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path: root/src/database-sqlite3.cpp
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/*
Minetest
Copyright (C) 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.
*/

/*
SQLite format specification:
	blocks:
		(PK) INT id
		BLOB data
*/


#include "database-sqlite3.h"

#include "log.h"
#include "filesys.h"
#include "exceptions.h"
#include "settings.h"
#include "porting.h"
#include "util/string.h"

#include <cassert>

// When to print messages when the database is being held locked by another process
// Note: I've seen occasional delays of over 250ms while running minetestmapper.
#define BUSY_INFO_TRESHOLD	100	// Print first informational message after 100ms.
#define BUSY_WARNING_TRESHOLD	250	// Print warning message after 250ms. Lag is increased.
#define BUSY_ERROR_TRESHOLD	1000	// Print error message after 1000ms. Significant lag.
#define BUSY_FATAL_TRESHOLD	3000	// Allow SQLITE_BUSY to be returned, which will cause a minetest crash.
#define BUSY_ERROR_INTERVAL	10000	// Safety net: report again every 10 seconds


#define SQLRES(s, r, m) \
	if ((s) != (r)) { \
		throw DatabaseException(std::string(m) + ": " +\
				sqlite3_errmsg(m_database)); \
	}
#define SQLOK(s, m) SQLRES(s, SQLITE_OK, m)

#define PREPARE_STATEMENT(name, query) \
	SQLOK(sqlite3_prepare_v2(m_database, query, -1, &m_stmt_##name, NULL),\
		"Failed to prepare query '" query "'")

#define SQLOK_ERRSTREAM(s, m)                           \
	if ((s) != SQLITE_OK) {                             \
		errorstream << (m) << ": "                      \
			<< sqlite3_errmsg(m_database) << std::endl; \
	}

#define FINALIZE_STATEMENT(statement) SQLOK_ERRSTREAM(sqlite3_finalize(statement), \
	"Failed to finalize " #statement)

int Database_SQLite3::busyHandler(void *data, int count)
{
	s64 &first_time = reinterpret_cast<s64 *>(data)[0];
	s64 &prev_time = reinterpret_cast<s64 *>(data)[1];
	s64 cur_time = getTimeMs();

	if (count == 0) {
		first_time = cur_time;
		prev_time = first_time;
	} else {
		while (cur_time < prev_time)
			cur_time += s64(1)<<32;
	}

	if (cur_time - first_time < BUSY_INFO_TRESHOLD) {
		; // do nothing
	} else if (cur_time - first_time >= BUSY_INFO_TRESHOLD &&
			prev_time - first_time < BUSY_INFO_TRESHOLD) {
		infostream << "SQLite3 database has been locked for "
			<< cur_time - first_time << " ms." << std::endl;
	} else if (cur_time - first_time >= BUSY_WARNING_TRESHOLD &&
			prev_time - first_time < BUSY_WARNING_TRESHOLD) {
		warningstream << "SQLite3 database has been locked for "
			<< cur_time - first_time << " ms." << std::endl;
	} else if (cur_time - first_time >= BUSY_ERROR_TRESHOLD &&
			prev_time - first_time < BUSY_ERROR_TRESHOLD) {
		errorstream << "SQLite3 database has been locked for "
			<< cur_time - first_time << " ms; this causes lag." << std::endl;
	} else if (cur_time - first_time >= BUSY_FATAL_TRESHOLD &&
			prev_time - first_time < BUSY_FATAL_TRESHOLD) {
		errorstream << "SQLite3 database has been locked for "
			<< cur_time - first_time << " ms - giving up!" << std::endl;
	} else if ((cur_time - first_time) / BUSY_ERROR_INTERVAL !=
			(prev_time - first_time) / BUSY_ERROR_INTERVAL) {
		// Safety net: keep reporting every BUSY_ERROR_INTERVAL
		errorstream << "SQLite3 database has been locked for "
			<< (cur_time - first_time) / 1000 << " seconds!" << std::endl;
	}

	prev_time = cur_time;

	// Make sqlite transaction fail if delay exceeds BUSY_FATAL_TRESHOLD
	return cur_time - first_time < BUSY_FATAL_TRESHOLD;
}


