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path: root/src/client/localplayer.cpp
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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 "localplayer.h"
#include <cmath>
#include "mtevent.h"
#include "collision.h"
#include "nodedef.h"
#include "settings.h"
#include "environment.h"
#include "map.h"
#include "client.h"
#include "content_cao.h"

/*
	LocalPlayer
*/

LocalPlayer::LocalPlayer(Client *client, const char *name):
	Player(name, client->idef()),
	m_client(client)
{
}

static aabb3f getNodeBoundingBox(const std::vector<aabb3f> &nodeboxes)
{
	if (nodeboxes.empty())
		return aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);

	aabb3f b_max;

	std::vector<aabb3f>::const_iterator it = nodeboxes.begin();
	b_max = aabb3f(it->MinEdge, it->MaxEdge);

	++it;
	for (; it != nodeboxes.end(); ++it)
		b_max.addInternalBox(*it);

	return b_max;
}

bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
	const v3f &sneak_max)
{
	static const v3s16 dir9_center[9] = {
		v3s16( 0, 0,  0),
		v3s16( 1, 0,  0),
		v3s16(-1, 0,  0),
		v3s16( 0, 0,  1),
		v3s16( 0, 0, -1),
		v3s16( 1, 0,  1),
		v3s16(-1, 0,  1),
		v3s16( 1, 0, -1),
		v3s16(-1, 0, -1)
	};

	const NodeDefManager *nodemgr = m_client->ndef();
	MapNode node;
	bool is_valid_position;
	bool new_sneak_node_exists = m_sneak_node_exists;

	// We want the top of the sneak node to be below the players feet
	f32 position_y_mod = 0.05f * BS;
	if (m_sneak_node_exists)
		position_y_mod = m_sneak_node_bb_top.MaxEdge.Y - position_y_mod;

	// Get position of current standing node
	const v3s16 current_node = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);

	if (current_node != m_sneak_node) {
		new_sneak_node_exists = false;
	} else {
		node = map->getNode(current_node, &is_valid_position);
		if (!is_valid_position || !nodemgr->get(node).walkable)
			new_sneak_node_exists = false;
	}

	// Keep old sneak node
	if (new_sneak_node_exists)
		return true;

	// Get new sneak node
	m_sneak_ladder_detected = false;
	f32 min_distance_f = 100000.0f * BS;

	for (const auto &d : dir9_center) {
		const v3s16 p = current_node + d;
		const v3f pf = intToFloat(p, BS);
		const v2f diff(position.X - pf.X, position.Z - pf.Z);
		f32 distance_f = diff.getLength();

		if (distance_f > min_distance_f ||
				fabs(diff.X) > (0.5f + 0.1f) * BS + sneak_max.X ||
				fabs(diff.Y) > (0.5f + 0.1f) * BS + sneak_max.Z)
			continue;


		// The node to be sneaked on has to be walkable
		node = map->getNode(p, &is_valid_position);
		if (!is_valid_position || !nodemgr->get(node).walkable)
			continue;
		// And the node(s) above have to be nonwalkable
		bool ok = true;
		if (!physics_override_sneak_glitch) {
			u16 height =
				ceilf((m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS);
			for (u16 y = 1; y <= height; y++) {
				node = map->getNode(p + v3s16(0, y, 0), &is_valid_position);
				if (!is_valid_position || nodemgr->get(node).walkable) {
					ok = false;
					break;
				}
			}
		} else {
			// legacy behaviour: check just one node
			node = map->getNode(p + v3s16(0, 1, 0), &is_valid_position);
			ok = is_valid_position && !nodemgr->get(node).walkable;
		}
		if (!ok)
			continue;

		min_distance_f = distance_f;
		m_sneak_node = p;
		new_sneak_node_exists = true;
	}

	if (!new_sneak_node_exists)
		return false;

