]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/content_sao.cpp
ContentCAO: Fix broken attachments on join (#8701)
[dragonfireclient.git] / src / content_sao.cpp
index 1edddec7b054e507e14597826b5ad0eb3ed3ce28..41b1aec18794c65db0bea633ccd167368f4cd3e4 100644 (file)
@@ -19,70 +19,21 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "content_sao.h"
 #include "util/serialize.h"
-#include "util/mathconstants.h"
 #include "collision.h"
 #include "environment.h"
-#include "settings.h"
-#include "main.h" // For g_profiler
-#include "profiler.h"
-#include "serialization.h" // For compressZlib
 #include "tool.h" // For ToolCapabilities
 #include "gamedef.h"
-#include "player.h"
-#include "scripting_game.h"
+#include "nodedef.h"
+#include "remoteplayer.h"
+#include "server.h"
+#include "scripting_server.h"
 #include "genericobject.h"
-#include "log.h"
+#include "settings.h"
+#include <algorithm>
+#include <cmath>
 
 std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
 
-/*
-       DummyLoadSAO
-*/
-
-class DummyLoadSAO : public ServerActiveObject
-{
-public:
-       DummyLoadSAO(ServerEnvironment *env, v3f pos, u8 type):
-               ServerActiveObject(env, pos)
-       {
-               ServerActiveObject::registerType(type, create);
-       }
-       // Pretend to be the test object (to fool the client)
-       u8 getType() const
-       { return ACTIVEOBJECT_TYPE_TEST; }
-       // And never save to disk
-       bool isStaticAllowed() const
-       { return false; }
-       
-       static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
-                       const std::string &data)
-       {
-               return new DummyLoadSAO(env, pos, 0);
-       }
-
-       void step(float dtime, bool send_recommended)
-       {
-               m_removed = true;
-               infostream<<"DummyLoadSAO step"<<std::endl;
-       }
-
-       bool getCollisionBox(aabb3f *toset) {
-               return false;
-       }
-
-       bool collideWithObjects() {
-               return false;
-       }
-
-private:
-};
-
-// Prototype (registers item for deserialization)
-DummyLoadSAO proto1_DummyLoadSAO(NULL, v3f(0,0,0), ACTIVEOBJECT_TYPE_RAT);
-DummyLoadSAO proto2_DummyLoadSAO(NULL, v3f(0,0,0), ACTIVEOBJECT_TYPE_OERKKI1);
-DummyLoadSAO proto3_DummyLoadSAO(NULL, v3f(0,0,0), ACTIVEOBJECT_TYPE_FIREFLY);
-DummyLoadSAO proto4_DummyLoadSAO(NULL, v3f(0,0,0), ACTIVEOBJECT_TYPE_MOBV2);
-
 /*
        TestSAO
 */
@@ -97,9 +48,9 @@ class TestSAO : public ServerActiveObject
        {
                ServerActiveObject::registerType(getType(), create);
        }
-       u8 getType() const
+       ActiveObjectType getType() const
        { return ACTIVEOBJECT_TYPE_TEST; }
-       
+
        static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
                        const std::string &data)
        {
@@ -111,7 +62,7 @@ class TestSAO : public ServerActiveObject
                m_age += dtime;
                if(m_age > 10)
                {
-                       m_removed = true;
+                       m_pending_removal = true;
                        return;
                }
 
@@ -119,7 +70,7 @@ class TestSAO : public ServerActiveObject
                if(m_base_position.Y > 8*BS)
                        m_base_position.Y = 2*BS;
 
-               if(send_recommended == false)
+               if (!send_recommended)
                        return;
 
                m_timer1 -= dtime;
@@ -138,17 +89,15 @@ class TestSAO : public ServerActiveObject
                        data += itos(m_base_position.Z);
 
                        ActiveObjectMessage aom(getId(), false, data);
-                       m_messages_out.push_back(aom);
+                       m_messages_out.push(aom);
                }
        }
 
-       bool getCollisionBox(aabb3f *toset) {
-               return false;
-       }
+       bool getCollisionBox(aabb3f *toset) const { return false; }
 
-       bool collideWithObjects() {
-               return false;
-       }
+       virtual bool getSelectionBox(aabb3f *toset) const { return false; }
+
+       bool collideWithObjects() const { return false; }
 
 private:
        float m_timer1;
@@ -159,201 +108,185 @@ class TestSAO : public ServerActiveObject
 TestSAO proto_TestSAO(NULL, v3f(0,0,0));
 
 /*
-       ItemSAO
+       UnitSAO
+ */
 
-       DEPRECATED: New dropped items are implemented in Lua; see
-                   builtin/item_entity.lua.
-*/
+UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos):
+       ServerActiveObject(env, pos)
+{
+       // Initialize something to armor groups
+       m_armor_groups["fleshy"] = 100;
+}
 
-class ItemSAO : public ServerActiveObject
+ServerActiveObject *UnitSAO::getParent() const
 {
-public:
-       u8 getType() const
-       { return ACTIVEOBJECT_TYPE_ITEM; }
-       
-       float getMinimumSavedMovement()
-       { return 0.1*BS; }
+       if (!m_attachment_parent_id)
+               return nullptr;
+       // Check if the parent still exists
+       ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
 
-       static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
-                       const std::string &data)
-       {
-               std::istringstream is(data, std::ios::binary);
-               char buf[1];
-               // read version
-               is.read(buf, 1);
-               u8 version = buf[0];
-               // check if version is supported
-               if(version != 0)
-                       return NULL;
-               std::string itemstring = deSerializeString(is);
-               infostream<<"create(): Creating item \""
-                               <<itemstring<<"\""<<std::endl;
-               return new ItemSAO(env, pos, itemstring);
-       }
+       return obj;
+}
 
-       ItemSAO(ServerEnvironment *env, v3f pos,
-                       const std::string &itemstring):
-               ServerActiveObject(env, pos),
-               m_itemstring(itemstring),
-               m_itemstring_changed(false),
-               m_speed_f(0,0,0),
-               m_last_sent_position(0,0,0)
-       {
-               ServerActiveObject::registerType(getType(), create);
-       }
+void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
+{
+       m_armor_groups = armor_groups;
+       m_armor_groups_sent = false;
+}
 
-       void step(float dtime, bool send_recommended)
-       {
-               ScopeProfiler sp2(g_profiler, "step avg", SPT_AVG);
+const ItemGroupList &UnitSAO::getArmorGroups()
+{
+       return m_armor_groups;
+}
 
-               assert(m_env);
+void UnitSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
+{
+       // 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_loop = frame_loop;
+       m_animation_sent = false;
+}
 
-               const float interval = 0.2;
-               if(m_move_interval.step(dtime, interval)==false)
-                       return;
-               dtime = interval;
-               
-               core::aabbox3d<f32> box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.);
-               collisionMoveResult moveresult;
-               // Apply gravity
-               m_speed_f += v3f(0, -dtime*9.81*BS, 0);
-               // Maximum movement without glitches
-               f32 pos_max_d = BS*0.25;
-               // Limit speed
-               if(m_speed_f.getLength()*dtime > pos_max_d)
-                       m_speed_f *= pos_max_d / (m_speed_f.getLength()*dtime);
-               v3f pos_f = getBasePosition();
-               v3f pos_f_old = pos_f;
-               v3f accel_f = v3f(0,0,0);
-               f32 stepheight = 0;
-               moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
-                               pos_max_d, box, stepheight, dtime,
-                               pos_f, m_speed_f, accel_f);
-               
-               if(send_recommended == false)
-                       return;
+void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
+{
+       *frame_range = m_animation_range;
+       *frame_speed = m_animation_speed;
+       *frame_blend = m_animation_blend;
+       *frame_loop = m_animation_loop;
+}
 
