/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
#include "tool.h" // For ToolCapabilities
#include "gamedef.h"
#include "player.h"
-#include "scriptapi.h"
+#include "scripting_game.h"
#include "genericobject.h"
#include "util/serialize.h"
+#include "util/mathconstants.h"
-core::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
+std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
/*
DummyLoadSAO
infostream<<"DummyLoadSAO step"<<std::endl;
}
+ bool getCollisionBox(aabb3f *toset) {
+ return false;
+ }
+
+ bool collideWithObjects() {
+ return false;
+ }
+
private:
};
}
}
+ bool getCollisionBox(aabb3f *toset) {
+ return false;
+ }
+
+ bool collideWithObjects() {
+ return false;
+ }
+
private:
float m_timer1;
float m_age;
v3f pos_f_old = pos_f;
v3f accel_f = v3f(0,0,0);
f32 stepheight = 0;
- IGameDef *gamedef = m_env->getGameDef();
- moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
+ moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
pos_max_d, box, stepheight, dtime,
pos_f, m_speed_f, accel_f);
if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
{
- // TODO: We shouldn't be sending this when the object is attached, but we can't check m_parent here
setBasePosition(pos_f);
m_last_sent_position = pos_f;
}
}
- std::string getClientInitializationData()
+ std::string getClientInitializationData(u16 protocol_version)
{
std::ostringstream os(std::ios::binary);
// version
return 0;
}
+ bool getCollisionBox(aabb3f *toset) {
+ return false;
+ }
+
+ bool collideWithObjects() {
+ return false;
+ }
private:
std::string m_itemstring;
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_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)
{
// Only register type if no environment supplied
if(env == NULL){
}
// Initialize something to armor groups
- m_armor_groups["fleshy"] = 3;
- m_armor_groups["snappy"] = 2;
+ m_armor_groups["fleshy"] = 100;
}
LuaEntitySAO::~LuaEntitySAO()
{
if(m_registered){
- lua_State *L = m_env->getLua();
- scriptapi_luaentity_rm(L, m_id);
+ m_env->getScriptIface()->luaentity_Remove(m_id);
}
}
ServerActiveObject::addedToEnvironment(dtime_s);
// Create entity from name
- lua_State *L = m_env->getLua();
- m_registered = scriptapi_luaentity_add(L, m_id, m_init_name.c_str());
- m_parent = NULL;
+ m_registered = m_env->getScriptIface()->
+ luaentity_Add(m_id, m_init_name.c_str());
if(m_registered){
// Get properties
- scriptapi_luaentity_get_properties(L, m_id, &m_prop);
+ m_env->getScriptIface()->
+ luaentity_GetProperties(m_id, &m_prop);
// Initialize HP from properties
m_hp = m_prop.hp_max;
// Activate entity, supplying serialized state
- scriptapi_luaentity_activate(L, m_id, m_init_state.c_str(), dtime_s);
+ m_env->getScriptIface()->
+ luaentity_Activate(m_id, m_init_state.c_str(), dtime_s);
}
}
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)
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);
+ sendPosition(false, true);
+ }
+
m_last_sent_position_timer += dtime;
-
- if(m_parent != NULL)
+
+ // 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())
{
- // REMAINING ATTACHMENT ISSUES:
- // This is causing a segmentation fault, investigate why!
- //m_base_position = m_parent->getBasePosition();
+ v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
+ m_base_position = pos;
m_velocity = v3f(0,0,0);
m_acceleration = v3f(0,0,0);
}
box.MaxEdge *= BS;
collisionMoveResult moveresult;
f32 pos_max_d = BS*0.25; // Distance per iteration
- f32 stepheight = 0; // Maximum climbable step height
v3f p_pos = m_base_position;
v3f p_velocity = m_velocity;
v3f p_acceleration = m_acceleration;
- IGameDef *gamedef = m_env->getGameDef();
- moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
- pos_max_d, box, stepheight, dtime,
- p_pos, p_velocity, p_acceleration);
+ moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
+ pos_max_d, box, m_prop.stepheight, dtime,
+ p_pos, p_velocity, p_acceleration,
+ this, m_prop.collideWithObjects);
+
// Apply results
m_base_position = p_pos;
m_velocity = p_velocity;
* dtime * m_acceleration;
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_registered){
- lua_State *L = m_env->getLua();
- scriptapi_luaentity_step(L, m_id, dtime);
+ m_env->getScriptIface()->luaentity_Step(m_id, dtime);
}
if(send_recommended == false)
return;
-
- // TODO: force send when acceleration changes enough?
- float minchange = 0.2*BS;
- if(m_last_sent_position_timer > 1.0){
- minchange = 0.01*BS;
- } else if(m_last_sent_position_timer > 0.2){
- minchange = 0.05*BS;
- }
- 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){
- sendPosition(true, false);
+
+ if(!isAttached())
+ {
+ // TODO: force send when acceleration changes enough?