	// Update saved top bounding box of sneak node
	node = map->getNode(m_sneak_node);
	std::vector<aabb3f> nodeboxes;
	node.getCollisionBoxes(nodemgr, &nodeboxes);
	m_sneak_node_bb_top = getNodeBoundingBox(nodeboxes);

	if (physics_override_sneak_glitch) {
		// Detect sneak ladder:
		// Node two meters above sneak node must be solid
		node = map->getNode(m_sneak_node + v3s16(0, 2, 0),
			&is_valid_position);
		if (is_valid_position && nodemgr->get(node).walkable) {
			// Node three meters above: must be non-solid
			node = map->getNode(m_sneak_node + v3s16(0, 3, 0),
				&is_valid_position);
			m_sneak_ladder_detected = is_valid_position &&
				!nodemgr->get(node).walkable;
		}
	}
	return true;
}

void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
		std::vector<CollisionInfo> *collision_info)
{
	// Node at feet position, update each ClientEnvironment::step()
	if (!collision_info || collision_info->empty())
		m_standing_node = floatToInt(m_position, BS);

	// Temporary option for old move code
	if (!physics_override_new_move) {
		old_move(dtime, env, pos_max_d, collision_info);
		return;
	}

	Map *map = &env->getMap();
	const NodeDefManager *nodemgr = m_client->ndef();

	v3f position = getPosition();

	// Copy parent position if local player is attached
	if (getParent()) {
		setPosition(m_cao->getPosition());
		added_velocity = v3f(0.0f); // ignored
		return;
	}

	PlayerSettings &player_settings = getPlayerSettings();

	// Skip collision detection if noclip mode is used
	bool fly_allowed = m_client->checkLocalPrivilege("fly");
	bool noclip = m_client->checkLocalPrivilege("noclip") && player_settings.noclip;
	bool free_move = player_settings.free_move && fly_allowed;

	if (noclip && free_move) {
		position += m_speed * dtime;
		setPosition(position);

		touching_ground = false;
		added_velocity = v3f(0.0f); // ignored
		return;
	}

	m_speed += added_velocity;
	added_velocity = v3f(0.0f);

	/*
		Collision detection
	*/

	bool is_valid_position;
	MapNode node;
	v3s16 pp;

	/*
		Check if player is in liquid (the oscillating value)
	*/

	// If in liquid, the threshold of coming out is at higher y
	if (in_liquid)
	{
		pp = floatToInt(position + v3f(0.0f, BS * 0.1f, 0.0f), BS);
		node = map->getNode(pp, &is_valid_position);
		if (is_valid_position) {
			const ContentFeatures &cf = nodemgr->get(node.getContent());
			in_liquid = cf.liquid_move_physics;
			move_resistance = cf.move_resistance;
		} else {
			in_liquid = false;
		}
	} else {
		// If not in liquid, the threshold of going in is at lower y

		pp = floatToInt(position + v3f(0.0f, BS * 0.5f, 0.0f), BS);
		node = map->getNode(pp, &is_valid_position);
		if (is_valid_position) {
			const ContentFeatures &cf = nodemgr->get(node.getContent());
			in_liquid = cf.liquid_move_physics;
			move_resistance = cf.move_resistance;
		} else {
			in_liquid = false;
		}
	}


	/*
		Check if player is in liquid (the stable value)
	*/
	pp = floatToInt(position + v3f(0.0f), BS);
	node = map->getNode(pp, &is_valid_position);
	if (is_valid_position) {
		in_liquid_stable = nodemgr->get(node.getContent()).liquid_move_physics;
	} else {
		in_liquid_stable = false;
	}

	/*
		Check if player is climbing
	*/

	pp = floatToInt(position + v3f(0.0f, 0.5f * BS, 0.0f), BS);
	v3s16 pp2 = floatToInt(position + v3f(0.0f, -0.2f * BS, 0.0f), BS);
	node = map->getNode(pp, &is_valid_position);
	bool is_valid_position2;
	MapNode node2 = map->getNode(pp2, &is_valid_position2);

	if (!(is_valid_position && is_valid_position2)) {
		is_climbing = false;
	} else {
		is_climbing = (nodemgr->get(node.getContent()).climbable ||
			nodemgr->get(node2.getContent()).climbable) && !free_move;
	}

	/*
		Collision uncertainty radius
		Make it a bit larger than the maximum distance of movement
	*/
	//f32 d = pos_max_d * 1.1;
	// A fairly large value in here makes moving smoother
	f32 d = 0.15f * BS;

	// This should always apply, otherwise there are glitches
	sanity_check(d > pos_max_d);