Database_SQLite3::Database_SQLite3(const std::string &savedir) :
	m_initialized(false),
	m_savedir(savedir),
	m_database(NULL),
	m_stmt_read(NULL),
	m_stmt_write(NULL),
	m_stmt_list(NULL),
	m_stmt_delete(NULL),
	m_stmt_begin(NULL),
	m_stmt_end(NULL)
{
}

void Database_SQLite3::beginSave() {
	verifyDatabase();
	SQLRES(sqlite3_step(m_stmt_begin), SQLITE_DONE,
		"Failed to start SQLite3 transaction");
	sqlite3_reset(m_stmt_begin);
}

void Database_SQLite3::endSave() {
	verifyDatabase();
	SQLRES(sqlite3_step(m_stmt_end), SQLITE_DONE,
		"Failed to commit SQLite3 transaction");
	sqlite3_reset(m_stmt_end);
}

void Database_SQLite3::openDatabase()
{
	if (m_database) return;

	std::string dbp = m_savedir + DIR_DELIM + "map.sqlite";

	// Open the database connection

	if (!fs::CreateAllDirs(m_savedir)) {
		infostream << "Database_SQLite3: Failed to create directory \""
			<< m_savedir << "\"" << std::endl;
		throw FileNotGoodException("Failed to create database "
				"save directory");
	}

	bool needs_create = !fs::PathExists(dbp);

	SQLOK(sqlite3_open_v2(dbp.c_str(), &m_database,
			SQLITE_OPEN_READWRITE | SQLITE_OPEN_CREATE, NULL),
		std::string("Failed to open SQLite3 database file ") + dbp);

	SQLOK(sqlite3_busy_handler(m_database, Database_SQLite3::busyHandler,
		m_busy_handler_data), "Failed to set SQLite3 busy handler");

	if (needs_create) {
		createDatabase();
	}

	std::string query_str = std::string("PRAGMA synchronous = ")
			 + itos(g_settings->getU16("sqlite_synchronous"));
	SQLOK(sqlite3_exec(m_database, query_str.c_str(), NULL, NULL, NULL),
		"Failed to modify sqlite3 synchronous mode");
}

void Database_SQLite3::verifyDatabase()
{
	if (m_initialized) return;

	openDatabase();

	PREPARE_STATEMENT(begin, "BEGIN");
	PREPARE_STATEMENT(end, "COMMIT");
	PREPARE_STATEMENT(read, "SELECT `data` FROM `blocks` WHERE `pos` = ? LIMIT 1");
#ifdef __ANDROID__
	PREPARE_STATEMENT(write,  "INSERT INTO `blocks` (`pos`, `data`) VALUES (?, ?)");
#else
	PREPARE_STATEMENT(write, "REPLACE INTO `blocks` (`pos`, `data`) VALUES (?, ?)");
#endif
	PREPARE_STATEMENT(delete, "DELETE FROM `blocks` WHERE `pos` = ?");
	PREPARE_STATEMENT(list, "SELECT `pos` FROM `blocks`");

	m_initialized = true;

	verbosestream << "ServerMap: SQLite3 database opened." << std::endl;
}

inline void Database_SQLite3::bindPos(sqlite3_stmt *stmt, const v3s16 &pos, int index)
{
	SQLOK(sqlite3_bind_int64(stmt, index, getBlockAsInteger(pos)),
		"Internal error: failed to bind query at " __FILE__ ":" TOSTRING(__LINE__));
}

bool Database_SQLite3::deleteBlock(const v3s16 &pos)
{
	verifyDatabase();

	bindPos(m_stmt_delete, pos);

	bool good = sqlite3_step(m_stmt_delete) == SQLITE_DONE;
	sqlite3_reset(m_stmt_delete);

	if (!good) {
		warningstream << "deleteBlock: Block failed to delete "
			<< PP(pos) << ": " << sqlite3_errmsg(m_database) << std::endl;
	}
	return good;
}

bool Database_SQLite3::saveBlock(const v3s16 &pos, const std::string &data)
{
	verifyDatabase();