-               if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
-               {
-                       setBasePosition(pos_f);
-                       m_last_sent_position = pos_f;
-
-                       std::ostringstream os(std::ios::binary);
-                       // command (0 = update position)
-                       writeU8(os, 0);
-                       // pos
-                       writeV3F1000(os, m_base_position);
-                       // create message and add to list
-                       ActiveObjectMessage aom(getId(), false, os.str());
-                       m_messages_out.push_back(aom);
-               }
-               if(m_itemstring_changed)
-               {
-                       m_itemstring_changed = false;
+void UnitSAO::setAnimationSpeed(float frame_speed)
+{
+       m_animation_speed = frame_speed;
+       m_animation_speed_sent = false;
+}
 
-                       std::ostringstream os(std::ios::binary);
-                       // command (1 = update itemstring)
-                       writeU8(os, 1);
-                       // itemstring
-                       os<<serializeString(m_itemstring);
-                       // create message and add to list
-                       ActiveObjectMessage aom(getId(), false, os.str());
-                       m_messages_out.push_back(aom);
-               }
-       }
+void UnitSAO::setBonePosition(const 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;
+}
 
-       std::string getClientInitializationData(u16 protocol_version)
-       {
-               std::ostringstream os(std::ios::binary);
-               // version
-               writeU8(os, 0);
-               // pos
-               writeV3F1000(os, m_base_position);
-               // itemstring
-               os<<serializeString(m_itemstring);
-               return os.str();
-       }
+void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
+{
+       *position = m_bone_position[bone].X;
+       *rotation = m_bone_position[bone].Y;
+}
 
-       std::string getStaticData()
-       {
-               infostream<<__FUNCTION_NAME<<std::endl;
-               std::ostringstream os(std::ios::binary);
-               // version
-               writeU8(os, 0);
-               // itemstring
-               os<<serializeString(m_itemstring);
-               return os.str();
-       }
+void UnitSAO::setAttachment(int parent_id, const 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.
 
-       ItemStack createItemStack()
-       {
-               try{
-                       IItemDefManager *idef = m_env->getGameDef()->idef();
-                       ItemStack item;
-                       item.deSerialize(m_itemstring, idef);
-                       infostream<<__FUNCTION_NAME<<": m_itemstring=\""<<m_itemstring
-                                       <<"\" -> item=\""<<item.getItemString()<<"\""
-                                       <<std::endl;
-                       return item;
-               }
-               catch(SerializationError &e)
-               {
-                       infostream<<__FUNCTION_NAME<<": serialization error: "
-                                       <<"m_itemstring=\""<<m_itemstring<<"\""<<std::endl;
-                       return ItemStack();
-               }
+       int old_parent = m_attachment_parent_id;
+       m_attachment_parent_id = parent_id;
+       m_attachment_bone = bone;
+       m_attachment_position = position;
+       m_attachment_rotation = rotation;
+       m_attachment_sent = false;
+
+       if (parent_id != old_parent) {
+               onDetach(old_parent);
+               onAttach(parent_id);
        }
+}
 
-       int punch(v3f dir,
-                       const ToolCapabilities *toolcap,
-                       ServerActiveObject *puncher,
-                       float time_from_last_punch)
-       {
-               // Take item into inventory
-               ItemStack item = createItemStack();
-               Inventory *inv = puncher->getInventory();
-               if(inv != NULL)
-               {
-                       std::string wieldlist = puncher->getWieldList();
-                       ItemStack leftover = inv->addItem(wieldlist, item);
-                       puncher->setInventoryModified();
-                       if(leftover.empty())
-                       {
-                               m_removed = true;
-                       }
-                       else
-                       {
-                               m_itemstring = leftover.getItemString();
-                               m_itemstring_changed = true;
-                       }
-               }
-               
-               return 0;
+void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
+       v3f *rotation) const
+{
+       *parent_id = m_attachment_parent_id;
+       *bone = m_attachment_bone;
+       *position = m_attachment_position;
+       *rotation = m_attachment_rotation;
+}
+
+void UnitSAO::clearChildAttachments()
+{
+       for (int child_id : m_attachment_child_ids) {
+               // Child can be NULL if it was deleted earlier
+               if (ServerActiveObject *child = m_env->getActiveObject(child_id))
+                       child->setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
        }
+       m_attachment_child_ids.clear();
+}
 
-       bool getCollisionBox(aabb3f *toset) {
-               return false;
+void UnitSAO::clearParentAttachment()
+{
+       ServerActiveObject *parent = nullptr;
+       if (m_attachment_parent_id) {
+               parent = m_env->getActiveObject(m_attachment_parent_id);
+               setAttachment(0, "", m_attachment_position, m_attachment_rotation);
+       } else {
+               setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
        }
+       // Do it
+       if (parent)
+               parent->removeAttachmentChild(m_id);
+}
 
-       bool collideWithObjects() {
-               return false;
+void UnitSAO::addAttachmentChild(int child_id)
+{
+       m_attachment_child_ids.insert(child_id);
+}
+
+void UnitSAO::removeAttachmentChild(int child_id)
+{
+       m_attachment_child_ids.erase(child_id);
+}
+
+const std::unordered_set<int> &UnitSAO::getAttachmentChildIds() const
+{
+       return m_attachment_child_ids;
+}
+
+void UnitSAO::onAttach(int parent_id)
+{
+       if (!parent_id)
+               return;
+
+       ServerActiveObject *parent = m_env->getActiveObject(parent_id);
+
+       if (!parent || parent->isGone())
+               return; // Do not try to notify soon gone parent
+
+       if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) {
+               // Call parent's on_attach field
+               m_env->getScriptIface()->luaentity_on_attach_child(parent_id, this);
        }
+}
 
-private:
-       std::string m_itemstring;
-       bool m_itemstring_changed;
-       v3f m_speed_f;
-       v3f m_last_sent_position;
-       IntervalLimiter m_move_interval;
-};
+void UnitSAO::onDetach(int parent_id)
+{
+       if (!parent_id)
+               return;
 
-// Prototype (registers item for deserialization)
-ItemSAO proto_ItemSAO(NULL, v3f(0,0,0), "");
+       ServerActiveObject *parent = m_env->getActiveObject(parent_id);
+       if (getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
+               m_env->getScriptIface()->luaentity_on_detach(m_id, parent);
 
-ServerActiveObject* createItemSAO(ServerEnvironment *env, v3f pos,
-                                  const std::string &itemstring)
+       if (!parent || parent->isGone())
+               return; // Do not try to notify soon gone parent
+
+       if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
+               m_env->getScriptIface()->luaentity_on_detach_child(parent_id, this);
+}
+
+ObjectProperties* UnitSAO::accessObjectProperties()
 {
-       return new ItemSAO(env, pos, itemstring);
+       return &m_prop;
+}
+
+void UnitSAO::notifyObjectPropertiesModified()
+{
+       m_properties_sent = false;
 }
 
 /*
@@ -365,36 +298,15 @@ LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");
 
 LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
                const std::string &name, const std::string &state):
-       ServerActiveObject(env, pos),
+       UnitSAO(env, pos),
        m_init_name(name),
-       m_init_state(state),
-       m_registered(false),
-       m_hp(-1),
-       m_velocity(0,0,0),
-       m_acceleration(0,0,0),
-       m_yaw(0),
-       m_properties_sent(true),
-       m_last_sent_yaw(0),
-       m_last_sent_position(0,0,0),
-       m_last_sent_velocity(0,0,0),
-       m_last_sent_position_timer(0),
-       m_last_sent_move_precision(0),
-       m_armor_groups_sent(false),
-       m_animation_speed(0),
-       m_animation_blend(0),
-       m_animation_sent(false),
-       m_bone_position_sent(false),
-       m_attachment_parent_id(0),
-       m_attachment_sent(false)
+       m_init_state(state)
 {
        // Only register type if no environment supplied
        if(env == NULL){
                ServerActiveObject::registerType(getType(), create);
                return;
        }
-       
-       // Initialize something to armor groups
-       m_armor_groups["fleshy"] = 100;
 }
 
