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- /*
- 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
- the Free Software Foundation; either version 2.1 of the License, or
- (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU Lesser General Public License for more details.
- You should have received a copy of the GNU Lesser General Public License along
- with this program; if not, write to the Free Software Foundation, Inc.,
- 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
- */
- #include "content_sao.h"
- #include "util/serialize.h"
- #include "collision.h"
- #include "environment.h"
- #include "tool.h" // For ToolCapabilities
- #include "gamedef.h"
- #include "nodedef.h"
- #include "remoteplayer.h"
- #include "server.h"
- #include "scripting_server.h"
- #include "genericobject.h"
- std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
- /*
- TestSAO
- */
- class TestSAO : public ServerActiveObject
- {
- public:
- TestSAO(ServerEnvironment *env, v3f pos):
- ServerActiveObject(env, pos),
- m_timer1(0),
- m_age(0)
- {
- ServerActiveObject::registerType(getType(), create);
- }
- ActiveObjectType getType() const
- { return ACTIVEOBJECT_TYPE_TEST; }
- static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
- const std::string &data)
- {
- return new TestSAO(env, pos);
- }
- void step(float dtime, bool send_recommended)
- {
- m_age += dtime;
- if(m_age > 10)
- {
- m_removed = true;
- return;
- }
- m_base_position.Y += dtime * BS * 2;
- if(m_base_position.Y > 8*BS)
- m_base_position.Y = 2*BS;
- if (!send_recommended)
- return;
- m_timer1 -= dtime;
- if(m_timer1 < 0.0)
- {
- m_timer1 += 0.125;
- std::string data;
- data += itos(0); // 0 = position
- data += " ";
- data += itos(m_base_position.X);
- data += " ";
- data += itos(m_base_position.Y);
- data += " ";
- data += itos(m_base_position.Z);
- ActiveObjectMessage aom(getId(), false, data);
- m_messages_out.push(aom);
- }
- }
- bool getCollisionBox(aabb3f *toset) const { return false; }
- virtual bool getSelectionBox(aabb3f *toset) const { return false; }
- bool collideWithObjects() const { return false; }
- private:
- float m_timer1;
- float m_age;
- };
- // Prototype (registers item for deserialization)
- TestSAO proto_TestSAO(NULL, v3f(0,0,0));
- /*
- UnitSAO
- */
- UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos):
- ServerActiveObject(env, pos)
- {
- // Initialize something to armor groups
- m_armor_groups["fleshy"] = 100;
- }
- bool UnitSAO::isAttached() const
- {
- 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 UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
- {
- m_armor_groups = armor_groups;
- m_armor_groups_sent = false;
- }
- const ItemGroupList &UnitSAO::getArmorGroups()
- {
- return m_armor_groups;
- }
- 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;
- }
- 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;
- }
- 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;
- }
- void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
- {
- *position = m_bone_position[bone].X;
- *rotation = m_bone_position[bone].Y;
- }
- 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.
- m_attachment_parent_id = parent_id;
- m_attachment_bone = bone;
- m_attachment_position = position;
- m_attachment_rotation = rotation;
- m_attachment_sent = false;
- }
- void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
- v3f *rotation)
- {
- *parent_id = m_attachment_parent_id;
- *bone = m_attachment_bone;
- *position = m_attachment_position;
- *rotation = m_attachment_rotation;
- }
- 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()
- {
- return m_attachment_child_ids;
- }
- ObjectProperties* UnitSAO::accessObjectProperties()
- {
- return &m_prop;
- }
- void UnitSAO::notifyObjectPropertiesModified()
- {
- m_properties_sent = false;
- }
- /*
- LuaEntitySAO
- */
- // Prototype (registers item for deserialization)
- LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");
- LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
- const std::string &name, const std::string &state):
- UnitSAO(env, pos),
- m_init_name(name),
- m_init_state(state)
- {
- // Only register type if no environment supplied
- if(env == NULL){
- ServerActiveObject::registerType(getType(), create);
- return;
- }
- }
- 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()->
- luaentity_GetProperties(m_id, &m_prop);
- // Initialize HP from properties
- m_hp = m_prop.hp_max;
- // Activate entity, supplying serialized state
- m_env->getScriptIface()->
