+ writeU8(os, 5 + m_bone_position.size()); // number of messages stuffed in here
+ os<<serializeLongString(getPropertyPacket()); // message 1
+ os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+ os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
+ for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+ os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
+ }
+ os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
+ os<<serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
+ m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
+ m_physics_override_sneak_glitch)); // 5
+ }
+ else
+ {
+ writeU8(os, 0); // version
+ os<<serializeString(m_player->getName()); // name
+ writeU8(os, 1); // is_player
+ writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
+ writeF1000(os, m_player->getYaw());
+ writeS16(os, getHP());
+ writeU8(os, 2); // number of messages stuffed in here
+ os<<serializeLongString(getPropertyPacket()); // message 1
+ os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+ }
+
+ // return result
+ return os.str();
+}
+
+std::string PlayerSAO::getStaticData()
+{
+ assert(0);
+ return "";
+}
+
+bool PlayerSAO::isAttached()
+{
+ if(!m_attachment_parent_id)
+ return false;
+ // Check if the parent still exists
+ ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
+ if(obj)
+ return true;
+ return false;
+}
+
+void PlayerSAO::step(float dtime, bool send_recommended)
+{
+ if(!m_properties_sent)
+ {
+ m_properties_sent = true;
+ std::string str = getPropertyPacket();
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), true, str);
+ m_messages_out.push_back(aom);
+ }
+
+ // If attached, check that our parent is still there. If it isn't, detach.
+ if(m_attachment_parent_id && !isAttached())
+ {
+ m_attachment_parent_id = 0;
+ m_attachment_bone = "";
+ m_attachment_position = v3f(0,0,0);
+ m_attachment_rotation = v3f(0,0,0);
+ m_player->setPosition(m_last_good_position);
+ m_moved = true;
+ }
+
+ //dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
+
+ // Set lag pool maximums based on estimated lag
+ const float LAG_POOL_MIN = 5.0;
+ float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
+ if(lag_pool_max < LAG_POOL_MIN)
+ lag_pool_max = LAG_POOL_MIN;
+ m_dig_pool.setMax(lag_pool_max);
+ m_move_pool.setMax(lag_pool_max);
+
+ // Increment cheat prevention timers
+ m_dig_pool.add(dtime);
+ m_move_pool.add(dtime);
+ m_time_from_last_punch += dtime;
+ m_nocheat_dig_time += dtime;
+
+ // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
+ // If the object gets detached this comes into effect automatically from the last known origin
+ if(isAttached())
+ {
+ v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
+ m_last_good_position = pos;
+ m_player->setPosition(pos);
+ }
+
+ if(send_recommended == false)
+ return;
+
+ // If the object is attached client-side, don't waste bandwidth sending its position to clients
+ if(m_position_not_sent && !isAttached())
+ {
+ m_position_not_sent = false;
+ float update_interval = m_env->getSendRecommendedInterval();
+ v3f pos;
+ if(isAttached()) // Just in case we ever do send attachment position too
+ pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
+ else
+ pos = m_player->getPosition() + v3f(0,BS*1,0);
+ std::string str = gob_cmd_update_position(
+ pos,
+ v3f(0,0,0),
+ v3f(0,0,0),
+ m_player->getYaw(),
+ true,
+ false,
+ update_interval
+ );
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), false, str);
+ m_messages_out.push_back(aom);
+ }
+
+ if(m_wielded_item_not_sent)
+ {
+ m_wielded_item_not_sent = false;
+ // GenericCAO has no special way to show this
+ }
+
+ if(m_armor_groups_sent == false){
+ m_armor_groups_sent = true;
+ std::string str = gob_cmd_update_armor_groups(
+ m_armor_groups);
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), true, str);
+ m_messages_out.push_back(aom);
+ }
+
+ if(m_physics_override_sent == false){
+ m_physics_override_sent = true;
+ std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
+ m_physics_override_jump, m_physics_override_gravity,
+ m_physics_override_sneak, m_physics_override_sneak_glitch);
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), true, str);