	// Player object property step height is multiplied by BS in
	// /src/script/common/c_content.cpp and /src/content_sao.cpp
	float player_stepheight = (m_cao == nullptr) ? 0.0f :
		(touching_ground ? m_cao->getStepHeight() : (0.2f * BS));

	v3f accel_f;
	const v3f initial_position = position;
	const v3f initial_speed = m_speed;

	collisionMoveResult result = collisionMoveSimple(env, m_client,
		pos_max_d, m_collisionbox, player_stepheight, dtime,
		&position, &m_speed, accel_f);

	bool could_sneak = control.sneak && !free_move && !in_liquid &&
		!is_climbing && physics_override_sneak;

	// Add new collisions to the vector
	if (collision_info && !free_move) {
		v3f diff = intToFloat(m_standing_node, BS) - position;
		f32 distance = diff.getLength();
		// Force update each ClientEnvironment::step()
		bool is_first = collision_info->empty();

		for (const auto &colinfo : result.collisions) {
			collision_info->push_back(colinfo);

			if (colinfo.type != COLLISION_NODE ||
					colinfo.axis != COLLISION_AXIS_Y ||
					(could_sneak && m_sneak_node_exists))
				continue;

			diff = intToFloat(colinfo.node_p, BS) - position;

			// Find nearest colliding node
			f32 len = diff.getLength();
			if (is_first || len < distance) {
				m_standing_node = colinfo.node_p;
				distance = len;
				is_first = false;
			}
		}
	}

	/*
		If the player's feet touch the topside of any node, this is
		set to true.

		Player is allowed to jump when this is true.
	*/
	bool touching_ground_was = touching_ground;
	touching_ground = result.touching_ground;
	bool sneak_can_jump = false;

	// Max. distance (X, Z) over border for sneaking determined by collision box
	// * 0.49 to keep the center just barely on the node
	v3f sneak_max = m_collisionbox.getExtent() * 0.49;

	if (m_sneak_ladder_detected) {
		// restore legacy behaviour (this makes the m_speed.Y hack necessary)
		sneak_max = v3f(0.4f * BS, 0.0f, 0.4f * BS);
	}

	/*
		If sneaking, keep on top of last walked node and don't fall off
	*/
	if (could_sneak && m_sneak_node_exists) {
		const v3f sn_f = intToFloat(m_sneak_node, BS);
		const v3f bmin = sn_f + m_sneak_node_bb_top.MinEdge;
		const v3f bmax = sn_f + m_sneak_node_bb_top.MaxEdge;
		const v3f old_pos = position;
		const v3f old_speed = m_speed;
		f32 y_diff = bmax.Y - position.Y;
		m_standing_node = m_sneak_node;

		// (BS * 0.6f) is the basic stepheight while standing on ground
		if (y_diff < BS * 0.6f) {
			// Only center player when they're on the node
			position.X = rangelim(position.X,
				bmin.X - sneak_max.X, bmax.X + sneak_max.X);
			position.Z = rangelim(position.Z,
				bmin.Z - sneak_max.Z, bmax.Z + sneak_max.Z);

			if (position.X != old_pos.X)
				m_speed.X = 0.0f;
			if (position.Z != old_pos.Z)
				m_speed.Z = 0.0f;
		}

		if (y_diff > 0 && m_speed.Y <= 0.0f &&
				(physics_override_sneak_glitch || y_diff < BS * 0.6f)) {
			// Move player to the maximal height when falling or when
			// the ledge is climbed on the next step.

			// Smoothen the movement (based on 'position.Y = bmax.Y')
			position.Y += y_diff * dtime * 22.0f + BS * 0.01f;
			position.Y = std::min(position.Y, bmax.Y);
			m_speed.Y = 0.0f;
		}

		// Allow jumping on node edges while sneaking
		if (m_speed.Y == 0.0f || m_sneak_ladder_detected)
			sneak_can_jump = true;

		if (collision_info &&
				m_speed.Y - old_speed.Y > BS) {
			// Collide with sneak node, report fall damage
			CollisionInfo sn_info;
			sn_info.node_p = m_sneak_node;
			sn_info.old_speed = old_speed;
			sn_info.new_speed = m_speed;
			collision_info->push_back(sn_info);
		}
	}

	/*
		Find the next sneak node if necessary
	*/
	bool new_sneak_node_exists = false;

	if (could_sneak)
		new_sneak_node_exists = updateSneakNode(map, position, sneak_max);