- luaentity_Activate(m_id, m_init_state, dtime_s);
- } else {
- m_prop.infotext = m_init_name;
- }
- }
- ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
- const std::string &data)
- {
- std::string name;
- std::string state;
- s16 hp = 1;
- v3f velocity;
- float yaw = 0;
- if (!data.empty()) {
- std::istringstream is(data, std::ios::binary);
- // read version
- 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);
- }
- }
- // create object
- 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;
- return sao;
- }
- void LuaEntitySAO::step(float dtime, bool send_recommended)
- {
- if(!m_properties_sent)
- {
- m_properties_sent = true;
- std::string str = getPropertyPacket();
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push(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;
- // 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_base_position = pos;
- m_velocity = v3f(0,0,0);
- m_acceleration = v3f(0,0,0);
- }
- else
- {
- if(m_prop.physical){
- aabb3f box = m_prop.collisionbox;
- box.MinEdge *= BS;
- box.MaxEdge *= BS;
- collisionMoveResult moveresult;
- f32 pos_max_d = BS*0.25; // Distance per iteration
- v3f p_pos = m_base_position;
- v3f p_velocity = m_velocity;
- v3f p_acceleration = m_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;
- m_acceleration = p_acceleration;
- } else {
- m_base_position += dtime * m_velocity + 0.5 * dtime
- * 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))
- {
- float optimal_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
- + m_prop.automatic_face_movement_dir_offset;
- float max_rotation_delta =
- dtime * m_prop.automatic_face_movement_max_rotation_per_sec;
- if ((m_prop.automatic_face_movement_max_rotation_per_sec > 0) &&
- (fabs(m_yaw - optimal_yaw) > max_rotation_delta)) {
- m_yaw = optimal_yaw < m_yaw ? m_yaw - max_rotation_delta : m_yaw + max_rotation_delta;
- } else {
- m_yaw = optimal_yaw;
- }
- }
- }
- if(m_registered){
- m_env->getScriptIface()->luaentity_Step(m_id, dtime);
- }
- // Remove LuaEntity beyond terrain edges
- {
- ServerMap *map = dynamic_cast<ServerMap *>(&m_env->getMap());
- assert(map);
- if (!m_pending_deactivation &&
- map->saoPositionOverLimit(m_base_position)) {
- infostream << "Remove SAO " << m_id << "(" << m_init_name
- << "), outside of limits" << std::endl;
- m_pending_deactivation = true;
- m_removed = true;
- return;
- }
- }
- if (!send_recommended)
- return;
- 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) {
- 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(aom);
- }
- if (!m_animation_sent) {
- m_animation_sent = true;
- 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(aom);
- }
- if (!m_bone_position_sent) {
- m_bone_position_sent = true;
- 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(aom);
- }
- }
- 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(aom);
- }
- }
- std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
- {
- std::ostringstream os(std::ios::binary);
- // protocol >= 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);
- 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
- }
- 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++;
- 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();
- }
- void LuaEntitySAO::getStaticData(std::string *result) const
- {
- verbosestream<<FUNCTION_NAME<<std::endl;
- std::ostringstream os(std::ios::binary);
- // version
- writeU8(os, 1);
- // name
- os<<serializeString(m_init_name);
- // state
- if(m_registered){
- std::string state = m_env->getScriptIface()->
- luaentity_GetStaticdata(m_id);
- os<<serializeLongString(state);
- } else {
- os<<serializeLongString(m_init_state);
- }
- // hp
- writeS16(os, m_hp);
- // velocity
- writeV3F1000(os, m_velocity);
- // yaw
- writeF1000(os, m_yaw);
- *result = os.str();
- }
- int LuaEntitySAO::punch(v3f dir,
- const ToolCapabilities *toolcap,
- ServerActiveObject *puncher,
- float time_from_last_punch)
- {
- if (!m_registered){
- // Delete unknown LuaEntities when punched
- m_removed = 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;
- }
- PunchDamageResult result = getPunchDamage(
- m_armor_groups,
- toolcap,
- punchitem,
- time_from_last_punch);
- bool damage_handled = m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
- time_from_last_punch, toolcap, dir, result.did_punch ? result.damage : 0);
- if (!damage_handled) {
- if (result.did_punch) {
- setHP(getHP() - result.damage);
- if (result.damage > 0) {
- std::string punchername = puncher ? puncher->getDescription() : "nil";
- actionstream << getDescription() << " punched by "
