/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola 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 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_pending_removal = 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 == false) 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; } 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), m_hp(-1), m_yaw(0), m_properties_sent(true), m_armor_groups_sent(false), m_animation_range(0,0), m_animation_speed(0), m_animation_blend(0), m_animation_loop(true), m_animation_sent(false), m_bone_position_sent(false), m_attachment_parent_id(0), m_attachment_sent(false) { // 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(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 UNORDERED_SET &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), m_registered(false), m_velocity(0,0,0), m_acceleration(0,0,0), m_last_sent_yaw(0), m_last_sent_position(0,0,0), m_last_sent_velocity(0,0,0), m_last_sent_position_timer(0), m_last_sent_move_precision(0), m_current_texture_modifier("") { // 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 (UNORDERED_SET::iterator it = m_attached_particle_spawners.begin(); it != m_attached_particle_spawners.end(); ++it) { m_env->deleteParticleSpawner(*it, 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.c_str(), 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 != ""){ 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=\""<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); } if(send_recommended == false) 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 == false){ 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 == false){ 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 == false){ m_bone_position_sent = true; for (UNORDERED_MAP >::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 == 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(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 (UNORDERED_MAP >::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 (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(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<getScriptIface()-> luaentity_GetStaticdata(m_id); os<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_pending_removal = true; 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::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_inventory(NULL), m_damage(0), m_last_good_position(0,0,0), m_time_from_last_teleport(0), m_time_from_last_punch(0), m_nocheat_dig_pos(32767, 32767, 32767), m_nocheat_dig_time(0), m_wield_index(0), m_position_not_sent(false), m_is_singleplayer(is_singleplayer), m_breath(PLAYER_MAX_BREATH), m_pitch(0), m_fov(0), m_wanted_range(0), m_extended_attributes_modified(false), // public m_physics_override_speed(1), m_physics_override_jump(1), m_physics_override_gravity(1), m_physics_override_sneak(true), m_physics_override_sneak_glitch(false), m_physics_override_new_move(true), m_physics_override_sent(false) { assert(m_peer_id != 0); // pre-condition m_prop.hp_max = PLAYER_MAX_HP; m_prop.physical = false; m_prop.weight = 75; m_prop.collisionbox = aabb3f(-0.3f, -1.0f, -0.3f, 0.3f, 0.75f, 0.3f); // 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.push_back("player.png"); m_prop.textures.push_back("player_back.png"); m_prop.colors.clear(); 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 = true; m_prop.makes_footstep_sound = true; m_hp = PLAYER_MAX_HP; } PlayerSAO::~PlayerSAO() { if(m_inventory != &m_player->inventory) delete m_inventory; } void PlayerSAO::finalize(RemotePlayer *player, const std::set &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 (UNORDERED_SET::iterator it = m_attached_particle_spawners.begin(); it != m_attached_particle_spawners.end(); ++it) { m_env->deleteParticleSpawner(*it, 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 + v3f(0,BS*1,0)); 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 (UNORDERED_MAP >::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 (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(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: "<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 + v3f(0,BS*1,0); 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 (UNORDERED_MAP >::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") == false) { 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 > PLAYER_MAX_HP) hp = PLAYER_MAX_HP; 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; } } void PlayerSAO::disconnected() { m_peer_id = 0; m_pending_removal = 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_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_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; // 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 { *toset = aabb3f(-0.3f * BS, 0.0f, -0.3f * BS, 0.3f * BS, 1.75f * BS, 0.3f * BS); toset->MinEdge += m_base_position; toset->MaxEdge += m_base_position; return true; }