	/*
		Set new position but keep sneak node set
	*/
	setPosition(position);
	m_sneak_node_exists = new_sneak_node_exists;

	/*
		Report collisions
	*/

	if (!result.standing_on_object && !touching_ground_was && touching_ground) {
		m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND));

		// Set camera impact value to be used for view bobbing
		camera_impact = getSpeed().Y * -1;
	}

	/*
		Check properties of the node on which the player is standing
	*/
	const ContentFeatures &f = nodemgr->get(map->getNode(m_standing_node));
	const ContentFeatures &f1 = nodemgr->get(map->getNode(m_standing_node + v3s16(0, 1, 0)));

	// Determine if jumping is possible
	m_disable_jump = itemgroup_get(f.groups, "disable_jump") ||
		itemgroup_get(f1.groups, "disable_jump");
	m_can_jump = ((touching_ground && !is_climbing) || sneak_can_jump) && !m_disable_jump;

	// Jump key pressed while jumping off from a bouncy block
	if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
		m_speed.Y >= -0.5f * BS) {
		float jumpspeed = movement_speed_jump * physics_override_jump;
		if (m_speed.Y > 1.0f) {
			// Reduce boost when speed already is high
			m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f));
		} else {
			m_speed.Y += jumpspeed;
		}
		setSpeed(m_speed);
		m_can_jump = false;
	}

	// Autojump
	handleAutojump(dtime, env, result, initial_position, initial_speed, pos_max_d);
}

void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
{
	move(dtime, env, pos_max_d, NULL);
}

void LocalPlayer::applyControl(float dtime, Environment *env)
{
	// Clear stuff
	swimming_vertical = false;
	swimming_pitch = false;

	setPitch(control.pitch);
	setYaw(control.yaw);

	// Nullify speed and don't run positioning code if the player is attached
	if (getParent()) {
		setSpeed(v3f(0.0f));
		return;
	}

	PlayerSettings &player_settings = getPlayerSettings();

	// All vectors are relative to the player's yaw,
	// (and pitch if pitch move mode enabled),
	// and will be rotated at the end
	v3f speedH, speedV; // Horizontal (X, Z) and Vertical (Y)

	bool fly_allowed = m_client->checkLocalPrivilege("fly");
	bool fast_allowed = m_client->checkLocalPrivilege("fast");

	bool free_move = fly_allowed && player_settings.free_move;
	bool fast_move = fast_allowed && player_settings.fast_move;
	bool pitch_move = (free_move || in_liquid) && player_settings.pitch_move;
	// When aux1_descends is enabled the fast key is used to go down, so fast isn't possible
	bool fast_climb = fast_move && control.aux1 && !player_settings.aux1_descends;
	bool always_fly_fast = player_settings.always_fly_fast;

	// Whether superspeed mode is used or not
	bool superspeed = false;

	if (always_fly_fast && free_move && fast_move)
		superspeed = true;

	// Old descend control
	if (player_settings.aux1_descends) {
		// If free movement and fast movement, always move fast
		if (free_move && fast_move)
			superspeed = true;

		// Auxiliary button 1 (E)
		if (control.aux1) {
			if (free_move) {
				// In free movement mode, aux1 descends
				if (fast_move)
					speedV.Y = -movement_speed_fast;
				else
					speedV.Y = -movement_speed_walk;
			} else if (in_liquid || in_liquid_stable) {
				speedV.Y = -movement_speed_walk;
				swimming_vertical = true;
			} else if (is_climbing) {
				speedV.Y = -movement_speed_climb;
			} else {
				// If not free movement but fast is allowed, aux1 is
				// "Turbo button"
				if (fast_move)
					superspeed = true;
			}
		}
	} else {
		// New minecraft-like descend control