- << punchername << ", damage " << result.damage
- << " hp, health now " << getHP() << " hp" << std::endl;
- }
- std::string str = gob_cmd_punched(result.damage, getHP());
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push(aom);
- }
- }
- if (getHP() == 0) {
- m_removed = true;
- m_env->getScriptIface()->luaentity_on_death(m_id, puncher);
- }
- return result.wear;
- }
- void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
- {
- if (!m_registered)
- return;
- // It's best that attachments cannot be clicked
- if (isAttached())
- return;
- m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
- }
- void LuaEntitySAO::setPos(const v3f &pos)
- {
- if(isAttached())
- return;
- m_base_position = pos;
- sendPosition(false, true);
- }
- void LuaEntitySAO::moveTo(v3f pos, bool continuous)
- {
- if(isAttached())
- return;
- m_base_position = pos;
- if(!continuous)
- sendPosition(true, true);
- }
- float LuaEntitySAO::getMinimumSavedMovement()
- {
- return 0.1 * BS;
- }
- std::string LuaEntitySAO::getDescription()
- {
- std::ostringstream os(std::ios::binary);
- os<<"LuaEntitySAO at (";
- os<<(m_base_position.X/BS)<<",";
- os<<(m_base_position.Y/BS)<<",";
- os<<(m_base_position.Z/BS);
- os<<")";
- return os.str();
- }
- void LuaEntitySAO::setHP(s16 hp)
- {
- if(hp < 0) hp = 0;
- m_hp = hp;
- }
- s16 LuaEntitySAO::getHP() const
- {
- return m_hp;
- }
- void LuaEntitySAO::setVelocity(v3f velocity)
- {
- m_velocity = velocity;
- }
- v3f LuaEntitySAO::getVelocity()
- {
- return m_velocity;
- }
- void LuaEntitySAO::setAcceleration(v3f acceleration)
- {
- m_acceleration = acceleration;
- }
- v3f LuaEntitySAO::getAcceleration()
- {
- return m_acceleration;
- }
- 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(aom);
- }
- std::string LuaEntitySAO::getTextureMod() const
- {
- return m_current_texture_modifier;
- }
- void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
- bool select_horiz_by_yawpitch)
- {
- std::string str = gob_cmd_set_sprite(
- p,
- num_frames,
- framelength,
- select_horiz_by_yawpitch
- );
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push(aom);
- }
- std::string LuaEntitySAO::getName()
- {
- return m_init_name;
- }
- std::string LuaEntitySAO::getPropertyPacket()
- {
- return gob_cmd_set_properties(m_prop);
- }
- 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;
- float update_interval = m_env->getSendRecommendedInterval();
- std::string str = gob_cmd_update_position(
- m_base_position,
- m_velocity,
- m_acceleration,
- m_yaw,
- do_interpolate,
- is_movement_end,
- update_interval
- );
- // create message and add to list
- ActiveObjectMessage aom(getId(), false, str);
- m_messages_out.push(aom);
- }
- bool LuaEntitySAO::getCollisionBox(aabb3f *toset) const
- {
- 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::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;
- }
- /*
- PlayerSAO
- */
- // No prototype, PlayerSAO does not need to be deserialized
- PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id_,
- bool is_singleplayer):
- UnitSAO(env_, v3f(0,0,0)),
- m_player(player_),
- m_peer_id(peer_id_),
- m_is_singleplayer(is_singleplayer)
- {
- assert(m_peer_id != 0); // pre-condition
- m_prop.hp_max = PLAYER_MAX_HP_DEFAULT;
- m_prop.physical = false;
- m_prop.weight = 75;
- 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.textures.clear();
- m_prop.textures.emplace_back("player.png");
- m_prop.textures.emplace_back("player_back.png");
- m_prop.colors.clear();
- m_prop.colors.emplace_back(255, 255, 255, 255);
- m_prop.spritediv = v2s16(1,1);
- // end of default appearance
- m_prop.is_visible = true;
- m_prop.makes_footstep_sound = true;
- m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT * BS;
- m_hp = m_prop.hp_max;
- }
- 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 * 1.625f, 0);
- }
- std::string PlayerSAO::getDescription()
- {
- return std::string("player ") + m_player->getName();
- }
- // Called after id has been set and has been inserted in environment
- void PlayerSAO::addedToEnvironment(u32 dtime_s)
- {
- ServerActiveObject::addedToEnvironment(dtime_s);
- ServerActiveObject::setBasePosition(m_base_position);
- m_player->setPlayerSAO(this);
- m_player->peer_id = 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) {
- unlinkPlayerSessionAndSave();
- for (u32 attached_particle_spawner : m_attached_particle_spawners) {
- m_env->deleteParticleSpawner(attached_particle_spawner, false);
- }
- }
- }
- std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