 LuaEntitySAO::~LuaEntitySAO()
@@ -402,16 +314,20 @@ LuaEntitySAO::~LuaEntitySAO()
        if(m_registered){
                m_env->getScriptIface()->luaentity_Remove(m_id);
        }
+
+       for (u32 attached_particle_spawner : m_attached_particle_spawners) {
+               m_env->deleteParticleSpawner(attached_particle_spawner, false);
+       }
 }
 
 void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
 {
        ServerActiveObject::addedToEnvironment(dtime_s);
-       
+
        // Create entity from name
        m_registered = m_env->getScriptIface()->
                luaentity_Add(m_id, m_init_name.c_str());
-       
+
        if(m_registered){
                // Get properties
                m_env->getScriptIface()->
@@ -420,7 +336,9 @@ void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
                m_hp = m_prop.hp_max;
                // Activate entity, supplying serialized state
                m_env->getScriptIface()->
-                       luaentity_Activate(m_id, m_init_state.c_str(), dtime_s);
+                       luaentity_Activate(m_id, m_init_state, dtime_s);
+       } else {
+               m_prop.infotext = m_init_name;
        }
 }
 
@@ -429,47 +347,53 @@ ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
 {
        std::string name;
        std::string state;
-       s16 hp = 1;
+       u16 hp = 1;
        v3f velocity;
-       float yaw = 0;
-       if(data != ""){
+       v3f rotation;
+
+       while (!data.empty()) { // breakable, run for one iteration
                std::istringstream is(data, std::ios::binary);
-               // read version
+               // 'version' does not allow to incrementally extend the parameter list thus
+               // we need another variable to build on top of 'version=1'. Ugly hack but worksâ„¢
+               u8 version2 = 0;
                u8 version = readU8(is);
-               // check if version is supported
-               if(version == 0){
-                       name = deSerializeString(is);
-                       state = deSerializeLongString(is);
-               }
-               else if(version == 1){
-                       name = deSerializeString(is);
-                       state = deSerializeLongString(is);
-                       hp = readS16(is);
-                       velocity = readV3F1000(is);
-                       yaw = readF1000(is);
-               }
+
+               name = deSerializeString(is);
+               state = deSerializeLongString(is);
+
+               if (version < 1)
+                       break;
+
+               hp = readU16(is);
+               velocity = readV3F1000(is);
+               // yaw must be yaw to be backwards-compatible
+               rotation.Y = readF1000(is);
+
+               if (is.good()) // EOF for old formats
+                       version2 = readU8(is);
+
+               if (version2 < 1) // PROTOCOL_VERSION < 37
+                       break;
+
+               // version2 >= 1
+               rotation.X = readF1000(is);
+               rotation.Z = readF1000(is);
+
+               // if (version2 < 2)
+               //     break;
+               // <read new values>
+               break;
        }
        // create object
-       infostream<<"LuaEntitySAO::create(name=\""<<name<<"\" state=\""
-                       <<state<<"\")"<<std::endl;
+       infostream << "LuaEntitySAO::create(name=\"" << name << "\" state=\""
+                        << state << "\")" << std::endl;
        LuaEntitySAO *sao = new LuaEntitySAO(env, pos, name, state);
        sao->m_hp = hp;
        sao->m_velocity = velocity;
-       sao->m_yaw = yaw;
+       sao->m_rotation = rotation;
        return sao;
 }
 
-bool LuaEntitySAO::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 LuaEntitySAO::step(float dtime, bool send_recommended)
 {
        if(!m_properties_sent)
@@ -478,7 +402,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                std::string str = getPropertyPacket();
                // create message and add to list
                ActiveObjectMessage aom(getId(), true, str);
-               m_messages_out.push_back(aom);
+               m_messages_out.push(aom);
        }
 
        // If attached, check that our parent is still there. If it isn't, detach.
@@ -505,7 +429,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
        else
        {
                if(m_prop.physical){
-                       core::aabbox3d<f32> box = m_prop.collisionbox;
+                       aabb3f box = m_prop.collisionbox;
                        box.MinEdge *= BS;
                        box.MaxEdge *= BS;
                        collisionMoveResult moveresult;
@@ -513,9 +437,9 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                        v3f p_pos = m_base_position;
                        v3f p_velocity = m_velocity;
                        v3f p_acceleration = m_acceleration;
-                       moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
+                       moveresult = collisionMoveSimple(m_env, m_env->getGameDef(),
                                        pos_max_d, box, m_prop.stepheight, dtime,
-                                       p_pos, p_velocity, p_acceleration,
+                                       &p_pos, &p_velocity, p_acceleration,
                                        this, m_prop.collideWithObjects);
 
                        // Apply results
@@ -528,9 +452,21 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                        m_velocity += dtime * m_acceleration;
                }
 
-               if((m_prop.automatic_face_movement_dir) &&
-                               (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){
-                       m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
+               if (m_prop.automatic_face_movement_dir &&
+                               (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
+                       float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
+                               + m_prop.automatic_face_movement_dir_offset;
+                       float max_rotation_per_sec =
+                                       m_prop.automatic_face_movement_max_rotation_per_sec;
+
+                       if (max_rotation_per_sec > 0) {
+                               m_rotation.Y = wrapDegrees_0_360(m_rotation.Y);
+                               wrappedApproachShortest(m_rotation.Y, target_yaw,
+                                       dtime * max_rotation_per_sec, 360.f);
+                       } else {
+                               // Negative values of max_rotation_per_sec mean disabled.
+                               m_rotation.Y = target_yaw;
+                       }
                }
        }
 
@@ -538,7 +474,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                m_env->getScriptIface()->luaentity_Step(m_id, dtime);
        }
 
-       if(send_recommended == false)
+       if (!send_recommended)
                return;
 
        if(!isAttached())
@@ -553,45 +489,59 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
                move_d += m_last_sent_move_precision;
                float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
-               if(move_d > minchange || vel_d > minchange ||
-                               fabs(m_yaw - m_last_sent_yaw) > 1.0){
+               if (move_d > minchange || vel_d > minchange ||
+                               std::fabs(m_rotation.X - m_last_sent_rotation.X) > 1.0f ||
+                               std::fabs(m_rotation.Y - m_last_sent_rotation.Y) > 1.0f ||
+                               std::fabs(m_rotation.Z - m_last_sent_rotation.Z) > 1.0f) {
+
                        sendPosition(true, false);
                }
        }
 
-       if(m_armor_groups_sent == false){
+       if (!m_armor_groups_sent) {
                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);
+               m_messages_out.push(aom);
        }
 
-       if(m_animation_sent == false){
+       if (!m_animation_sent) {
                m_animation_sent = true;
-               std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
+               std::string str = gob_cmd_update_animation(
+                       m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
                // create message and add to list
                ActiveObjectMessage aom(getId(), true, str);
-               m_messages_out.push_back(aom);
+               m_messages_out.push(aom);
        }
 
-       if(m_bone_position_sent == false){
+       if (!m_animation_speed_sent) {
+               m_animation_speed_sent = true;
+               std::string str = gob_cmd_update_animation_speed(m_animation_speed);
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push(aom);
+       }
+
+       if (!m_bone_position_sent) {
                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);
+               for (std::unordered_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);
+                       m_messages_out.push(aom);
                }
        }
 