		// Auxiliary button 1 (E)
		if (control.aux1) {
			if (!is_climbing) {
				// aux1 is "Turbo button"
				if (fast_move)
					superspeed = true;
			}
		}

		if (control.sneak) {
			if (free_move) {
				// In free movement mode, sneak descends
				if (fast_move && (control.aux1 || always_fly_fast))
					speedV.Y = -movement_speed_fast;
				else
					speedV.Y = -movement_speed_walk;
			} else if (in_liquid || in_liquid_stable) {
				if (fast_climb)
					speedV.Y = -movement_speed_fast;
				else
					speedV.Y = -movement_speed_walk;
				swimming_vertical = true;
			} else if (is_climbing) {
				if (fast_climb)
					speedV.Y = -movement_speed_fast;
				else
					speedV.Y = -movement_speed_climb;
			}
		}
	}

	speedH = v3f(sin(control.movement_direction), 0.0f, cos(control.movement_direction));

	if (m_autojump) {
		// release autojump after a given time
		m_autojump_time -= dtime;
		if (m_autojump_time <= 0.0f)
			m_autojump = false;
	}

	if (control.jump) {
		if (free_move) {
			if (player_settings.aux1_descends || always_fly_fast) {
				if (fast_move)
					speedV.Y = movement_speed_fast;
				else
					speedV.Y = movement_speed_walk;
			} else {
				if (fast_move && control.aux1)
					speedV.Y = movement_speed_fast;
				else
					speedV.Y = movement_speed_walk;
			}
		} else if (m_can_jump) {
			/*
				NOTE: The d value in move() affects jump height by
				raising the height at which the jump speed is kept
				at its starting value
			*/
			v3f speedJ = getSpeed();
			if (speedJ.Y >= -0.5f * BS) {
				speedJ.Y = movement_speed_jump * physics_override_jump;
				setSpeed(speedJ);
				m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_JUMP));
			}
		} else if (in_liquid && !m_disable_jump) {
			if (fast_climb)
				speedV.Y = movement_speed_fast;
			else
				speedV.Y = movement_speed_walk;
			swimming_vertical = true;
		} else if (is_climbing && !m_disable_jump) {
			if (fast_climb)
				speedV.Y = movement_speed_fast;
			else
				speedV.Y = movement_speed_climb;
		}
	}

	// The speed of the player (Y is ignored)
	if (superspeed || (is_climbing && fast_climb) ||
			((in_liquid || in_liquid_stable) && fast_climb))
		speedH = speedH.normalize() * movement_speed_fast;
	else if (control.sneak && !free_move && !in_liquid && !in_liquid_stable)
		speedH = speedH.normalize() * movement_speed_crouch;
	else
		speedH = speedH.normalize() * movement_speed_walk;

	speedH *= control.movement_speed; /* Apply analog input */

	// Acceleration increase
	f32 incH = 0.0f; // Horizontal (X, Z)
	f32 incV = 0.0f; // Vertical (Y)
	if ((!touching_ground && !free_move && !is_climbing && !in_liquid) ||
			(!free_move && m_can_jump && control.jump)) {
		// Jumping and falling
		if (superspeed || (fast_move && control.aux1))
			incH = movement_acceleration_fast * BS * dtime;
		else
			incH = movement_acceleration_air * BS * dtime;
		incV = 0.0f; // No vertical acceleration in air
	} else if (superspeed || (is_climbing && fast_climb) ||
			((in_liquid || in_liquid_stable) && fast_climb)) {
		incH = incV = movement_acceleration_fast * BS * dtime;
	} else {
		incH = incV = movement_acceleration_default * BS * dtime;
	}

	float slip_factor = 1.0f;
	if (!free_move && !in_liquid && !in_liquid_stable)
		slip_factor = getSlipFactor(env, speedH);

	// Don't sink when swimming in pitch mode
	if (pitch_move && in_liquid) {
		v3f controlSpeed = speedH + speedV;
		if (controlSpeed.getLength() > 0.01f)
			swimming_pitch = true;
	}

	// Accelerate to target speed with maximum increment
	accelerate((speedH + speedV) * physics_override_speed,
		incH * physics_override_speed * slip_factor, incV * physics_override_speed,
		pitch_move);
}

v3s16 LocalPlayer::getStandingNodePos()
{
	if (m_sneak_node_exists)
		return m_sneak_node;

	return m_standing_node;
}

v3s16 LocalPlayer::getFootstepNodePos()
{
	v3f feet_pos = getPosition() + v3f(0.0f, m_collisionbox.MinEdge.Y, 0.0f);

	// Emit swimming sound if the player is in liquid
	if (in_liquid_stable)
		return floatToInt(feet_pos, BS);