- {
- std::ostringstream os(std::ios::binary);
- // Protocol >= 15
- writeU8(os, 1); // version
- os << serializeString(m_player->getName()); // name
- writeU8(os, 1); // is_player
- writeS16(os, getId()); //id
- writeV3F1000(os, m_base_position);
- writeF1000(os, m_yaw);
- writeS16(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
- }
- 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();
- }
- void PlayerSAO::getStaticData(std::string * result) const
- {
- FATAL_ERROR("Deprecated function");
- }
- void PlayerSAO::step(float dtime, bool send_recommended)
- {
- if (m_drowning_interval.step(dtime, 2.0)) {
- // get head position
- v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), 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) {
- setHP(m_hp - c.drowning);
- m_env->getGameDef()->SendPlayerHPOrDie(this);
- }
- }
- }
- if (m_breathing_interval.step(dtime, 0.5)) {
- // get head position
- v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
- MapNode n = m_env->getMap().getNodeNoEx(p);
- const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
- // If player is alive & no drowning, breath
- if (m_hp > 0 && m_breath < PLAYER_MAX_BREATH && c.drowning == 0)
- setBreath(m_breath + 1);
- }
- if (m_node_hurt_interval.step(dtime, 1.0)) {
- // Feet, middle and head
- v3s16 p1 = floatToInt(m_base_position + v3f(0, BS*0.1, 0), BS);
- MapNode n1 = m_env->getMap().getNodeNoEx(p1);
- v3s16 p2 = floatToInt(m_base_position + v3f(0, BS*0.8, 0), BS);
- MapNode n2 = m_env->getMap().getNodeNoEx(p2);
- v3s16 p3 = floatToInt(m_base_position + v3f(0, BS*1.6, 0), BS);
- MapNode n3 = m_env->getMap().getNodeNoEx(p3);
- u32 damage_per_second = 0;
- damage_per_second = MYMAX(damage_per_second,
- m_env->getGameDef()->ndef()->get(n1).damage_per_second);
- damage_per_second = MYMAX(damage_per_second,
- m_env->getGameDef()->ndef()->get(n2).damage_per_second);
- damage_per_second = MYMAX(damage_per_second,
- m_env->getGameDef()->ndef()->get(n3).damage_per_second);
- if (damage_per_second != 0 && m_hp > 0) {
- s16 newhp = ((s32) damage_per_second > m_hp ? 0 : m_hp - damage_per_second);
- setHP(newhp);
- m_env->getGameDef()->SendPlayerHPOrDie(this);
- }
- }
- 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(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);
- 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;
- 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_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()) {
- v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
- m_last_good_position = pos;
- setBasePosition(pos);
- }
- 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())
- {
- m_position_not_sent = false;
- float update_interval = m_env->getSendRecommendedInterval();
- v3f pos;
- if(isAttached()) // Just in case we ever do send attachment position too
- pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
- else
- pos = m_base_position;
- std::string str = gob_cmd_update_position(
- pos,
- v3f(0,0,0),
- v3f(0,0,0),
- m_yaw,
- true,
- false,
- update_interval
- );
- // create message and add to list
- ActiveObjectMessage aom(getId(), false, str);
- m_messages_out.push(aom);
- }
- 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(aom);
- }
- 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_new_move);
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push(aom);
- }
- if (!m_animation_sent) {
- m_animation_sent = true;
- 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(aom);
- }
- if (!m_bone_position_sent) {
- m_bone_position_sent = true;
- 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(aom);
- }
- }
- 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(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;
- }
- void PlayerSAO::setPos(const v3f &pos)
- {
- if(isAttached())
- return;
- setBasePosition(pos);
- // Movement caused by this command is always valid
- m_last_good_position = pos;
- 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;
- setBasePosition(pos);
- // Movement caused by this command is always valid
- m_last_good_position = pos;
- m_move_pool.empty();
- m_time_from_last_teleport = 0.0;
- m_env->getGameDef()->SendMovePlayer(m_peer_id);
- }
- void PlayerSAO::setYaw(const float yaw)
- {
- if (m_player && yaw != m_yaw)
- m_player->setDirty(true);
- UnitSAO::setYaw(yaw);
- }
- void PlayerSAO::setFov(const float fov)
- {
- 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::setYawAndSend(const float yaw)
- {
- setYaw(yaw);
- m_env->getGameDef()->SendMovePlayer(m_peer_id);