-       if(m_attachment_sent == false){
+       if (!m_attachment_sent) {
                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);
+               m_messages_out.push(aom);
        }
 }
 
@@ -599,47 +549,54 @@ std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
 {
        std::ostringstream os(std::ios::binary);
 
-       if(protocol_version >= 14)
-       {
-               writeU8(os, 1); // version
-               os<<serializeString(""); // name
-               writeU8(os, 0); // is_player
-               writeS16(os, getId()); //id
-               writeV3F1000(os, m_base_position);
-               writeF1000(os, m_yaw);
-               writeS16(os, m_hp);
-
-               writeU8(os, 4 + 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
+       // PROTOCOL_VERSION >= 37
+       writeU8(os, 1); // version
+       os << serializeString(""); // name
+       writeU8(os, 0); // is_player
+       writeU16(os, getId()); //id
+       writeV3F32(os, m_base_position);
+       writeV3F32(os, m_rotation);
+       writeU16(os, m_hp);
+
+       std::ostringstream msg_os(std::ios::binary);
+       msg_os << serializeLongString(getPropertyPacket()); // message 1
+       msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+       msg_os << serializeLongString(gob_cmd_update_animation(
+               m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
+       for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
+                       ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
+               msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
+                               (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
        }
-       else
-       {
-               writeU8(os, 0); // version
-               os<<serializeString(""); // name
-               writeU8(os, 0); // is_player
-               writeV3F1000(os, m_base_position);
-               writeF1000(os, m_yaw);
-               writeS16(os, m_hp);
-               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
+       msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
+               m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
+       int message_count = 4 + m_bone_position.size();
+       for (std::unordered_set<int>::const_iterator ii = m_attachment_child_ids.begin();
+                       (ii != m_attachment_child_ids.end()); ++ii) {
+               if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
+                       message_count++;
+                       // TODO after a protocol bump: only send the object initialization data
+                       // to older clients (superfluous since this message exists)
+                       msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
+                               obj->getClientInitializationData(protocol_version)));
+               }
        }
 
+       msg_os << serializeLongString(gob_cmd_set_texture_mod(m_current_texture_modifier));
+       message_count++;
+
+       writeU8(os, message_count);
+       os.write(msg_os.str().c_str(), msg_os.str().size());
+
        // return result
        return os.str();
 }
 
-std::string LuaEntitySAO::getStaticData()
+void LuaEntitySAO::getStaticData(std::string *result) const
 {
-       verbosestream<<__FUNCTION_NAME<<std::endl;
+       verbosestream<<FUNCTION_NAME<<std::endl;
        std::ostringstream os(std::ios::binary);
-       // version
+       // version must be 1 to keep backwards-compatibility. See version2
        writeU8(os, 1);
        // name
        os<<serializeString(m_init_name);
@@ -651,13 +608,20 @@ std::string LuaEntitySAO::getStaticData()
        } else {
                os<<serializeLongString(m_init_state);
        }
-       // hp
-       writeS16(os, m_hp);
-       // velocity
+       writeU16(os, m_hp);
        writeV3F1000(os, m_velocity);
        // yaw
-       writeF1000(os, m_yaw);
-       return os.str();
+       writeF1000(os, m_rotation.Y);
+
+       // version2. Increase this variable for new values
+       writeU8(os, 1); // PROTOCOL_VERSION >= 37
+
+       writeF1000(os, m_rotation.X);
+       writeF1000(os, m_rotation.Z);
+
+       // <write new values>
+
+       *result = os.str();
 }
 
 int LuaEntitySAO::punch(v3f dir,
@@ -665,71 +629,63 @@ int LuaEntitySAO::punch(v3f dir,
                ServerActiveObject *puncher,
                float time_from_last_punch)
 {
-       if(!m_registered){
+       if (!m_registered) {
                // Delete unknown LuaEntities when punched
-               m_removed = true;
+               m_pending_removal = true;
                return 0;
        }
 
-       // It's best that attachments cannot be punched 
-       if(isAttached())
-               return 0;
-       
-       ItemStack *punchitem = NULL;
-       ItemStack punchitem_static;
-       if(puncher){
-               punchitem_static = puncher->getWieldedItem();
-               punchitem = &punchitem_static;
-       }
+       FATAL_ERROR_IF(!puncher, "Punch action called without SAO");
+
+       s32 old_hp = getHP();
+       const ItemStack &punchitem = puncher->getWieldedItem();
 
        PunchDamageResult result = getPunchDamage(
                        m_armor_groups,
                        toolcap,
-                       punchitem,
+                       &punchitem,
                        time_from_last_punch);
-       
-       if(result.did_punch)
-       {
-               setHP(getHP() - result.damage);
-               
 
-               std::string punchername = "nil";
+       bool damage_handled = m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
+                       time_from_last_punch, toolcap, dir, result.did_punch ? result.damage : 0);
 
-               if ( puncher != 0 )
-                       punchername = puncher->getDescription();
+       if (!damage_handled) {
+               if (result.did_punch) {
+                       setHP((s32)getHP() - result.damage,
+                               PlayerHPChangeReason(PlayerHPChangeReason::SET_HP));
 
-               actionstream<<getDescription()<<" punched by "
-                               <<punchername<<", damage "<<result.damage
-                               <<" hp, health now "<<getHP()<<" hp"<<std::endl;
-               
-               {
-                       std::string str = gob_cmd_punched(result.damage, getHP());
+                       std::string str = gob_cmd_punched(getHP());
                        // create message and add to list
                        ActiveObjectMessage aom(getId(), true, str);
-                       m_messages_out.push_back(aom);
+                       m_messages_out.push(aom);
                }
+       }
 
-               if(getHP() == 0)
-                       m_removed = true;
+       if (getHP() == 0 && !isGone()) {
+               m_pending_removal = true;
+               clearParentAttachment();
+               clearChildAttachments();
+               m_env->getScriptIface()->luaentity_on_death(m_id, puncher);
        }
 
-       m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
-                       time_from_last_punch, toolcap, dir);
+       actionstream << puncher->getDescription() << " (id=" << puncher->getId() <<
+                       ", hp=" << puncher->getHP() << ") punched " <<
+                       getDescription() << " (id=" << m_id << ", hp=" << m_hp <<
+                       "), damage=" << (old_hp - (s32)getHP()) <<
+                       (damage_handled ? " (handled by Lua)" : "") << std::endl;
 
        return result.wear;
 }
 
 void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
 {
-       if(!m_registered)
-               return;
-       // It's best that attachments cannot be clicked
-       if(isAttached())
+       if (!m_registered)
                return;
+
        m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
 }
 
-void LuaEntitySAO::setPos(v3f pos)
+void LuaEntitySAO::setPos(const v3f &pos)
 {
        if(isAttached())
                return;
@@ -762,64 +718,16 @@ std::string LuaEntitySAO::getDescription()
        return os.str();
 }
 
-void LuaEntitySAO::setHP(s16 hp)
+void LuaEntitySAO::setHP(s32 hp, const PlayerHPChangeReason &reason)
 {
-       if(hp < 0) hp = 0;
-       m_hp = hp;
+       m_hp = rangelim(hp, 0, U16_MAX);
 }
 
-s16 LuaEntitySAO::getHP() const
+u16 LuaEntitySAO::getHP() const
 {
        return m_hp;
 }
 