#ifdef __ANDROID__
	/**
	 * Note: For some unknown reason SQLite3 fails to REPLACE blocks on Android,
	 * deleting them and then inserting works.
	 */
	bindPos(m_stmt_read, pos);

	if (sqlite3_step(m_stmt_read) == SQLITE_ROW) {
		deleteBlock(pos);
	}
	sqlite3_reset(m_stmt_read);
#endif

	bindPos(m_stmt_write, pos);
	SQLOK(sqlite3_bind_blob(m_stmt_write, 2, data.data(), data.size(), NULL),
		"Internal error: failed to bind query at " __FILE__ ":" TOSTRING(__LINE__));

	SQLRES(sqlite3_step(m_stmt_write), SQLITE_DONE, "Failed to save block")
	sqlite3_reset(m_stmt_write);

	return true;
}

void Database_SQLite3::loadBlock(const v3s16 &pos, std::string *block)
{
	verifyDatabase();

	bindPos(m_stmt_read, pos);

	if (sqlite3_step(m_stmt_read) != SQLITE_ROW) {
		sqlite3_reset(m_stmt_read);
		return;
	}

	const char *data = (const char *) sqlite3_column_blob(m_stmt_read, 0);
	size_t len = sqlite3_column_bytes(m_stmt_read, 0);

	*block = (data) ? std::string(data, len) : "";

	sqlite3_step(m_stmt_read);
	// We should never get more than 1 row, so ok to reset
	sqlite3_reset(m_stmt_read);
}

void Database_SQLite3::createDatabase()
{
	assert(m_database); // Pre-condition
	SQLOK(sqlite3_exec(m_database,
		"CREATE TABLE IF NOT EXISTS `blocks` (\n"
		"	`pos` INT PRIMARY KEY,\n"
		"	`data` BLOB\n"
		");\n",
		NULL, NULL, NULL),
		"Failed to create database table");
}

void Database_SQLite3::listAllLoadableBlocks(std::vector<v3s16> &dst)
{
	verifyDatabase();

	while (sqlite3_step(m_stmt_list) == SQLITE_ROW) {
		dst.push_back(getIntegerAsBlock(sqlite3_column_int64(m_stmt_list, 0)));
	}
	sqlite3_reset(m_stmt_list);
}

Database_SQLite3::~Database_SQLite3()
{
	FINALIZE_STATEMENT(m_stmt_read)
	FINALIZE_STATEMENT(m_stmt_write)
	FINALIZE_STATEMENT(m_stmt_list)
	FINALIZE_STATEMENT(m_stmt_begin)
	FINALIZE_STATEMENT(m_stmt_end)
	FINALIZE_STATEMENT(m_stmt_delete)

	SQLOK_ERRSTREAM(sqlite3_close(m_database), "Failed to close database");
}

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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 <ICameraSceneNode.h>
#include <ITextSceneNode.h>
#include <IBillboardSceneNode.h>
#include <IMeshManipulator.h>
#include <IAnimatedMeshSceneNode.h>
#include <IBoneSceneNode.h>
#include "content_cao.h"
#include "util/numeric.h" // For IntervalLimiter
#include "util/serialize.h"
#include "util/mathconstants.h"
#include "client/tile.h"
#include "environment.h"
#include "collision.h"
#include "settings.h"
#include "serialization.h" // For decompressZlib
#include "gamedef.h"
#include "clientobject.h"
#include "mesh.h"
#include "itemdef.h"
#include "tool.h"
#include "content_cso.h"
#include "sound.h"
#include "nodedef.h"
#include "localplayer.h"
#include "map.h"
#include "camera.h" // CameraModes
#include "wieldmesh.h"
#include "log.h"

class Settings;
struct ToolCapabilities;

#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"

UNORDERED_MAP<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;