	// BS * 0.05 below the player's feet ensures a 1/16th height
	// nodebox is detected instead of the node below it.
	if (touching_ground)
		return floatToInt(feet_pos - v3f(0.0f, BS * 0.05f, 0.0f), BS);

	// A larger distance below is necessary for a footstep sound
	// when landing after a jump or fall. BS * 0.5 ensures water
	// sounds when swimming in 1 node deep water.
	return floatToInt(feet_pos - v3f(0.0f, BS * 0.5f, 0.0f), BS);
}

v3s16 LocalPlayer::getLightPosition() const
{
	return floatToInt(m_position + v3f(0.0f, BS * 1.5f, 0.0f), BS);
}

v3f LocalPlayer::getEyeOffset() const
{
	return v3f(0.0f, BS * m_eye_height, 0.0f);
}

ClientActiveObject *LocalPlayer::getParent() const
{
	return m_cao ? m_cao->getParent() : nullptr;
}

bool LocalPlayer::isDead() const
{
	FATAL_ERROR_IF(!getCAO(), "LocalPlayer's CAO isn't initialized");
	return !getCAO()->isImmortal() && hp == 0;
}

// 3D acceleration
void LocalPlayer::accelerate(const v3f &target_speed, const f32 max_increase_H,
	const f32 max_increase_V, const bool use_pitch)
{
	const f32 yaw = getYaw();
	const f32 pitch = getPitch();
	v3f flat_speed = m_speed;
	// Rotate speed vector by -yaw and -pitch to make it relative to the player's yaw and pitch
	flat_speed.rotateXZBy(-yaw);
	if (use_pitch)
		flat_speed.rotateYZBy(-pitch);

	v3f d_wanted = target_speed - flat_speed;
	v3f d;

	// Then compare the horizontal and vertical components with the wanted speed
	if (max_increase_H > 0.0f) {
		v3f d_wanted_H = d_wanted * v3f(1.0f, 0.0f, 1.0f);
		if (d_wanted_H.getLength() > max_increase_H)
			d += d_wanted_H.normalize() * max_increase_H;
		else
			d += d_wanted_H;
	}

	if (max_increase_V > 0.0f) {
		f32 d_wanted_V = d_wanted.Y;
		if (d_wanted_V > max_increase_V)
			d.Y += max_increase_V;
		else if (d_wanted_V < -max_increase_V)
			d.Y -= max_increase_V;
		else
			d.Y += d_wanted_V;
	}

	// Finally rotate it again
	if (use_pitch)
		d.rotateYZBy(pitch);
	d.rotateXZBy(yaw);

	m_speed += d;
}

// Temporary option for old move code
void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
	std::vector<CollisionInfo> *collision_info)
{
	Map *map = &env->getMap();
	const NodeDefManager *nodemgr = m_client->ndef();

	v3f position = getPosition();

	// Copy parent position if local player is attached
	if (getParent()) {
		setPosition(m_cao->getPosition());
		m_sneak_node_exists = false;
		added_velocity = v3f(0.0f);
		return;
	}

	PlayerSettings &player_settings = getPlayerSettings();

	// Skip collision detection if noclip mode is used
	bool fly_allowed = m_client->checkLocalPrivilege("fly");
	bool noclip = m_client->checkLocalPrivilege("noclip") && player_settings.noclip;
	bool free_move = noclip && fly_allowed && player_settings.free_move;
	if (free_move) {
		position += m_speed * dtime;
		setPosition(position);

		touching_ground = false;
		m_sneak_node_exists = false;
		added_velocity = v3f(0.0f);
		return;
	}

	m_speed += added_velocity;
	added_velocity = v3f(0.0f);

	/*
		Collision detection
	*/
	bool is_valid_position;
	MapNode node;
	v3s16 pp;