-void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
-{
-       m_armor_groups = armor_groups;
-       m_armor_groups_sent = false;
-}
-
-void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
-{
-       m_animation_range = frame_range;
-       m_animation_speed = frame_speed;
-       m_animation_blend = frame_blend;
-       m_animation_sent = false;
-}
-
-void LuaEntitySAO::setBonePosition(std::string bone, v3f position, v3f rotation)
-{
-       m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
-       m_bone_position_sent = false;
-}
-
-void LuaEntitySAO::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* LuaEntitySAO::accessObjectProperties()
-{
-       return &m_prop;
-}
-
-void LuaEntitySAO::notifyObjectPropertiesModified()
-{
-       m_properties_sent = false;
-}
-
 void LuaEntitySAO::setVelocity(v3f velocity)
 {
        m_velocity = velocity;
@@ -840,22 +748,18 @@ v3f LuaEntitySAO::getAcceleration()
        return m_acceleration;
 }
 
-void LuaEntitySAO::setYaw(float yaw)
-{
-       m_yaw = yaw;
-}
-
-float LuaEntitySAO::getYaw()
-{
-       return m_yaw;
-}
-
 void LuaEntitySAO::setTextureMod(const std::string &mod)
 {
        std::string str = gob_cmd_set_texture_mod(mod);
+       m_current_texture_modifier = mod;
        // create message and add to list
        ActiveObjectMessage aom(getId(), true, str);
-       m_messages_out.push_back(aom);
+       m_messages_out.push(aom);
+}
+
+std::string LuaEntitySAO::getTextureMod() const
+{
+       return m_current_texture_modifier;
 }
 
 void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
@@ -869,7 +773,7 @@ void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
        );
        // create message and add to list
        ActiveObjectMessage aom(getId(), true, str);
-       m_messages_out.push_back(aom);
+       m_messages_out.push(aom);
 }
 
 std::string LuaEntitySAO::getName()
@@ -887,14 +791,14 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
        // If the object is attached client-side, don't waste bandwidth sending its position to clients
        if(isAttached())
                return;
-       
+
        m_last_sent_move_precision = m_base_position.getDistanceFrom(
                        m_last_sent_position);
        m_last_sent_position_timer = 0;
-       m_last_sent_yaw = m_yaw;
        m_last_sent_position = m_base_position;
        m_last_sent_velocity = m_velocity;
        //m_last_sent_acceleration = m_acceleration;
+       m_last_sent_rotation = m_rotation;
 
        float update_interval = m_env->getSendRecommendedInterval();
 
@@ -902,17 +806,18 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
                m_base_position,
                m_velocity,
                m_acceleration,
-               m_yaw,
+               m_rotation,
                do_interpolate,
                is_movement_end,
                update_interval
        );
        // create message and add to list
        ActiveObjectMessage aom(getId(), false, str);
-       m_messages_out.push_back(aom);
+       m_messages_out.push(aom);
 }
 
-bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
+bool LuaEntitySAO::getCollisionBox(aabb3f *toset) const
+{
        if (m_prop.physical)
        {
                //update collision box
@@ -928,7 +833,20 @@ bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
        return false;
 }
 
-bool LuaEntitySAO::collideWithObjects(){
+bool LuaEntitySAO::getSelectionBox(aabb3f *toset) const
+{
+       if (!m_prop.is_visible || !m_prop.pointable) {
+               return false;
+       }
+
+       toset->MinEdge = m_prop.selectionbox.MinEdge * BS;
+       toset->MaxEdge = m_prop.selectionbox.MaxEdge * BS;
+
+       return true;
+}
+
+bool LuaEntitySAO::collideWithObjects() const
+{
        return m_prop.collideWithObjects;
 }
 
@@ -938,71 +856,63 @@ bool LuaEntitySAO::collideWithObjects(){
 
 // No prototype, PlayerSAO does not need to be deserialized
 
-PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
-               const std::set<std::string> &privs, bool is_singleplayer):
-       ServerActiveObject(env_, v3f(0,0,0)),
+PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, session_t peer_id_,
+               bool is_singleplayer):
+       UnitSAO(env_, v3f(0,0,0)),
        m_player(player_),
        m_peer_id(peer_id_),
-       m_inventory(NULL),
-       m_damage(0),
-       m_last_good_position(0,0,0),
-       m_time_from_last_punch(0),
-       m_nocheat_dig_pos(32767, 32767, 32767),
-       m_nocheat_dig_time(0),
-       m_wield_index(0),
-       m_position_not_sent(false),
-       m_armor_groups_sent(false),
-       m_properties_sent(true),
-       m_privs(privs),
-       m_is_singleplayer(is_singleplayer),
-       m_animation_speed(0),
-       m_animation_blend(0),
-       m_animation_sent(false),
-       m_bone_position_sent(false),
-       m_attachment_parent_id(0),
-       m_attachment_sent(false),
-       // public
-       m_moved(false),
-       m_inventory_not_sent(false),
-       m_hp_not_sent(false),
-       m_breath_not_sent(false),
-       m_wielded_item_not_sent(false),
-       m_physics_override_speed(1),
-       m_physics_override_jump(1),
-       m_physics_override_gravity(1),
-       m_physics_override_sneak(true),
-       m_physics_override_sneak_glitch(true),
-       m_physics_override_sent(false)
-{
-       assert(m_player);
-       assert(m_peer_id != 0);
-       setBasePosition(m_player->getPosition());
-       m_inventory = &m_player->inventory;
-       m_armor_groups["fleshy"] = 100;
+       m_is_singleplayer(is_singleplayer)
+{
+       assert(m_peer_id != 0); // pre-condition
 
-       m_prop.hp_max = PLAYER_MAX_HP;
+       m_prop.hp_max = PLAYER_MAX_HP_DEFAULT;
+       m_prop.breath_max = PLAYER_MAX_BREATH_DEFAULT;
        m_prop.physical = false;
        m_prop.weight = 75;
-       m_prop.collisionbox = core::aabbox3d<f32>(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
-       // start of default appearance, this should be overwritten by LUA
+       m_prop.collisionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
+       m_prop.selectionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
+       m_prop.pointable = true;
+       // Start of default appearance, this should be overwritten by Lua
        m_prop.visual = "upright_sprite";
-       m_prop.visual_size = v2f(1, 2);
+       m_prop.visual_size = v3f(1, 2, 1);
        m_prop.textures.clear();
-       m_prop.textures.push_back("player.png");
-       m_prop.textures.push_back("player_back.png");
+       m_prop.textures.emplace_back("player.png");
+       m_prop.textures.emplace_back("player_back.png");
        m_prop.colors.clear();
-       m_prop.colors.push_back(video::SColor(255, 255, 255, 255));
+       m_prop.colors.emplace_back(255, 255, 255, 255);
        m_prop.spritediv = v2s16(1,1);
-       // end of default appearance
+       m_prop.eye_height = 1.625f;
+       // End of default appearance
        m_prop.is_visible = true;
+       m_prop.backface_culling = false;
        m_prop.makes_footstep_sound = true;
+       m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT * BS;
+       m_hp = m_prop.hp_max;
+       m_breath = m_prop.breath_max;
+       // Disable zoom in survival mode using a value of 0
+       m_prop.zoom_fov = g_settings->getBool("creative_mode") ? 15.0f : 0.0f;
+
+       if (!g_settings->getBool("enable_damage"))
+               m_armor_groups["immortal"] = 1;
 }
 
 PlayerSAO::~PlayerSAO()
 {
        if(m_inventory != &m_player->inventory)
                delete m_inventory;
+}
 