+ float minchange = 0.2*BS;
+ if(m_last_sent_position_timer > 1.0){
+ minchange = 0.01*BS;
+ } else if(m_last_sent_position_timer > 0.2){
+ minchange = 0.05*BS;
+ }
+ 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){
+ sendPosition(true, false);
+ }
}
if(m_armor_groups_sent == false){
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);
+ }
}
-std::string LuaEntitySAO::getClientInitializationData()
+std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
{
std::ostringstream os(std::ios::binary);
- writeU8(os, 0); // version
- os<<serializeString(""); // name
- writeS16(os, getId()); //id
- 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
+
+ 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
+ }
+ 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
+ }
+
// return result
return os.str();
}
os<<serializeString(m_init_name);
// state
if(m_registered){
- lua_State *L = m_env->getLua();
- std::string state = scriptapi_luaentity_get_staticdata(L, m_id);
+ std::string state = m_env->getScriptIface()->
+ luaentity_GetStaticdata(m_id);
os<<serializeLongString(state);
} else {
os<<serializeLongString(m_init_state);
}
// It's best that attachments cannot be punched
- if(m_parent != NULL)
+ if(isAttached())
return 0;
ItemStack *punchitem = NULL;
{
setHP(getHP() - result.damage);
+
+ std::string punchername = "nil";
+
+ if ( puncher != 0 )
+ punchername = puncher->getDescription();
+
actionstream<<getDescription()<<" punched by "
- <<puncher->getDescription()<<", damage "<<result.damage
+ <<punchername<<", damage "<<result.damage
<<" hp, health now "<<getHP()<<" hp"<<std::endl;
{
m_removed = true;
}
- lua_State *L = m_env->getLua();
- scriptapi_luaentity_punch(L, m_id, puncher,
+ m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
time_from_last_punch, toolcap, dir);
return result.wear;
{
if(!m_registered)
return;
- lua_State *L = m_env->getLua();
- scriptapi_luaentity_rightclick(L, m_id, clicker);
+ // It's best that attachments cannot be clicked
+ if(isAttached())
+ return;
+ m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
}
void LuaEntitySAO::setPos(v3f pos)
{
- if(m_parent != NULL)
+ if(isAttached())
return;
m_base_position = pos;
sendPosition(false, true);
void LuaEntitySAO::moveTo(v3f pos, bool continuous)
{
- if(m_parent != NULL)
+ if(isAttached())
return;
m_base_position = pos;
if(!continuous)
m_armor_groups_sent = false;
}
-void LuaEntitySAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
+void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
{
- std::string str = gob_cmd_set_animations(frames, frame_speed, frame_blend);
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_animation_range = frame_range;
+ m_animation_speed = frame_speed;
+ m_animation_blend = frame_blend;
+ m_animation_sent = false;
}
-void LuaEntitySAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
+void LuaEntitySAO::setBonePosition(std::string bone, v3f position, v3f rotation)
{
- std::string str = gob_cmd_set_bone_posrot(bone, position, rotation);
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
+ m_bone_position_sent = false;
}
-void LuaEntitySAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation)
+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 would see them following the parent
- // instead of sticking to it, plus we can't read and attach to skeletal bones.
+ // 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 can break some things, so we also give the server the most accurate representation
- // even if players will only see the client changes since they override server-sent position.
-
- // Server attachment:
- m_parent = parent;
+ // This breaks some things so we also give the server the most accurate representation
+ // even if players only see the client changes.
- // Client attachment:
- std::string str = gob_cmd_set_attachment(parent->getId(), bone, position, rotation);
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ 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()
void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
{
- if(m_parent != NULL)
+ // 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_messages_out.push_back(aom);
}
+bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
+ if (m_prop.physical)
+ {
+ //update collision box
+ 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;
+ }
+
+ return false;
+}
+
+bool LuaEntitySAO::collideWithObjects(){
+ return m_prop.collideWithObjects;
+}
+
/*
PlayerSAO
*/
m_player(player_),
m_peer_id(peer_id_),
m_inventory(NULL),
+ m_damage(0),
m_last_good_position(0,0,0),
- m_last_good_position_age(0),
m_time_from_last_punch(0),
m_nocheat_dig_pos(32767, 32767, 32767),
m_nocheat_dig_time(0),
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_teleported(false),
+ m_moved(false),
m_inventory_not_sent(false),
m_hp_not_sent(false),
- m_wielded_item_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_sent(false)
{
assert(m_player);
assert(m_peer_id != 0);
setBasePosition(m_player->getPosition());
m_inventory = &m_player->inventory;
- m_armor_groups["choppy"] = 2;
- m_armor_groups["fleshy"] = 3;
+ m_armor_groups["fleshy"] = 100;
m_prop.hp_max = PLAYER_MAX_HP;
m_prop.physical = false;
m_prop.colors.push_back(video::SColor(255, 255, 255, 255));
m_prop.spritediv = v2s16(1,1);
// end of default appearance
- m_prop.is_visible = (getHP() != 0); // TODO: Use a death animation instead for mesh players
+ m_prop.is_visible = true;
m_prop.makes_footstep_sound = true;
}
{
ServerActiveObject::addedToEnvironment(dtime_s);
ServerActiveObject::setBasePosition(m_player->getPosition());
- m_parent = NULL;
m_player->setPlayerSAO(this);
m_player->peer_id = m_peer_id;
m_last_good_position = m_player->getPosition();
- m_last_good_position_age = 0.0;
}
// Called before removing from environment
return g_settings->getBool("unlimited_player_transfer_distance");
