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authorNer'zhul <nerzhul@users.noreply.github.com>2016-10-30 14:53:26 +0100
committerGitHub <noreply@github.com>2016-10-30 14:53:26 +0100
commit9d25242c5c1411d692254cf910345d51c9a24fa3 (patch)
treeedec8475b32562379d463757e77031bdc994e971 /src/content_sao.cpp
parentd43326021a9a7def27773ed1f7ec01992ed3abf6 (diff)
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PlayerSAO/LocalPlayer refactor: (#4612)
* Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO * Move breath to PlayerSAO & LocalPlayer * Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO * Migrate m_yaw from Player to LocalPlayer for client * Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it * Move pitch to LocalPlayer & PlayerSAO * Move m_position from Player to LocalPlayer * Move camera_barely_in_ceiling to LocalPlayer as it's used only there * use PlayerSAO::m_base_position for Server side positions * remove a unused variable * ServerActiveObject::setPos now uses const ref * use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded * Move hp from Player to LocalPlayer * Move m_hp from LuaEntitySAO to UnitSAO * Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
Diffstat (limited to 'src/content_sao.cpp')
-rw-r--r--src/content_sao.cpp155
1 files changed, 80 insertions, 75 deletions
diff --git a/src/content_sao.cpp b/src/content_sao.cpp
index 375a43c90..23a064085 100644
--- a/src/content_sao.cpp
+++ b/src/content_sao.cpp
@@ -118,14 +118,12 @@ 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),
@@ -664,16 +662,6 @@ 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);
@@ -762,10 +750,9 @@ bool LuaEntitySAO::collideWithObjects(){
// No prototype, PlayerSAO does not need to be deserialized
-PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id_,
- const std::set<std::string> &privs, bool is_singleplayer):
- ServerActiveObject(env_, v3f(0,0,0)),
- m_player(player_),
+PlayerSAO::PlayerSAO(ServerEnvironment *env_, u16 peer_id_, bool is_singleplayer):
+ UnitSAO(env_, v3f(0,0,0)),
+ m_player(NULL),
m_peer_id(peer_id_),
m_inventory(NULL),
m_damage(0),
@@ -777,7 +764,6 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id
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),
@@ -786,6 +772,8 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id
m_bone_position_sent(false),
m_attachment_parent_id(0),
m_attachment_sent(false),
+ m_breath(PLAYER_MAX_BREATH),
+ m_pitch(0),
// public
m_physics_override_speed(1),
m_physics_override_jump(1),
@@ -794,10 +782,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id
m_physics_override_sneak_glitch(true),
m_physics_override_sent(false)
{
- assert(m_player); // pre-condition
assert(m_peer_id != 0); // pre-condition
- setBasePosition(m_player->getPosition());
- m_inventory = &m_player->inventory;
m_armor_groups["fleshy"] = 100;
m_prop.hp_max = PLAYER_MAX_HP;
@@ -816,6 +801,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id
// end of default appearance
m_prop.is_visible = true;
m_prop.makes_footstep_sound = true;
+ m_hp = PLAYER_MAX_HP;
}
PlayerSAO::~PlayerSAO()
@@ -824,6 +810,14 @@ PlayerSAO::~PlayerSAO()
delete m_inventory;
}
+void PlayerSAO::initialize(RemotePlayer *player, const std::set<std::string> &privs)
+{
+ assert(player);
+ m_player = player;
+ m_privs = privs;
+ m_inventory = &m_player->inventory;
+}
+
std::string PlayerSAO::getDescription()
{
return std::string("player ") + m_player->getName();
@@ -833,10 +827,10 @@ 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_last_good_position = m_base_position;
}
// Called before removing from environment
@@ -844,9 +838,9 @@ void PlayerSAO::removingFromEnvironment()
{
ServerActiveObject::removingFromEnvironment();
if (m_player->getPlayerSAO() == this) {
- m_player->setPlayerSAO(NULL);
m_player->peer_id = 0;
m_env->savePlayer(m_player);
+ m_player->setPlayerSAO(NULL);
m_env->removePlayer(m_player);
for (UNORDERED_SET<u32>::iterator it = m_attached_particle_spawners.begin();
it != m_attached_particle_spawners.end(); ++it) {
@@ -870,8 +864,8 @@ std::string PlayerSAO::getClientInitializationData(u16 protocol_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());
+ writeV3F1000(os, m_base_position + v3f(0,BS*1,0));
+ writeF1000(os, m_yaw);
writeS16(os, getHP());
writeU8(os, 6 + m_bone_position.size() + m_attachment_child_ids.size()); // number of messages stuffed in here
@@ -900,8 +894,8 @@ std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
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());
+ writeV3F1000(os, m_base_position + v3f(0,BS*1,0));
+ writeF1000(os, m_yaw);
writeS16(os, getHP());
writeU8(os, 2); // number of messages stuffed in here
os<<serializeLongString(getPropertyPacket()); // message 1
@@ -947,7 +941,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
m_attachment_bone = "";
m_attachment_position = v3f(0,0,0);
m_attachment_rotation = v3f(0,0,0);
- m_player->setPosition(m_last_good_position);
+ setBasePosition(m_last_good_position);
((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
}
@@ -969,14 +963,13 @@ void PlayerSAO::step(float dtime, bool send_recommended)