+void PlayerSAO::finalize(RemotePlayer *player, const std::set<std::string> &privs)
+{
+       assert(player);
+       m_player = player;
+       m_privs = privs;
+       m_inventory = &m_player->inventory;
+}
+
+v3f PlayerSAO::getEyeOffset() const
+{
+       return v3f(0, BS * m_prop.eye_height, 0);
 }
 
 std::string PlayerSAO::getDescription()
@@ -1014,117 +924,168 @@ std::string PlayerSAO::getDescription()
 void PlayerSAO::addedToEnvironment(u32 dtime_s)
 {
        ServerActiveObject::addedToEnvironment(dtime_s);
-       ServerActiveObject::setBasePosition(m_player->getPosition());
+       ServerActiveObject::setBasePosition(m_base_position);
        m_player->setPlayerSAO(this);
-       m_player->peer_id = m_peer_id;
-       m_last_good_position = m_player->getPosition();
+       m_player->setPeerId(m_peer_id);
+       m_last_good_position = m_base_position;
 }
 
 // Called before removing from environment
 void PlayerSAO::removingFromEnvironment()
 {
        ServerActiveObject::removingFromEnvironment();
-       if(m_player->getPlayerSAO() == this)
-       {
-               m_player->setPlayerSAO(NULL);
-               m_player->peer_id = 0;
-               m_env->savePlayer(m_player->getName());
-               m_env->removePlayer(m_player->getName());
+       if (m_player->getPlayerSAO() == this) {
+               unlinkPlayerSessionAndSave();
+               for (u32 attached_particle_spawner : m_attached_particle_spawners) {
+                       m_env->deleteParticleSpawner(attached_particle_spawner, false);
+               }
        }
 }
 
-bool PlayerSAO::isStaticAllowed() const
-{
-       return false;
-}
-
 std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
 {
        std::ostringstream os(std::ios::binary);
 
-       if(protocol_version >= 15)
-       {
-               writeU8(os, 1); // version
-               os<<serializeString(m_player->getName()); // name
-               writeU8(os, 1); // is_player
-               writeS16(os, getId()); //id
-               writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
-               writeF1000(os, m_player->getYaw());
-               writeS16(os, getHP());
-
-               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
+       // Protocol >= 15
+       writeU8(os, 1); // version
+       os << serializeString(m_player->getName()); // name
+       writeU8(os, 1); // is_player
+       writeS16(os, getId()); // id
+       writeV3F32(os, m_base_position);
+       writeV3F32(os, m_rotation);
+       writeU16(os, getHP());
+
+       std::ostringstream msg_os(std::ios::binary);
+       msg_os << serializeLongString(getPropertyPacket()); // message 1
+       msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+       msg_os << serializeLongString(gob_cmd_update_animation(
+               m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
+       for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
+                       ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
+               msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
+                       (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
        }
-       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
+       msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
+               m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
+       msg_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, m_physics_override_new_move)); // 5
+       // (GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only.
+       msg_os << serializeLongString(gob_cmd_update_nametag_attributes(m_prop.nametag_color)); // 6
+       int message_count = 6 + m_bone_position.size();
+       for (std::unordered_set<int>::const_iterator ii = m_attachment_child_ids.begin();
+                       ii != m_attachment_child_ids.end(); ++ii) {
+               if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
+                       message_count++;
+                       msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
+                               obj->getClientInitializationData(protocol_version)));
+               }
        }
 
+       writeU8(os, message_count);
+       os.write(msg_os.str().c_str(), msg_os.str().size());
+
        // return result
        return os.str();
 }
 
-std::string PlayerSAO::getStaticData()
+void PlayerSAO::getStaticData(std::string * result) const
 {
-       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;
+       FATAL_ERROR("Deprecated function");
 }
 
 void PlayerSAO::step(float dtime, bool send_recommended)
 {
-       if(!m_properties_sent)
-       {
+       if (!isImmortal() && m_drowning_interval.step(dtime, 2.0f)) {
+               // Get nose/mouth position, approximate with eye position
+               v3s16 p = floatToInt(getEyePosition(), BS);
+               MapNode n = m_env->getMap().getNodeNoEx(p);
+               const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
+               // If node generates drown
+               if (c.drowning > 0 && m_hp > 0) {
+                       if (m_breath > 0)
+                               setBreath(m_breath - 1);
+
+                       // No more breath, damage player
+                       if (m_breath == 0) {
+                               PlayerHPChangeReason reason(PlayerHPChangeReason::DROWNING);
+                               setHP(m_hp - c.drowning, reason);
+                               m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
+                       }
+               }
+       }
+
+       if (m_breathing_interval.step(dtime, 0.5f)) {
+               // Get nose/mouth position, approximate with eye position
+               v3s16 p = floatToInt(getEyePosition(), BS);
+               MapNode n = m_env->getMap().getNodeNoEx(p);
+               const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
+               // If player is alive & no drowning & not in ignore, breathe
+               if (m_breath < m_prop.breath_max &&
+                               c.drowning == 0 && n.getContent() != CONTENT_IGNORE && m_hp > 0)
+                       setBreath(m_breath + 1);
+       }
+
+       if (!isImmortal() && m_node_hurt_interval.step(dtime, 1.0f)) {
+               u32 damage_per_second = 0;
+               std::string nodename;
+               // Lowest and highest damage points are 0.1 within collisionbox
+               float dam_top = m_prop.collisionbox.MaxEdge.Y - 0.1f;
+
+               // Sequence of damage points, starting 0.1 above feet and progressing
+               // upwards in 1 node intervals, stopping below top damage point.
+               for (float dam_height = 0.1f; dam_height < dam_top; dam_height++) {
+                       v3s16 p = floatToInt(m_base_position +
+                               v3f(0.0f, dam_height * BS, 0.0f), BS);
+                       MapNode n = m_env->getMap().getNodeNoEx(p);
+                       const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
+                       if (c.damage_per_second > damage_per_second) {
+                               damage_per_second = c.damage_per_second;
+                               nodename = c.name;
+                       }
+               }
+
+               // Top damage point
+               v3s16 ptop = floatToInt(m_base_position +
+                       v3f(0.0f, dam_top * BS, 0.0f), BS);
+               MapNode ntop = m_env->getMap().getNodeNoEx(ptop);
+               const ContentFeatures &c = m_env->getGameDef()->ndef()->get(ntop);
+               if (c.damage_per_second > damage_per_second) {
+                       damage_per_second = c.damage_per_second;
+                       nodename = c.name;
+               }
+
+               if (damage_per_second != 0 && m_hp > 0) {
+                       s32 newhp = (s32)m_hp - (s32)damage_per_second;
+                       PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE, nodename);
+                       setHP(newhp, reason);
+                       m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
+               }
+       }
+
+       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);
+               m_messages_out.push(aom);
        }
 
        // If attached, check that our parent is still there. If it isn't, detach.
-       if(m_attachment_parent_id && !isAttached())
-       {
+       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;
+               m_attachment_position = v3f(0.0f, 0.0f, 0.0f);
+               m_attachment_rotation = v3f(0.0f, 0.0f, 0.0f);
+               setBasePosition(m_last_good_position);
+               m_env->getGameDef()->SendMovePlayer(m_peer_id);
        }
 
        //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;
+       const float LAG_POOL_MIN = 5.0f;
+       float lag_pool_max = m_env->getMaxLagEstimate() * 2.0f;
        if(lag_pool_max < LAG_POOL_MIN)
                lag_pool_max = LAG_POOL_MIN;
        m_dig_pool.setMax(lag_pool_max);
@@ -1133,138 +1094,187 @@ void PlayerSAO::step(float dtime, bool send_recommended)
        // Increment cheat prevention timers
        m_dig_pool.add(dtime);
        m_move_pool.add(dtime);
+       m_time_from_last_teleport += 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())
-       {
+       // 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);
+               setBasePosition(pos);
        }
 
-       if(send_recommended == false)
+       if (!send_recommended)
                return;
 