SmoothTranslator::SmoothTranslator():
	vect_old(0,0,0),
	vect_show(0,0,0),
	vect_aim(0,0,0),
	anim_counter(0),
	anim_time(0),
	anim_time_counter(0),
	aim_is_end(true)
{}

void SmoothTranslator::init(v3f vect)
{
	vect_old = vect;
	vect_show = vect;
	vect_aim = vect;
	anim_counter = 0;
	anim_time = 0;
	anim_time_counter = 0;
	aim_is_end = true;
}

void SmoothTranslator::sharpen()
{
	init(vect_show);
}

void SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_interval)
{
	aim_is_end = is_end_position;
	vect_old = vect_show;
	vect_aim = vect_new;
	if(update_interval > 0)
	{
		anim_time = update_interval;
	} else {
		if(anim_time < 0.001 || anim_time > 1.0)
			anim_time = anim_time_counter;
		else
			anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
	}
	anim_time_counter = 0;
	anim_counter = 0;
}

void SmoothTranslator::translate(f32 dtime)
{
	anim_time_counter = anim_time_counter + dtime;
	anim_counter = anim_counter + dtime;
	v3f vect_move = vect_aim - vect_old;
	f32 moveratio = 1.0;
	if(anim_time > 0.001)
		moveratio = anim_time_counter / anim_time;
	// Move a bit less than should, to avoid oscillation
	moveratio = moveratio * 0.8;
	float move_end = 1.5;
	if(aim_is_end)
		move_end = 1.0;
	if(moveratio > move_end)
		moveratio = move_end;
	vect_show = vect_old + vect_move * moveratio;
}

bool SmoothTranslator::is_moving()
{
	return ((anim_time_counter / anim_time) < 1.4);
}

/*
	Other stuff
*/

static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
		float txs, float tys, int col, int row)
{
	video::SMaterial& material = bill->getMaterial(0);
	core::matrix4& matrix = material.getTextureMatrix(0);
	matrix.setTextureTranslate(txs*col, tys*row);
	matrix.setTextureScale(txs, tys);
}

/*
	TestCAO
*/

class TestCAO : public ClientActiveObject
{
public:
	TestCAO(IGameDef *gamedef, ClientEnvironment *env);
	virtual ~TestCAO();

	ActiveObjectType getType() const
	{
		return ACTIVEOBJECT_TYPE_TEST;
	}

	static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);

	void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
			IrrlichtDevice *irr);
	void removeFromScene(bool permanent);
	void updateLight(u8 light_at_pos);
	v3s16 getLightPosition();
	void updateNodePos();

	void step(float dtime, ClientEnvironment *env);

	void processMessage(const std::string &data);

	bool getCollisionBox(aabb3f *toset) { return false; }
private:
	scene::IMeshSceneNode *m_node;
	v3f m_position;
};

// Prototype
TestCAO proto_TestCAO(NULL, NULL);

TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
	ClientActiveObject(0, gamedef, env),
	m_node(NULL),
	m_position(v3f(0,10*BS,0))
{
	ClientActiveObject::registerType(getType(), create);
}

TestCAO::~TestCAO()
{
}

ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
{
	return new TestCAO(gamedef, env);
}

void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
			IrrlichtDevice *irr)
{
	if(m_node != NULL)
		return;

	//video::IVideoDriver* driver = smgr->getVideoDriver();

	scene::SMesh *mesh = new scene::SMesh();
	scene::IMeshBuffer *buf = new scene::SMeshBuffer();
	video::SColor c(255,255,255,255);
	video::S3DVertex vertices[4] =
	{
		video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
		video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
		video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
		video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
	};
	u16 indices[] = {0,1,2,2,3,0};
	buf->append(vertices, 4, indices, 6);
	// Set material
	buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
	buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
	buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
	buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
	buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
	buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
	// Add to mesh
	mesh->addMeshBuffer(buf);
	buf->drop();
	m_node = smgr->addMeshSceneNode(mesh, NULL);
	mesh->drop();
	updateNodePos();
}

void TestCAO::removeFromScene(bool permanent)
{
	if(m_node == NULL)
		return;

	m_node->remove();
	m_node = NULL;
}

void TestCAO::updateLight(u8 light_at_pos)
{
}

v3s16 TestCAO::getLightPosition()
{
	return floatToInt(m_position, BS);
}

void TestCAO::updateNodePos()
{
	if(m_node == NULL)
		return;

	m_node->setPosition(m_position);
	//m_node->setRotation(v3f(0, 45, 0));
}

void TestCAO::step(float dtime, ClientEnvironment *env)
{
	if(m_node)
	{
		v3f rot = m_node->getRotation();
		//infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
		rot.Y += dtime * 180;
		m_node->setRotation(rot);
	}
}

void TestCAO::processMessage(const std::string &data)
{
	infostream<<"TestCAO: Got data: "<<data<<std::endl;
	std::istringstream is(data, std::ios::binary);
	u16 cmd;
	is>>cmd;
	if(cmd == 0)
	{
		v3f newpos;
		is>>newpos.X;
		is>>newpos.Y;
		is>>newpos.Z;
		m_position = newpos;
		updateNodePos();
	}
}

