V = 0.0f;
601 float player_max_walk = 0; // horizontal movement
602 float player_max_jump = 0; // vertical upwards movement
604 if (m_privs.count("fast") != 0)
605 player_max_walk = m_player->movement_speed_fast; // Fast speed
607 player_max_walk = m_player->movement_speed_walk; // Normal speed
608 player_max_walk *= m_physics_override_speed;
609 player_max_walk = MYMAX(player_max_walk, override_max_H);
611 player_max_jump = m_player->movement_speed_jump * m_physics_override_jump;
612 // FIXME: Bouncy nodes cause practically unbound increase in Y speed,
613 // until this can be verified correctly, tolerate higher jumping speeds
614 player_max_jump *= 2.0;
615 player_max_jump = MYMAX(player_max_jump, override_max_V);
617 // Don't divide by zero!
618 if (player_max_walk < 0.0001f)
619 player_max_walk = 0.0001f;
620 if (player_max_jump < 0.0001f)
621 player_max_jump = 0.0001f;
623 v3f diff = (m_base_position - m_last_good_position);
624 float d_vert = diff.Y;
626 float d_horiz = diff.getLength();
627 float required_time = d_horiz / player_max_walk;
629 // FIXME: Checking downwards movement is not easily possible currently,
630 // the server could calculate speed differences to examine the gravity
632 // In certain cases (water, ladders) walking speed is applied vertically
633 float s = MYMAX(player_max_jump, player_max_walk);
634 required_time = MYMAX(required_time, d_vert / s);
637 if (m_move_pool.grab(required_time)) {
638 m_last_good_position = m_base_position;
640 const float LAG_POOL_MIN = 5.0;
641 float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
642 lag_pool_max = MYMAX(lag_pool_max, LAG_POOL_MIN);
643 if (m_time_from_last_teleport > lag_pool_max) {
644 actionstream << "Server: " << m_player->getName()
645 << " moved too fast: V=" << d_vert << ", H=" << d_horiz
646 << "; resetting position." << std::endl;
649 setBasePosition(m_last_good_position);
654 bool PlayerSAO::getCollisionBox(aabb3f *toset) const
656 //update collision box
657 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
658 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
660 toset->MinEdge += m_base_position;
661 toset->MaxEdge += m_base_position;
665 bool PlayerSAO::getSelectionBox(aabb3f *toset) const
667 if (!m_prop.is_visible || !m_prop.pointable) {
671 toset->MinEdge = m_prop.selectionbox.MinEdge * BS;
672 toset->MaxEdge = m_prop.selectionbox.MaxEdge * BS;
677 float PlayerSAO::getZoomFOV() const
679 return m_prop.zoom_fov;