bool select_horiz_by_yawpitch);
std::string getName();
bool getCollisionBox(aabb3f *toset);
+ bool collideWithObjects();
private:
std::string getPropertyPacket();
void sendPosition(bool do_interpolate, bool is_movement_end);
float m_last_sent_position_timer;
float m_last_sent_move_precision;
bool m_armor_groups_sent;
-
+
v2f m_animation_range;
float m_animation_speed;
float m_animation_blend;
PlayerSAO needs some internals exposed.
*/
+class LagPool
+{
+ float m_pool;
+ float m_max;
+public:
+ LagPool(): m_pool(15), m_max(15)
+ {}
+ void setMax(float new_max)
+ {
+ m_max = new_max;
+ if(m_pool > new_max)
+ m_pool = new_max;
+ }
+ void add(float dtime)
+ {
+ m_pool -= dtime;
+ if(m_pool < 0)
+ m_pool = 0;
+ }
+ bool grab(float dtime)
+ {
+ if(dtime <= 0)
+ return true;
+ if(m_pool + dtime > m_max)
+ return false;
+ m_pool += dtime;
+ return true;
+ }
+};
+
class PlayerSAO : public ServerActiveObject
{
public:
void rightClick(ServerActiveObject *clicker);
s16 getHP() const;
void setHP(s16 hp);
-
+ s16 readDamage();
+ u16 getBreath() const;
+ void setBreath(u16 breath);
void setArmorGroups(const ItemGroupList &armor_groups);
void setAnimation(v2f frame_range, float frame_speed, float frame_blend);
void setBonePosition(std::string bone, v3f position, v3f rotation);
{
m_nocheat_dig_pos = v3s16(32767, 32767, 32767);
}
+ LagPool& getDigPool()
+ {
+ return m_dig_pool;
+ }
+ // Returns true if cheated
+ bool checkMovementCheat();
// Other
}
bool getCollisionBox(aabb3f *toset);
+ bool collideWithObjects();
private:
std::string getPropertyPacket();
Player *m_player;
u16 m_peer_id;
Inventory *m_inventory;
+ s16 m_damage;
// Cheat prevention
+ LagPool m_dig_pool;
+ LagPool m_move_pool;
v3f m_last_good_position;
- float m_last_good_position_age;
float m_time_from_last_punch;
v3s16 m_nocheat_dig_pos;
float m_nocheat_dig_time;
ItemGroupList m_armor_groups;
bool m_armor_groups_sent;
-
-
bool m_properties_sent;
struct ObjectProperties m_prop;
// Cached privileges for enforcement
bool m_moved;
bool m_inventory_not_sent;
bool m_hp_not_sent;
+ bool m_breath_not_sent;
bool m_wielded_item_not_sent;
+
+ float m_physics_override_speed;
+ float m_physics_override_jump;
+ float m_physics_override_gravity;
+ bool m_physics_override_sneak;
+ bool m_physics_override_sneak_glitch;
+ bool m_physics_override_sent;
};
#endif