// 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 (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
@@ -988,12 +981,12 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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 + v3f(0,BS*1,0);
std::string str = gob_cmd_update_position(
pos,
v3f(0,0,0),
v3f(0,0,0),
- m_player->getYaw(),
+ m_yaw,
true,
false,
update_interval
@@ -1003,7 +996,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
m_messages_out.push(aom);
}
- 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);
@@ -1012,7 +1005,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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,
@@ -1022,7 +1015,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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, m_animation_loop);
@@ -1055,16 +1048,20 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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(v3f pos)
+void PlayerSAO::setPos(const v3f &pos)
{
if(isAttached())
return;
- m_player->setPosition(pos);
+
+ setBasePosition(pos);
// Movement caused by this command is always valid
m_last_good_position = pos;
((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
@@ -1074,22 +1071,34 @@ 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;
((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
}
-void PlayerSAO::setYaw(float yaw)
+void PlayerSAO::setYaw(const float yaw, bool send_data)
{
- m_player->setYaw(yaw);
- ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
+ if (m_player && yaw != m_yaw)
+ m_player->setDirty(true);
+
+ UnitSAO::setYaw(yaw);
+
+ // Datas should not be sent at player initialization
+ if (send_data)
+ ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
}
-void PlayerSAO::setPitch(float pitch)
+void PlayerSAO::setPitch(const float pitch, bool send_data)
{
- m_player->setPitch(pitch);
- ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
+ if (m_player && pitch != m_pitch)
+ m_player->setDirty(true);
+
+ m_pitch = pitch;
+
+ if (send_data)
+ ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
}
int PlayerSAO::punch(v3f dir,
@@ -1153,13 +1162,8 @@ int PlayerSAO::punch(v3f dir,
return hitparams.wear;
}
-void PlayerSAO::rightClick(ServerActiveObject *clicker)
-{
-}
-
-s16 PlayerSAO::getHP() const
+void PlayerSAO::rightClick(ServerActiveObject *)
{
- return m_player->hp;
}
s16 PlayerSAO::readDamage()
@@ -1169,12 +1173,16 @@ s16 PlayerSAO::readDamage()
return damage;
}
-void PlayerSAO::setHP(s16 hp)
+void PlayerSAO::setHP(s16 hp, bool direct)
{
- s16 oldhp = m_player->hp;
+ if (direct) {
+ m_hp = hp;
+ return;
+ }
+
+ s16 oldhp = m_hp;
- s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this,
- hp - oldhp);
+ s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp);
if (hp_change == 0)
return;
hp = oldhp + hp_change;
@@ -1184,11 +1192,11 @@ void PlayerSAO::setHP(s16 hp)
else if (hp > PLAYER_MAX_HP)
hp = PLAYER_MAX_HP;
- if(hp < oldhp && g_settings->getBool("enable_damage") == false) {
+ if (hp < oldhp && !g_settings->getBool("enable_damage")) {
return;
}
- m_player->hp = hp;
+ m_hp = hp;
if (oldhp > hp)
m_damage += (oldhp - hp);
@@ -1198,14 +1206,12 @@ void PlayerSAO::setHP(s16 hp)
m_properties_sent = false;
}
-u16 PlayerSAO::getBreath() const
+void PlayerSAO::setBreath(const u16 breath)
{
- return m_player->getBreath();
-}
+ if (m_player && breath != m_breath)
+ m_player->setDirty(true);
-void PlayerSAO::setBreath(u16 breath)
-{
- m_player->setBreath(breath);
+ m_breath = breath;
}
void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
@@ -1355,7 +1361,7 @@ bool PlayerSAO::checkMovementCheat()
{
if (isAttached() || m_is_singleplayer ||
g_settings->getBool("disable_anticheat")) {
- m_last_good_position = m_player->getPosition();
+ m_last_good_position = m_base_position;
return false;
}
@@ -1382,7 +1388,7 @@ bool PlayerSAO::checkMovementCheat()
// Tolerance. The lag pool does this a bit.
//player_max_speed *= 2.5;
- v3f diff = (m_player->getPosition() - m_last_good_position);
+ v3f diff = (m_base_position - m_last_good_position);
float d_vert = diff.Y;
diff.Y = 0;
float d_horiz = diff.getLength();
@@ -1392,27 +1398,26 @@ bool PlayerSAO::checkMovementCheat()
required_time = d_vert / player_max_speed; // Moving upwards
if (m_move_pool.grab(required_time)) {
- m_last_good_position = m_player->getPosition();
+ m_last_good_position = m_base_position;
} else {
actionstream << "Player " << m_player->getName()
<< " moved too fast; resetting position"
<< std::endl;
- m_player->setPosition(m_last_good_position);
+ setBasePosition(m_last_good_position);
cheated = true;
}
return cheated;
}
-bool PlayerSAO::getCollisionBox(aabb3f *toset) {
- //update collision box
- *toset = m_player->getCollisionbox();
-
+bool PlayerSAO::getCollisionBox(aabb3f *toset)
+{
+ *toset = aabb3f(-BS * 0.30, 0.0, -BS * 0.30, BS * 0.30, BS * 1.75, BS * 0.30);
toset->MinEdge += m_base_position;
toset->MaxEdge += m_base_position;
-
return true;
}
-bool PlayerSAO::collideWithObjects(){
+bool PlayerSAO::collideWithObjects()
+{
return true;
}