	/*
		Check if player is in liquid (the oscillating value)
	*/
	if (in_liquid) {
		// If in liquid, the threshold of coming out is at higher y
		pp = floatToInt(position + v3f(0.0f, BS * 0.1f, 0.0f), BS);
		node = map->getNode(pp, &is_valid_position);
		if (is_valid_position) {
			const ContentFeatures &cf = nodemgr->get(node.getContent());
			in_liquid = cf.liquid_move_physics;
			move_resistance = cf.move_resistance;
		} else {
			in_liquid = false;
		}
	} else {
		// If not in liquid, the threshold of going in is at lower y
		pp = floatToInt(position + v3f(0.0f, BS * 0.5f, 0.0f), BS);
		node = map->getNode(pp, &is_valid_position);
		if (is_valid_position) {
			const ContentFeatures &cf = nodemgr->get(node.getContent());
			in_liquid = cf.liquid_move_physics;
			move_resistance = cf.move_resistance;
		} else {
			in_liquid = false;
		}
	}

	/*
		Check if player is in liquid (the stable value)
	*/
	pp = floatToInt(position + v3f(0.0f), BS);
	node = map->getNode(pp, &is_valid_position);
	if (is_valid_position)
		in_liquid_stable = nodemgr->get(node.getContent()).liquid_move_physics;
	else
		in_liquid_stable = false;

	/*
		Check if player is climbing
	*/
	pp = floatToInt(position + v3f(0.0f, 0.5f * BS, 0.0f), BS);
	v3s16 pp2 = floatToInt(position + v3f(0.0f, -0.2f * BS, 0.0f), BS);
	node = map->getNode(pp, &is_valid_position);
	bool is_valid_position2;
	MapNode node2 = map->getNode(pp2, &is_valid_position2);

	if (!(is_valid_position && is_valid_position2))
		is_climbing = false;
	else
		is_climbing = (nodemgr->get(node.getContent()).climbable ||
			nodemgr->get(node2.getContent()).climbable) && !free_move;

	/*
		Collision uncertainty radius
		Make it a bit larger than the maximum distance of movement
	*/
	//f32 d = pos_max_d * 1.1;
	// A fairly large value in here makes moving smoother
	f32 d = 0.15f * BS;
	// This should always apply, otherwise there are glitches
	sanity_check(d > pos_max_d);
	// Maximum distance over border for sneaking
	f32 sneak_max = BS * 0.4f;

	/*
		If sneaking, keep in range from the last walked node and don't
		fall off from it
	*/
	if (control.sneak && m_sneak_node_exists &&
			!(fly_allowed && player_settings.free_move) && !in_liquid &&
			physics_override_sneak) {
		f32 maxd = 0.5f * BS + sneak_max;
		v3f lwn_f = intToFloat(m_sneak_node, BS);
		position.X = rangelim(position.X, lwn_f.X - maxd, lwn_f.X + maxd);
		position.Z = rangelim(position.Z, lwn_f.Z - maxd, lwn_f.Z + maxd);

		if (!is_climbing) {
			// Move up if necessary
			f32 new_y = (lwn_f.Y - 0.5f * BS) + m_sneak_node_bb_ymax;
			if (position.Y < new_y)
				position.Y = new_y;
			/*
				Collision seems broken, since player is sinking when
				sneaking over the edges of current sneaking_node.
				TODO (when fixed): Set Y-speed only to 0 when position.Y < new_y.
			*/
			if (m_speed.Y < 0.0f)
				m_speed.Y = 0.0f;
		}
	}

	// TODO: This shouldn't be hardcoded but decided by the server
	float player_stepheight = touching_ground ? (BS * 0.6f) : (BS * 0.2f);

	v3f accel_f;
	const v3f initial_position = position;
	const v3f initial_speed = m_speed;

	collisionMoveResult result = collisionMoveSimple(env, m_client,
		pos_max_d, m_collisionbox, player_stepheight, dtime,
		&position, &m_speed, accel_f);

	// Positition was slightly changed; update standing node pos
	if (touching_ground)
		m_standing_node = floatToInt(m_position - v3f(0.0f, 0.1f * BS, 0.0f), BS);
	else
		m_standing_node = floatToInt(m_position, BS);

	/*
		If the player's feet touch the topside of any node, this is
		set to true.