}
-std::string PlayerSAO::getClientInitializationData()
+std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
{
std::ostringstream os(std::ios::binary);
- writeU8(os, 0); // 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, 2); // number of messages stuffed in here
- os<<serializeLongString(getPropertyPacket()); // message 1
- os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+
+ 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)); // 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();
}
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;
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;
- if(m_parent == NULL)
+ // 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())
{
- if(m_is_singleplayer || g_settings->getBool("disable_anticheat"))
- {
- m_last_good_position = m_player->getPosition();
- m_last_good_position_age = 0;
- }
- 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 = BS * 20;
- player_max_speed_up = BS * 20;
- } else {
- // Normal speed
- player_max_speed = BS * 4.0;
- player_max_speed_up = BS * 4.0;
- }
- // Tolerance
- player_max_speed *= 2.5;
- player_max_speed_up *= 2.5;
-
- m_last_good_position_age += dtime;
- if(m_last_good_position_age >= 1.0){
- float age = m_last_good_position_age;
- v3f diff = (m_player->getPosition() - m_last_good_position);
- float d_vert = diff.Y;
- diff.Y = 0;
- float d_horiz = diff.getLength();
- /*infostream<<m_player->getName()<<"'s horizontal speed is "
- <<(d_horiz/age)<<std::endl;*/
- if(d_horiz <= age * player_max_speed &&
- (d_vert < 0 || d_vert < age * player_max_speed_up)){
- 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_teleported = true;
- }
- m_last_good_position_age = 0;
- }
- }
+ 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 and send its position to clients
- if(m_position_not_sent && m_parent == NULL)
+ // 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;
- // REMAINING ATTACHMENT ISSUES:
- // This is causing a segmentation fault, investigate why!
- if(m_parent != NULL)
- pos = m_parent->getBasePosition();
+ 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(
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);
+ // 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)
{
- if(m_parent != NULL)
- return;
+ // This needs to be ran for attachments too
ServerActiveObject::setBasePosition(position);
m_position_not_sent = true;
}
void PlayerSAO::setPos(v3f pos)
{
- if(m_parent != NULL)
+ if(isAttached())
return;
m_player->setPosition(pos);
// Movement caused by this command is always valid
m_last_good_position = pos;
- m_last_good_position_age = 0;
// Force position change on client
- m_teleported = true;
+ m_moved = true;
}
void PlayerSAO::moveTo(v3f pos, bool continuous)
{
- if(m_parent != NULL)
+ if(isAttached())
return;
m_player->setPosition(pos);
// Movement caused by this command is always valid
m_last_good_position = pos;
- m_last_good_position_age = 0;
// Force position change on client
- m_teleported = true;
+ 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,
float time_from_last_punch)
{
// It's best that attachments cannot be punched
- if(m_parent != NULL)
+ if(isAttached())
return 0;
if(!toolcap)
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 "
- <<puncher->getDescription()<<", damage "<<hitparams.hp
+ <<punchername<<", damage "<<hitparams.hp
<<" HP"<<std::endl;
setHP(getHP() - hitparams.hp);
- if(hitparams.hp != 0)
- {
- std::string str = gob_cmd_punched(hitparams.hp, getHP());
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
- }
-
return hitparams.wear;
}
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;
m_player->hp = hp;
- if(hp != oldhp)
+ if(hp != oldhp) {
m_hp_not_sent = true;
+ if(oldhp > hp)
+ m_damage += oldhp - hp;
+ }
- // On death or reincarnation send an active object message
+ // Update properties on death
if((hp == 0) != (oldhp == 0))
- {
- // Will send new is_visible value based on (getHP()!=0)
m_properties_sent = false;
- // Send new HP
- std::string str = gob_cmd_punched(0, getHP());
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
- }
+}
+
+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_sent = false;
}
-void PlayerSAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
+void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
{
- std::string str = gob_cmd_set_animations(frames, frame_speed, frame_blend);
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ // 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::setBonePosRot(std::string bone, v3f position, v3f rotation)
+void PlayerSAO::setBonePosition(std::string bone, v3f position, v3f rotation)
{
- std::string str = gob_cmd_set_bone_posrot(bone, position, rotation);
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ // 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(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation)
+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 would see them following the parent
- // instead of sticking to it, plus we can't read and attach to skeletal bones.
+ // 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 can break some things, so we also give the server the most accurate representation
- // even if players will only see the client changes since they override server-sent position.
-
- // Server attachment:
- m_parent = parent;
+ // This breaks some things so we also give the server the most accurate representation
+ // even if players only see the client changes.
- // Client attachment:
- std::string str = gob_cmd_set_attachment(parent->getId(), bone, position, rotation);
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push_back(aom);
+ 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()
std::string PlayerSAO::getPropertyPacket()
{
- m_prop.is_visible = (getHP() != 0);
+ 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;
+}
+