/*
	ItemCAO
*/

class ItemCAO : public ClientActiveObject
{
public:
	ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
	virtual ~ItemCAO();

	ActiveObjectType getType() const
	{
		return ACTIVEOBJECT_TYPE_ITEM;
	}

	static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);

	void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
			IrrlichtDevice *irr);
	void removeFromScene(bool permanent);
	void updateLight(u8 light_at_pos);
	v3s16 getLightPosition();
	void updateNodePos();
	void updateInfoText();
	void updateTexture();

	void step(float dtime, ClientEnvironment *env);

	void processMessage(const std::string &data);

	void initialize(const std::string &data);

	aabb3f *getSelectionBox()
		{return &m_selection_box;}
	v3f getPosition()
		{return m_position;}

	std::string infoText()
		{return m_infotext;}

	bool getCollisionBox(aabb3f *toset) { return false; }
private:
	aabb3f m_selection_box;
	scene::IMeshSceneNode *m_node;
	v3f m_position;
	std::string m_itemstring;
	std::string m_infotext;
};

#include "inventory.h"

// Prototype
ItemCAO proto_ItemCAO(NULL, NULL);

ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
	ClientActiveObject(0, gamedef, env),
	m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
	m_node(NULL),
	m_position(v3f(0,10*BS,0))
{
	if(!gamedef && !env)
	{
		ClientActiveObject::registerType(getType(), create);
	}
}

ItemCAO::~ItemCAO()
{
}

ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
{
	return new ItemCAO(gamedef, env);
}

void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
			IrrlichtDevice *irr)
{
	if(m_node != NULL)
		return;

	//video::IVideoDriver* driver = smgr->getVideoDriver();

	scene::SMesh *mesh = new scene::SMesh();
	scene::IMeshBuffer *buf = new scene::SMeshBuffer();
	video::SColor c(255,255,255,255);
	video::S3DVertex vertices[4] =
	{
		/*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
		video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
		video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
		video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/
		video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
		video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
		video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
		video::S3DVertex(BS/3.,0+BS*2./3.,0, 0,0,0, c, 0,0),
	};
	u16 indices[] = {0,1,2,2,3,0};
	buf->append(vertices, 4, indices, 6);
	// Set material
	buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
	buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
	// Initialize with a generated placeholder texture
	buf->getMaterial().setTexture(0, tsrc->getTexture(""));
	buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
	buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
	buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
	// Add to mesh
	mesh->addMeshBuffer(buf);
	buf->drop();
	m_node = smgr->addMeshSceneNode(mesh, NULL);
	mesh->drop();
	updateNodePos();

	/*
		Update image of node
	*/

	updateTexture();
}

void ItemCAO::removeFromScene(bool permanent)
{
	if(m_node == NULL)
		return;

	m_node->remove();
	m_node = NULL;
}

void ItemCAO::updateLight(u8 light_at_pos)
{
	if(m_node == NULL)
		return;

	u8 li = decode_light(light_at_pos);
	video::SColor color(255,li,li,li);
	setMeshColor(m_node->getMesh(), color);
}

v3s16 ItemCAO::getLightPosition()
{
	return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
}

void ItemCAO::updateNodePos()
{
	if(m_node == NULL)
		return;

	m_node->setPosition(m_position);
}

void ItemCAO::updateInfoText()
{
	try{
		IItemDefManager *idef = m_gamedef->idef();
		ItemStack item;
		item.deSerialize(m_itemstring, idef);
		if(item.isKnown(idef))
			m_infotext = item.getDefinition(idef).description;
		else
			m_infotext = "Unknown item: '" + m_itemstring + "'";
		if(item.count >= 2)
			m_infotext += " (" + itos(item.count) + ")";
	}
	catch(SerializationError &e)
	{
		m_infotext = "Unknown item: '" + m_itemstring + "'";
	}
}

void ItemCAO::updateTexture()
{
	if(m_node == NULL)
		return;