-       // If the object is attached client-side, don't waste bandwidth sending its position to clients
-       if(m_position_not_sent && !isAttached())
-       {
+       // If the object is attached client-side, don't waste bandwidth sending its
+       // position or rotation 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
+               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);
+                       pos = m_base_position;
+
                std::string str = gob_cmd_update_position(
                        pos,
-                       v3f(0,0,0),
-                       v3f(0,0,0),
-                       m_player->getYaw(),
+                       v3f(0.0f, 0.0f, 0.0f),
+                       v3f(0.0f, 0.0f, 0.0f),
+                       m_rotation,
                        true,
                        false,
                        update_interval
                );
                // create message and add to list
                ActiveObjectMessage aom(getId(), false, str);
-               m_messages_out.push_back(aom);
+               m_messages_out.push(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){
+       if (!m_armor_groups_sent) {
                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);
+               m_messages_out.push(aom);
        }
 
-       if(m_physics_override_sent == false){
+       if (!m_physics_override_sent) {
                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);
+                               m_physics_override_sneak, m_physics_override_sneak_glitch,
+                               m_physics_override_new_move);
                // create message and add to list
                ActiveObjectMessage aom(getId(), true, str);
-               m_messages_out.push_back(aom);
+               m_messages_out.push(aom);
        }
 
-       if(m_animation_sent == false){
+       if (!m_animation_sent) {
                m_animation_sent = true;
-               std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
+               std::string str = gob_cmd_update_animation(
+                       m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
                // create message and add to list
                ActiveObjectMessage aom(getId(), true, str);
-               m_messages_out.push_back(aom);
+               m_messages_out.push(aom);
        }
 
-       if(m_bone_position_sent == false){
+       if (!m_bone_position_sent) {
                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);
+               for (std::unordered_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);
+                       m_messages_out.push(aom);
                }
        }
 
-       if(m_attachment_sent == false){
+       if (!m_attachment_sent) {
                m_attachment_sent = true;
-               std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
+               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);
+               m_messages_out.push(aom);
        }
 }
 
 void PlayerSAO::setBasePosition(const v3f &position)
 {
+       if (m_player && position != m_base_position)
+               m_player->setDirty(true);
+
        // This needs to be ran for attachments too
        ServerActiveObject::setBasePosition(position);
-       m_position_not_sent = true;
+
+       // Updating is not wanted/required for player migration
+       if (m_env) {
+               m_position_not_sent = true;
+       }
 }
 
-void PlayerSAO::setPos(v3f pos)
+void PlayerSAO::setPos(const v3f &pos)
 {
        if(isAttached())
                return;
-       m_player->setPosition(pos);
+
+       // Send mapblock of target location
+       v3s16 blockpos = v3s16(pos.X / MAP_BLOCKSIZE, pos.Y / MAP_BLOCKSIZE, pos.Z / MAP_BLOCKSIZE);
+       m_env->getGameDef()->SendBlock(m_peer_id, blockpos);
+
+       setBasePosition(pos);
        // Movement caused by this command is always valid
        m_last_good_position = pos;
-       // Force position change on client
-       m_moved = true;
+       m_move_pool.empty();
+       m_time_from_last_teleport = 0.0;
+       m_env->getGameDef()->SendMovePlayer(m_peer_id);
 }
 
 void PlayerSAO::moveTo(v3f pos, bool continuous)
 {
        if(isAttached())
                return;
-       m_player->setPosition(pos);
+
+       setBasePosition(pos);
        // Movement caused by this command is always valid
        m_last_good_position = pos;
-       // Force position change on client
-       m_moved = true;
+       m_move_pool.empty();
+       m_time_from_last_teleport = 0.0;
+       m_env->getGameDef()->SendMovePlayer(m_peer_id);
+}
+
+void PlayerSAO::setPlayerYaw(const float yaw)
+{
+       v3f rotation(0, yaw, 0);
+       if (m_player && yaw != m_rotation.Y)
+               m_player->setDirty(true);
+
+       // Set player model yaw, not look view
+       UnitSAO::setRotation(rotation);
 }
 
-void PlayerSAO::setYaw(float yaw)
+void PlayerSAO::setFov(const float fov)
 {
-       m_player->setYaw(yaw);
-       // Force change on client
-       m_moved = true;
+       if (m_player && fov != m_fov)
+               m_player->setDirty(true);
+
+       m_fov = fov;
+}
+
+void PlayerSAO::setWantedRange(const s16 range)
+{
+       if (m_player && range != m_wanted_range)
+               m_player->setDirty(true);
+
+       m_wanted_range = range;
 }
 
-void PlayerSAO::setPitch(float pitch)
+void PlayerSAO::setPlayerYawAndSend(const float yaw)
 {
-       m_player->setPitch(pitch);
-       // Force change on client
-       m_moved = true;
+       setPlayerYaw(yaw);
+       m_env->getGameDef()->SendMovePlayer(m_peer_id);
+}
+
+void PlayerSAO::setLookPitch(const float pitch)
+{
+       if (m_player && pitch != m_pitch)
+               m_player->setDirty(true);
+
+       m_pitch = pitch;
+}
+
+void PlayerSAO::setLookPitchAndSend(const float pitch)
+{
+       setLookPitch(pitch);
+       m_env->getGameDef()->SendMovePlayer(m_peer_id);
 }
 
 int PlayerSAO::punch(v3f dir,
@@ -1272,142 +1282,86 @@ int PlayerSAO::punch(v3f dir,
        ServerActiveObject *puncher,
        float time_from_last_punch)
 {
-       // It's best that attachments cannot be punched 
-       if(isAttached())
+       if (!toolcap)
                return 0;
 
-       if(!toolcap)
-               return 0;
+       FATAL_ERROR_IF(!puncher, "Punch action called without SAO");
 
        // 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());
+       if (!g_settings->getBool("enable_pvp")) {
+               if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
+                       std::string str = gob_cmd_punched(getHP());
                        // create message and add to list
                        ActiveObjectMessage aom(getId(), true, str);
-                       m_messages_out.push_back(aom);
+                       m_messages_out.push(aom);
                        return 0;
                }
        }
 
+       s32 old_hp = getHP();
        HitParams hitparams = getHitParams(m_armor_groups, toolcap,
                        time_from_last_punch);
 
-       std::string punchername = "nil";
+       PlayerSAO *playersao = m_player->getPlayerSAO();
 
-       if ( puncher != 0 )
-               punchername = puncher->getDescription();
+       bool damage_handled = m_env->getScriptIface()->on_punchplayer(playersao,
+                               puncher, time_from_last_punch, toolcap, dir,
+                               hitparams.hp);
 
-       actionstream<<"Player "<<m_player->getName()<<" punched by "
-                       <<punchername<<", damage "<<hitparams.hp
-                       <<" HP"<<std::endl;
+       if (!damage_handled) {
+               setHP((s32)getHP() - (s32)hitparams.hp,
+                               PlayerHPChangeReason(PlayerHPChangeReason::PLAYER_PUNCH, puncher));
+       } else { // override client prediction
+               if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
+                       std::string str = gob_cmd_punched(getHP());
+                       // create message and add to list
+                       ActiveObjectMessage aom(getId(), true, str);
+                       m_messages_out.push(aom);
+               }
+       }
 
-       setHP(getHP() - hitparams.hp);
+       actionstream << puncher->getDescription() << " (id=" << puncher->getId() <<
+               ", hp=" << puncher->getHP() << ") punched " <<
+               getDescription() << " (id=" << m_id << ", hp=" << m_hp <<
+               "), damage=" << (old_hp - (s32)getHP()) <<
+               (damage_handled ? " (handled by Lua)" : "") << std::endl;
 
        return hitparams.wear;
 }
 
-void PlayerSAO::rightClick(ServerActiveObject *clicker)
+void PlayerSAO::setHP(s32 hp, const PlayerHPChangeReason &reason)
 {
-}
+       s32 oldhp = m_hp;
 