- }
- void PlayerSAO::setPitch(const float pitch)
- {
- if (m_player && pitch != m_pitch)
- m_player->setDirty(true);
- m_pitch = pitch;
- }
- void PlayerSAO::setPitchAndSend(const float pitch)
- {
- setPitch(pitch);
- m_env->getGameDef()->SendMovePlayer(m_peer_id);
- }
- int PlayerSAO::punch(v3f dir,
- const ToolCapabilities *toolcap,
- ServerActiveObject *puncher,
- float time_from_last_punch)
- {
- // It's best that attachments cannot be punched
- if (isAttached())
- return 0;
- if (!toolcap)
- return 0;
- // No effect if PvP disabled
- if (!g_settings->getBool("enable_pvp")) {
- if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
- std::string str = gob_cmd_punched(0, getHP());
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push(aom);
- return 0;
- }
- }
- HitParams hitparams = getHitParams(m_armor_groups, toolcap,
- time_from_last_punch);
- std::string punchername = "nil";
- if (puncher != 0)
- punchername = puncher->getDescription();
- PlayerSAO *playersao = m_player->getPlayerSAO();
- bool damage_handled = m_env->getScriptIface()->on_punchplayer(playersao,
- puncher, time_from_last_punch, toolcap, dir,
- hitparams.hp);
- if (!damage_handled) {
- setHP(getHP() - hitparams.hp);
- } else { // override client prediction
- if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
- std::string str = gob_cmd_punched(0, getHP());
- // create message and add to list
- ActiveObjectMessage aom(getId(), true, str);
- m_messages_out.push(aom);
- }
- }
- actionstream << "Player " << m_player->getName() << " punched by "
- << punchername;
- if (!damage_handled) {
- actionstream << ", damage " << hitparams.hp << " HP";
- } else {
- actionstream << ", damage handled by lua";
- }
- actionstream << std::endl;
- return hitparams.wear;
- }
- s16 PlayerSAO::readDamage()
- {
- s16 damage = m_damage;
- m_damage = 0;
- return damage;
- }
- void PlayerSAO::setHP(s16 hp)
- {
- s16 oldhp = m_hp;
- s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp);
- if (hp_change == 0)
- return;
- hp = oldhp + hp_change;
- if (hp < 0)
- hp = 0;
- else if (hp > m_prop.hp_max)
- hp = m_prop.hp_max;
- if (hp < oldhp && !g_settings->getBool("enable_damage")) {
- return;
- }
- m_hp = hp;
- if (oldhp > hp)
- m_damage += (oldhp - hp);
- // Update properties on death
- if ((hp == 0) != (oldhp == 0))
- m_properties_sent = false;
- }
- void PlayerSAO::setBreath(const u16 breath, bool send)
- {
- if (m_player && breath != m_breath)
- m_player->setDirty(true);
- m_breath = MYMIN(breath, PLAYER_MAX_BREATH);
- if (send)
- m_env->getGameDef()->SendPlayerBreath(this);
- }
- Inventory* PlayerSAO::getInventory()
- {
- return m_inventory;
- }
- const Inventory* PlayerSAO::getInventory() const
- {
- return m_inventory;
- }
- InventoryLocation PlayerSAO::getInventoryLocation() const
- {
- InventoryLocation loc;
- loc.setPlayer(m_player->getName());
- return loc;
- }
- std::string PlayerSAO::getWieldList() const
- {
- return "main";
- }
- ItemStack PlayerSAO::getWieldedItem() const
- {
- 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
- {
- return m_wield_index;
- }
- void PlayerSAO::setWieldIndex(int i)
- {
- if(i != m_wield_index) {
- m_wield_index = i;
- }
- }
- // Erase the peer id and make the object for removal
- void PlayerSAO::disconnected()
- {
- m_peer_id = 0;
- m_removed = true;
- }
- void PlayerSAO::unlinkPlayerSessionAndSave()
- {
- assert(m_player->getPlayerSAO() == this);
- m_player->peer_id = 0;
- m_env->savePlayer(m_player);
- m_player->setPlayerSAO(NULL);
- m_env->removePlayer(m_player);
- }
- std::string PlayerSAO::getPropertyPacket()
- {
- m_prop.is_visible = (true);
- return gob_cmd_set_properties(m_prop);
- }
- bool PlayerSAO::checkMovementCheat()
- {
- 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_speed = 0;
- if (m_privs.count("fast") != 0) {
- // Fast speed
- player_max_speed = m_player->movement_speed_fast * m_physics_override_speed;
- } else {
- // Normal speed
- player_max_speed = m_player->movement_speed_walk * m_physics_override_speed;
- }
- // Tolerance. The lag pool does this a bit.
- //player_max_speed *= 2.5;
- 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_speed;
- if (d_vert > 0 && d_vert / player_max_speed > required_time)
- required_time = d_vert / player_max_speed; // Moving upwards
- 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) const
- {
- //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;
- }
- 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;
- }
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