From 894a34aef48024a752a1ef151d046955d83858d0 Mon Sep 17 00:00:00 2001 From: Loic Blot Date: Sat, 11 Apr 2020 09:59:09 +0200 Subject: Move PlayerSAO to dedicated files --- src/content_sao.cpp | 676 +--------------------------------------------------- 1 file changed, 1 insertion(+), 675 deletions(-) (limited to 'src/content_sao.cpp') diff --git a/src/content_sao.cpp b/src/content_sao.cpp index 0d387b53a..7ec17aa82 100644 --- a/src/content_sao.cpp +++ b/src/content_sao.cpp @@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "remoteplayer.h" #include "server.h" #include "scripting_server.h" +#include "server/player_sao.h" #include "settings.h" #include #include @@ -678,678 +679,3 @@ bool LuaEntitySAO::collideWithObjects() const { return m_prop.collideWithObjects; } - -/* - PlayerSAO -*/ - -// No prototype, PlayerSAO does not need to be deserialized - -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_is_singleplayer(is_singleplayer) -{ - SANITY_CHECK(m_peer_id != PEER_ID_INEXISTENT); - - m_prop.hp_max = PLAYER_MAX_HP_DEFAULT; - m_prop.breath_max = PLAYER_MAX_BREATH_DEFAULT; - m_prop.physical = false; - 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 = v3f(1, 2, 1); - 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); - 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; -} - -void PlayerSAO::finalize(RemotePlayer *player, const std::set &privs) -{ - assert(player); - m_player = player; - m_privs = privs; -} - -v3f PlayerSAO::getEyeOffset() const -{ - return v3f(0, BS * m_prop.eye_height, 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->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) { - 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 - 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(generateUpdateArmorGroupsCommand()); // 2 - msg_os << serializeLongString(generateUpdateAnimationCommand()); // 3 - for (std::unordered_map>::const_iterator - ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) { - msg_os << serializeLongString(generateUpdateBonePositionCommand((*ii).first, - (*ii).second.X, (*ii).second.Y)); // m_bone_position.size - } - msg_os << serializeLongString(generateUpdateAttachmentCommand()); // 4 - msg_os << serializeLongString(generateUpdatePhysicsOverrideCommand()); // 5 - // (AO_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only. - msg_os << serializeLongString(generateUpdateNametagAttributesCommand(m_prop.nametag_color)); // 6 - int message_count = 6 + m_bone_position.size(); - for (std::unordered_set::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(obj->generateUpdateInfantCommand(*ii, 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("Obsolete function"); -} - -void PlayerSAO::step(float dtime, bool send_recommended) -{ - 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().getNode(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) && !isImmortal()) { - // Get nose/mouth position, approximate with eye position - v3s16 p = floatToInt(getEyePosition(), BS); - MapNode n = m_env->getMap().getNode(p); - const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n); - // If player is alive & not drowning & not in ignore & not immortal, 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().getNode(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().getNode(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(aom); - m_env->getScriptIface()->player_event(this, "properties_changed"); - } - - // 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(0.0f, 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: "<getMaxLagEstimate() * 2.0f; - 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; - m_max_speed_override_time = MYMAX(m_max_speed_override_time - dtime, 0.0f); - - // 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 (m_position_not_sent) { - m_position_not_sent = false; - float update_interval = m_env->getSendRecommendedInterval(); - v3f pos; - // When attached, the position is only sent to clients where the - // parent isn't known - if (isAttached()) - pos = m_last_good_position; - else - pos = m_base_position; - - std::string str = generateUpdatePositionCommand( - pos, - 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 - m_messages_out.emplace(getId(), false, str); - } - - if (!m_armor_groups_sent) { - m_armor_groups_sent = true; - // create message and add to list - m_messages_out.emplace(getId(), true, generateUpdateArmorGroupsCommand()); - } - - if (!m_physics_override_sent) { - m_physics_override_sent = true; - // create message and add to list - m_messages_out.emplace(getId(), true, generateUpdatePhysicsOverrideCommand()); - } - - if (!m_animation_sent) { - m_animation_sent = true; - // create message and add to list - m_messages_out.emplace(getId(), true, generateUpdateAnimationCommand()); - } - - if (!m_bone_position_sent) { - m_bone_position_sent = true; - for (std::unordered_map>::const_iterator - ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) { - std::string str = generateUpdateBonePositionCommand((*ii).first, - (*ii).second.X, (*ii).second.Y); - // create message and