+ m_messages_out.push_back(aom);
+ }
+
+ if(m_animation_sent == false){
+ m_animation_sent = true;
+ std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), true, str);
+ m_messages_out.push_back(aom);
+ }
+
+ if(m_bone_position_sent == false){
+ m_bone_position_sent = true;
+ for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+ std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), true, str);
+ m_messages_out.push_back(aom);
+ }
+ }
+
+ if(m_attachment_sent == false){
+ m_attachment_sent = true;
+ std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), true, str);
+ m_messages_out.push_back(aom);
+ }
+}
+
+void PlayerSAO::setBasePosition(const v3f &position)
+{
+ // This needs to be ran for attachments too
+ ServerActiveObject::setBasePosition(position);
+ m_position_not_sent = true;
+}
+
+void PlayerSAO::setPos(v3f pos)
+{
+ if(isAttached())
+ return;
+ m_player->setPosition(pos);
+ // Movement caused by this command is always valid
+ m_last_good_position = pos;
+ // Force position change on client
+ m_moved = true;
+}
+
+void PlayerSAO::moveTo(v3f pos, bool continuous)
+{
+ if(isAttached())
+ return;
+ m_player->setPosition(pos);
+ // Movement caused by this command is always valid
+ m_last_good_position = pos;
+ // Force position change on client
+ m_moved = true;
+}
+
+void PlayerSAO::setYaw(float yaw)
+{
+ m_player->setYaw(yaw);
+ // Force change on client
+ m_moved = true;
+}
+
+void PlayerSAO::setPitch(float pitch)
+{
+ m_player->setPitch(pitch);
+ // Force change on client
+ m_moved = true;
+}
+
+int PlayerSAO::punch(v3f dir,
+ const ToolCapabilities *toolcap,
+ ServerActiveObject *puncher,
+ float time_from_last_punch)
+{
+ // It's best that attachments cannot be punched
+ if(isAttached())
+ return 0;
+
+ if(!toolcap)
+ return 0;
+
+ // No effect if PvP disabled
+ if(g_settings->getBool("enable_pvp") == false){
+ if(puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER){
+ std::string str = gob_cmd_punched(0, getHP());
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), true, str);
+ m_messages_out.push_back(aom);
+ return 0;
+ }
+ }
+
+ HitParams hitparams = getHitParams(m_armor_groups, toolcap,
+ time_from_last_punch);
+
+ std::string punchername = "nil";
+
+ if ( puncher != 0 )
+ punchername = puncher->getDescription();
+
+ actionstream<<"Player "<<m_player->getName()<<" punched by "
+ <<punchername<<", damage "<<hitparams.hp
+ <<" HP"<<std::endl;
+
+ setHP(getHP() - hitparams.hp);
+
+ return hitparams.wear;
+}
+
+void PlayerSAO::rightClick(ServerActiveObject *clicker)
+{
+}
+
+s16 PlayerSAO::getHP() const
+{
+ return m_player->hp;
+}
+
+s16 PlayerSAO::readDamage()
+{
+ s16 damage = m_damage;
+ m_damage = 0;
+ return damage;
+}
+
+void PlayerSAO::setHP(s16 hp)
+{
+ s16 oldhp = m_player->hp;
+
+ if(hp < 0)
+ hp = 0;
+ else if(hp > PLAYER_MAX_HP)
+ hp = PLAYER_MAX_HP;
+
+ if(hp < oldhp && g_settings->getBool("enable_damage") == false)
+ {
+ m_hp_not_sent = true; // fix wrong prediction on client
+ return;
+ }
+
+ m_player->hp = hp;
+
+ if(hp != oldhp) {
+ m_hp_not_sent = true;
+ if(oldhp > hp)
+ m_damage += oldhp - hp;
+ }
+
+ // Update properties on death
+ if((hp == 0) != (oldhp == 0))
+ m_properties_sent = false;
+}
+
+u16 PlayerSAO::getBreath() const
+{
+ return m_player->getBreath();
+}
+
+void PlayerSAO::setBreath(u16 breath)
+{
+ m_player->setBreath(breath);
+}
+
+void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
+{
+ m_armor_groups = armor_groups;
+ m_armor_groups_sent = false;
+}
+
+void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
+{
+ // store these so they can be updated to clients
+ m_animation_range = frame_range;
+ m_animation_speed = frame_speed;
+ m_animation_blend = frame_blend;
+ m_animation_sent = false;
+}
+
+void PlayerSAO::setBonePosition(std::string bone, v3f position, v3f rotation)
+{
+ // store these so they can be updated to clients
+ m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
+ m_bone_position_sent = false;
+}
+
+void PlayerSAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
+{
+ // Attachments need to be handled on both the server and client.