	// Create an inventory item to see what is its image
	std::istringstream is(m_itemstring, std::ios_base::binary);
	video::ITexture *texture = NULL;
	try{
		IItemDefManager *idef = m_gamedef->idef();
		ItemStack item;
		item.deSerialize(is, idef);
		texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
	}
	catch(SerializationError &e)
	{
		warningstream<<FUNCTION_NAME
				<<": error deSerializing itemstring \""
				<<m_itemstring<<std::endl;
	}

	// Set meshbuffer texture
	m_node->getMaterial(0).setTexture(0, texture);
}


void ItemCAO::step(float dtime, ClientEnvironment *env)
{
	if(m_node)
	{
		/*v3f rot = m_node->getRotation();
		rot.Y += dtime * 120;
		m_node->setRotation(rot);*/
		LocalPlayer *player = env->getLocalPlayer();
		assert(player);
		v3f rot = m_node->getRotation();
		rot.Y = 180.0 - (player->getYaw());
		m_node->setRotation(rot);
	}
}

void ItemCAO::processMessage(const std::string &data)
{
	//infostream<<"ItemCAO: Got message"<<std::endl;
	std::istringstream is(data, std::ios::binary);
	// command
	u8 cmd = readU8(is);
	if(cmd == 0)
	{
		// pos
		m_position = readV3F1000(is);
		updateNodePos();
	}
	if(cmd == 1)
	{
		// itemstring
		m_itemstring = deSerializeString(is);
		updateInfoText();
		updateTexture();
	}
}

void ItemCAO::initialize(const std::string &data)
{
	infostream<<"ItemCAO: Got init data"<<std::endl;

	{
		std::istringstream is(data, std::ios::binary);
		// version
		u8 version = readU8(is);
		// check version
		if(version != 0)
			return;
		// pos
		m_position = readV3F1000(is);
		// itemstring
		m_itemstring = deSerializeString(is);
	}

	updateNodePos();
	updateInfoText();
}

/*
	GenericCAO
*/

#include "genericobject.h"

GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
		ClientActiveObject(0, gamedef, env),
		//
		m_is_player(false),
		m_is_local_player(false),
		//
		m_smgr(NULL),
		m_irr(NULL),
		m_gamedef(NULL),
		m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
		m_meshnode(NULL),
		m_animated_meshnode(NULL),
		m_wield_meshnode(NULL),
		m_spritenode(NULL),
		m_nametag(NULL),
		m_position(v3f(0,10*BS,0)),
		m_velocity(v3f(0,0,0)),
		m_acceleration(v3f(0,0,0)),
		m_yaw(0),
		m_hp(1),
		m_tx_size(1,1),
		m_tx_basepos(0,0),
		m_initial_tx_basepos_set(false),
		m_tx_select_horiz_by_yawpitch(false),
		m_animation_range(v2s32(0,0)),
		m_animation_speed(15),
		m_animation_blend(0),
		m_animation_loop(true),
		m_bone_position(UNORDERED_MAP<std::string, core::vector2d<v3f> >()),
		m_attachment_bone(""),
		m_attachment_position(v3f(0,0,0)),
		m_attachment_rotation(v3f(0,0,0)),
		m_attached_to_local(false),
		m_anim_frame(0),
		m_anim_num_frames(1),
		m_anim_framelength(0.2),
		m_anim_timer(0),
		m_reset_textures_timer(-1),
		m_visuals_expired(false),
		m_step_distance_counter(0),
		m_last_light(255),
		m_is_visible(false)
{
	if (gamedef == NULL) {
		ClientActiveObject::registerType(getType(), create);
	} else {
		m_gamedef = gamedef;
	}
}

bool GenericCAO::getCollisionBox(aabb3f *toset)
{
	if (m_prop.physical)
	{
		//update collision box
		toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
		toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;

		toset->MinEdge += m_position;
		toset->MaxEdge += m_position;

		return true;
	}

	return false;
}