-s16 PlayerSAO::getHP() const
-{
-       return m_player->hp;
-}
-
-s16 PlayerSAO::readDamage()
-{
-       s16 damage = m_damage;
-       m_damage = 0;
-       return damage;
-}
+       hp = rangelim(hp, 0, m_prop.hp_max);
 
-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 (oldhp != hp) {
+               s32 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp, reason);
+               if (hp_change == 0)
+                       return;
 
-       if(hp < oldhp && g_settings->getBool("enable_damage") == false)
-       {
-               m_hp_not_sent = true; // fix wrong prediction on client
-               return;
+               hp = rangelim(oldhp + hp_change, 0, m_prop.hp_max);
        }
 
-       m_player->hp = hp;
+       if (hp < oldhp && isImmortal())
+               return;
 
-       if(hp != oldhp) {
-               m_hp_not_sent = true;
-               if(oldhp > hp)
-                       m_damage += oldhp - hp;
-       }
+       m_hp = hp;
 
        // Update properties on death
-       if((hp == 0) != (oldhp == 0))
+       if ((hp == 0) != (oldhp == 0))
                m_properties_sent = false;
 }
 
-u16 PlayerSAO::getBreath() const
-{
-       return m_player->getBreath();
-}
-
-void PlayerSAO::setBreath(u16 breath)
+void PlayerSAO::setBreath(const u16 breath, bool send)
 {
-       m_player->setBreath(breath);
-}
+       if (m_player && breath != m_breath)
+               m_player->setDirty(true);
 
-void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
-{
-       m_armor_groups = armor_groups;
-       m_armor_groups_sent = false;
-}
+       m_breath = rangelim(breath, 0, m_prop.breath_max);
 
-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;
+       if (send)
+               m_env->getGameDef()->SendPlayerBreath(this);
 }
 
 Inventory* PlayerSAO::getInventory()
@@ -1426,14 +1380,47 @@ InventoryLocation PlayerSAO::getInventoryLocation() const
        return loc;
 }
 
-void PlayerSAO::setInventoryModified()
+std::string PlayerSAO::getWieldList() const
 {
-       m_inventory_not_sent = true;
+       return "main";
 }
 
-std::string PlayerSAO::getWieldList() const
+ItemStack PlayerSAO::getWieldedItem() const
 {
-       return "main";
+       const Inventory *inv = getInventory();
+       ItemStack ret;
+       const InventoryList *mlist = inv->getList(getWieldList());
+       if (mlist && getWieldIndex() < (s32)mlist->getSize())
+               ret = mlist->getItem(getWieldIndex());
+       return ret;
+}
+
+ItemStack PlayerSAO::getWieldedItemOrHand() const
+{
+       const Inventory *inv = getInventory();
+       ItemStack ret;
+       const InventoryList *mlist = inv->getList(getWieldList());
+       if (mlist && getWieldIndex() < (s32)mlist->getSize())
+               ret = mlist->getItem(getWieldIndex());
+       if (ret.name.empty()) {
+               const InventoryList *hlist = inv->getList("hand");
+               if (hlist)
+                       ret = hlist->getItem(0);
+       }
+       return ret;
+}
+
+bool PlayerSAO::setWieldedItem(const ItemStack &item)
+{
+       Inventory *inv = getInventory();
+       if (inv) {
+               InventoryList *mlist = inv->getList(getWieldList());
+               if (mlist) {
+                       mlist->changeItem(getWieldIndex(), item);
+                       return true;
+               }
+       }
+       return false;
 }
 
 int PlayerSAO::getWieldIndex() const
@@ -1443,22 +1430,24 @@ int PlayerSAO::getWieldIndex() const
 
 void PlayerSAO::setWieldIndex(int i)
 {
-       if(i != m_wield_index)
-       {
+       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;
-       }
+       m_pending_removal = true;
+}
+
+void PlayerSAO::unlinkPlayerSessionAndSave()
+{
+       assert(m_player->getPlayerSAO() == this);
+       m_player->setPeerId(PEER_ID_INEXISTENT);
+       m_env->savePlayer(m_player);
+       m_player->setPlayerSAO(NULL);
+       m_env->removePlayer(m_player);
 }
 
 std::string PlayerSAO::getPropertyPacket()
@@ -1469,71 +1458,97 @@ std::string PlayerSAO::getPropertyPacket()
 
 bool PlayerSAO::checkMovementCheat()
 {
-       bool cheated = false;
-       if(isAttached() || m_is_singleplayer ||
-                       g_settings->getBool("disable_anticheat"))
-       {
-               m_last_good_position = m_player->getPosition();
+       if (isAttached() || m_is_singleplayer ||
+                       g_settings->getBool("disable_anticheat")) {
+               m_last_good_position = m_base_position;
+               return false;
        }
+
+       bool cheated = false;
+       /*
+               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_walk = 0; // horizontal movement
+       float player_max_jump = 0; // vertical upwards movement
+
+       if (m_privs.count("fast") != 0)
+               player_max_walk = m_player->movement_speed_fast; // Fast speed
        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;
+               player_max_walk = m_player->movement_speed_walk; // Normal speed
+       player_max_walk *= m_physics_override_speed;
+       player_max_jump = m_player->movement_speed_jump * m_physics_override_jump;
+       // FIXME: Bouncy nodes cause practically unbound increase in Y speed,
+       //        until this can be verified correctly, tolerate higher jumping speeds
+       player_max_jump *= 2.0;
+
+       // Don't divide by zero!
+       if (player_max_walk < 0.0001f)
+               player_max_walk = 0.0001f;
+       if (player_max_jump < 0.0001f)
+               player_max_jump = 0.0001f;
+
+       v3f diff = (m_base_position - m_last_good_position);
+       float d_vert = diff.Y;
+       diff.Y = 0;
+       float d_horiz = diff.getLength();
+       float required_time = d_horiz / player_max_walk;
+
+       // FIXME: Checking downwards movement is not easily possible currently,
+       //        the server could calculate speed differences to examine the gravity
+       if (d_vert > 0) {
+               // In certain cases (water, ladders) walking speed is applied vertically
+               float s = MYMAX(player_max_jump, player_max_walk);
+               required_time = MYMAX(required_time, d_vert / s);
+       }
+
+       if (m_move_pool.grab(required_time)) {
+               m_last_good_position = m_base_position;
+       } else {
+               const float LAG_POOL_MIN = 5.0;
+               float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
+               lag_pool_max = MYMAX(lag_pool_max, LAG_POOL_MIN);
+               if (m_time_from_last_teleport > lag_pool_max) {
+                       actionstream << "Player " << m_player->getName()
+                                       << " moved too fast; resetting position"
+                                       << std::endl;
                        cheated = true;
                }
+               setBasePosition(m_last_good_position);
        }
        return cheated;
 }
 
-bool PlayerSAO::getCollisionBox(aabb3f *toset) {
+bool PlayerSAO::getCollisionBox(aabb3f *toset) const
+{
        //update collision box
-       *toset = m_player->getCollisionbox();
+       toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
+       toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
 
        toset->MinEdge += m_base_position;
        toset->MaxEdge += m_base_position;
-
        return true;
 }
 
-bool PlayerSAO::collideWithObjects(){
+bool PlayerSAO::getSelectionBox(aabb3f *toset) const
+{
+       if (!m_prop.is_visible || !m_prop.pointable) {
+               return false;
+       }
+
+       toset->MinEdge = m_prop.selectionbox.MinEdge * BS;
+       toset->MaxEdge = m_prop.selectionbox.MaxEdge * BS;
+
        return true;
 }
 
+float PlayerSAO::getZoomFOV() const
+{
+       return m_prop.zoom_fov;
+}