+ // If we just attach on the server, we can only copy the position of the parent. Attachments
+ // are still sent to clients at an interval so players might see them lagging, plus we can't
+ // read and attach to skeletal bones.
+ // If we just attach on the client, the server still sees the child at its original location.
+ // This breaks some things so we also give the server the most accurate representation
+ // even if players only see the client changes.
+
+ m_attachment_parent_id = parent_id;
+ m_attachment_bone = bone;
+ m_attachment_position = position;
+ m_attachment_rotation = rotation;
+ m_attachment_sent = false;
+}
+
+ObjectProperties* PlayerSAO::accessObjectProperties()
+{
+ return &m_prop;
+}
+
+void PlayerSAO::notifyObjectPropertiesModified()
+{
+ m_properties_sent = false;
+}
+
+Inventory* PlayerSAO::getInventory()
+{
+ return m_inventory;
+}
+const Inventory* PlayerSAO::getInventory() const
+{
+ return m_inventory;
+}
+
+InventoryLocation PlayerSAO::getInventoryLocation() const
+{
+ InventoryLocation loc;
+ loc.setPlayer(m_player->getName());
+ return loc;
+}
+
+void PlayerSAO::setInventoryModified()
+{
+ m_inventory_not_sent = true;
+}
+
+std::string PlayerSAO::getWieldList() const
+{
+ return "main";
+}
+
+int PlayerSAO::getWieldIndex() const
+{
+ return m_wield_index;
+}
+
+void PlayerSAO::setWieldIndex(int i)
+{
+ if(i != m_wield_index)
+ {
+ m_wield_index = i;
+ m_wielded_item_not_sent = true;
+ }
+}
+
+void PlayerSAO::disconnected()
+{
+ m_peer_id = 0;
+ m_removed = true;
+ if(m_player->getPlayerSAO() == this)
+ {
+ m_player->setPlayerSAO(NULL);
+ m_player->peer_id = 0;
+ }
+}
+
+std::string PlayerSAO::getPropertyPacket()
+{
+ m_prop.is_visible = (true);
+ return gob_cmd_set_properties(m_prop);
+}
+
+bool PlayerSAO::checkMovementCheat()
+{
+ bool cheated = false;
+ if(isAttached() || m_is_singleplayer ||
+ g_settings->getBool("disable_anticheat"))
+ {
+ m_last_good_position = m_player->getPosition();
+ }
+ else
+ {
+ /*
+ Check player movements
+
+ NOTE: Actually the server should handle player physics like the
+ client does and compare player's position to what is calculated
+ on our side. This is required when eg. players fly due to an
+ explosion. Altough a node-based alternative might be possible
+ too, and much more lightweight.
+ */
+
+ float player_max_speed = 0;
+ float player_max_speed_up = 0;
+ if(m_privs.count("fast") != 0){
+ // Fast speed
+ player_max_speed = m_player->movement_speed_fast;
+ player_max_speed_up = m_player->movement_speed_fast;
+ } else {
+ // Normal speed
+ player_max_speed = m_player->movement_speed_walk;
+ player_max_speed_up = m_player->movement_speed_walk;
+ }
+ // Tolerance. With the lag pool we shouldn't need it.
+ //player_max_speed *= 2.5;
+ //player_max_speed_up *= 2.5;
+
+ v3f diff = (m_player->getPosition() - m_last_good_position);
+ float d_vert = diff.Y;
+ diff.Y = 0;
+ float d_horiz = diff.getLength();
+ float required_time = d_horiz/player_max_speed;
+ if(d_vert > 0 && d_vert/player_max_speed > required_time)
+ required_time = d_vert/player_max_speed;
+ if(m_move_pool.grab(required_time)){
+ m_last_good_position = m_player->getPosition();
+ } else {
+ actionstream<<"Player "<<m_player->getName()
+ <<" moved too fast; resetting position"
+ <<std::endl;
+ m_player->setPosition(m_last_good_position);
+ m_moved = true;
+ cheated = true;
+ }
+ }
+ return cheated;
+}
+
+bool PlayerSAO::getCollisionBox(aabb3f *toset) {
+ //update collision box
+ *toset = m_player->getCollisionbox();
+
+ toset->MinEdge += m_base_position;
+ toset->MaxEdge += m_base_position;
+
+ return true;
+}
+
+bool PlayerSAO::collideWithObjects(){
+ return true;