add to list - m_messages_out.emplace(getId(), true, str); - } - } - - if (!m_attachment_sent) { - m_attachment_sent = true; - std::string str = generateUpdateAttachmentCommand(); - // create message and add to list - ActiveObjectMessage aom(getId(), true, str); - m_messages_out.push(aom); - } -} - -std::string PlayerSAO::generateUpdatePhysicsOverrideCommand() const -{ - std::ostringstream os(std::ios::binary); - // command - writeU8(os, AO_CMD_SET_PHYSICS_OVERRIDE); - // parameters - writeF32(os, m_physics_override_speed); - writeF32(os, m_physics_override_jump); - writeF32(os, m_physics_override_gravity); - // these are sent inverted so we get true when the server sends nothing - writeU8(os, !m_physics_override_sneak); - writeU8(os, !m_physics_override_sneak_glitch); - writeU8(os, !m_physics_override_new_move); - return os.str(); -} - -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); - - // Updating is not wanted/required for player migration - if (m_env) { - m_position_not_sent = true; - } -} - -void PlayerSAO::setPos(const v3f &pos) -{ - if(isAttached()) - return; - - // 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; - 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::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::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::setPlayerYawAndSend(const float yaw) -{ - 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); -} - -u16 PlayerSAO::punch(v3f dir, - const ToolCapabilities *toolcap, - ServerActiveObject *puncher, - float time_from_last_punch) -{ - if (!toolcap) - return 0; - - FATAL_ERROR_IF(!puncher, "Punch action called without SAO"); - - // No effect if PvP disabled or if immortal - if (isImmortal() || !g_settings->getBool("enable_pvp")) { - if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) { - // create message and add to list - sendPunchCommand(); - return 0; - } - } - - s32 old_hp = getHP(); - HitParams hitparams = getHitParams(m_armor_groups, toolcap, - time_from_last_punch); - - 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((s32)getHP() - (s32)hitparams.hp, - PlayerHPChangeReason(PlayerHPChangeReason::PLAYER_PUNCH, puncher)); - } else { // override client prediction - if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) { - // create message and add to list - sendPunchCommand(); - } - } - - 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::setHP(s32 hp, const PlayerHPChangeReason &reason) -{ - s32 oldhp = m_hp; - - hp = rangelim(hp, 0, m_prop.hp_max); - - if (oldhp != hp) { - s32 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp, reason); - if (hp_change == 0) - return; - - hp = rangelim(oldhp + hp_change, 0, m_prop.hp_max); - } - - if (hp < oldhp && isImmortal()) - return; - - m_hp = 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 = rangelim(breath, 0, m_prop.breath_max); - - if (send) - m_env->getGameDef()->SendPlayerBreath(this); -} - -Inventory *PlayerSAO::getInventory() const -{ - return m_player ? &m_player->inventory : nullptr; -} - -InventoryLocation PlayerSAO::getInventoryLocation() const -{ - InventoryLocation loc; - loc.setPlayer(m_player->getName()); - return loc; -} - -u16 PlayerSAO::getWieldIndex() const -{ - return m_player->getWieldIndex(); -} - -ItemStack PlayerSAO::getWieldedItem(ItemStack *selected, ItemStack *hand) const -{ - return m_player->getWieldedItem(selected, hand); -} - -bool PlayerSAO::setWieldedItem(const ItemStack &item) -{ - InventoryList *mlist = m_player->inventory.getList(getWieldList()); - if (mlist) { - mlist->changeItem(m_player->getWieldIndex(), item); - return true; - } - return false; -} - -void PlayerSAO::disconnected() -{ - m_peer_id = PEER_ID_INEXISTENT; - 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() -{ - m_prop.is_visible = (true); - return generateSetPropertiesCommand(m_prop); -} - -void PlayerSAO::setMaxSpeedOverride(const v3f &vel) -{ - if (m_max_speed_override_time == 0.0f) - m_max_speed_override = vel; - else - m_max_speed_override += vel; - if (m_player) { - float accel = MYMIN(m_player->movement_acceleration_default, - m_player->movement_acceleration_air); - m_max_speed_override_time = m_max_speed_override.getLength() / accel / BS; - } -} - -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 override_max_H, override_max_V; - if (m_max_speed_override_time > 0.0f) { - override_max_H = MYMAX(fabs(m_max_speed_override.X), fabs(m_max_speed_override.Z)); - override_max_V = fabs(m_max_speed_override.Y); - } else { - override_max_H = override_max_V = 0.0f; - } - - 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 - player_max_walk = m_player->movement_speed_walk; // Normal speed - player_max_walk *= m_physics_override_speed; - player_max_walk = MYMAX(player_max_walk, override_max_H); - - 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; - player_max_jump = MYMAX(player_max_jump, override_max_V); - - // 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) 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; -} - -float PlayerSAO::getZoomFOV() const -{ - return m_prop.zoom_fov; -} -- cgit v1.2.3