		Player is allowed to jump when this is true.
	*/
	bool touching_ground_was = touching_ground;
	touching_ground = result.touching_ground;

	//bool standing_on_unloaded = result.standing_on_unloaded;

	/*
		Check the nodes under the player to see from which node the
		player is sneaking from, if any. If the node from under
		the player has been removed, the player falls.
	*/
	f32 position_y_mod = 0.05f * BS;
	if (m_sneak_node_bb_ymax > 0.0f)
		position_y_mod = m_sneak_node_bb_ymax - position_y_mod;
	v3s16 current_node = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
	if (m_sneak_node_exists &&
			nodemgr->get(map->getNode(m_old_node_below)).name == "air" &&
			m_old_node_below_type != "air") {
		// Old node appears to have been removed; that is,
		// it wasn't air before but now it is
		m_need_to_get_new_sneak_node = false;
		m_sneak_node_exists = false;
	} else if (nodemgr->get(map->getNode(current_node)).name != "air") {
		// We are on something, so make sure to recalculate the sneak
		// node.
		m_need_to_get_new_sneak_node = true;
	}

	if (m_need_to_get_new_sneak_node && physics_override_sneak) {
		m_sneak_node_bb_ymax = 0.0f;
		v3s16 pos_i_bottom = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
		v2f player_p2df(position.X, position.Z);
		f32 min_distance_f = 100000.0f * BS;
		// If already seeking from some node, compare to it.
		v3s16 new_sneak_node = m_sneak_node;
		for (s16 x= -1; x <= 1; x++)
		for (s16 z= -1; z <= 1; z++) {
			v3s16 p = pos_i_bottom + v3s16(x, 0, z);
			v3f pf = intToFloat(p, BS);
			v2f node_p2df(pf.X, pf.Z);
			f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
			f32 max_axis_distance_f = MYMAX(
				std::fabs(player_p2df.X - node_p2df.X),
				std::fabs(player_p2df.Y - node_p2df.Y));

			if (distance_f > min_distance_f ||
					max_axis_distance_f > 0.5f * BS + sneak_max + 0.1f * BS)
				continue;

			// The node to be sneaked on has to be walkable
			node = map->getNode(p, &is_valid_position);
			if (!is_valid_position || !nodemgr->get(node).walkable)
				continue;
			// And the node above it has to be nonwalkable
			node = map->getNode(p + v3s16(0, 1, 0), &is_valid_position);
			if (!is_valid_position || nodemgr->get(node).walkable)
				continue;
			// If not 'sneak_glitch' the node 2 nodes above it has to be nonwalkable
			if (!physics_override_sneak_glitch) {
				node = map->getNode(p + v3s16(0, 2, 0), &is_valid_position);
				if (!is_valid_position || nodemgr->get(node).walkable)
					continue;
			}

			min_distance_f = distance_f;
			new_sneak_node = p;
		}

		bool sneak_node_found = (min_distance_f < 100000.0f * BS * 0.9f);

		m_sneak_node = new_sneak_node;
		m_sneak_node_exists = sneak_node_found;

		if (sneak_node_found) {
			f32 cb_max = 0.0f;
			MapNode n = map->getNode(m_sneak_node);
			std::vector<aabb3f> nodeboxes;
			n.getCollisionBoxes(nodemgr, &nodeboxes);
			for (const auto &box : nodeboxes) {
				if (box.MaxEdge.Y > cb_max)
					cb_max = box.MaxEdge.Y;
			}
			m_sneak_node_bb_ymax = cb_max;
		}

		/*
			If sneaking, the player's collision box can be in air, so
			this has to be set explicitly
		*/
		if (sneak_node_found && control.sneak)
			touching_ground = true;
	}

	/*
		Set new position but keep sneak node set
	*/
	bool sneak_node_exists = m_sneak_node_exists;
	setPosition(position);
	m_sneak_node_exists = sneak_node_exists;

	/*
		Report collisions
	*/
	// Don't report if flying
	if (collision_info && !(player_settings.free_move && fly_allowed)) {
		for (const auto &info : result.collisions) {
			collision_info->push_back(info);
		}
	}

	if (!result.standing_on_object && !touching_ground_was && touching_ground) {
		m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND));
		// Set camera impact value to be used for view bobbing
		camera_impact = getSpeed().Y * -1.0f;
	}

	/*
		Update the node last under the player
	*/
	m_old_node_below = floatToInt(position - v3f(0.0f, BS / 2.0f, 0.0f), BS);
	m_old_node_below_type = nodemgr->get(map->getNode(m_old_node_below)).name;

	/*
		Check properties of the node on which the player is standing
	*/
	const ContentFeatures &f = nodemgr->get(map->getNode(getStandingNodePos()));

	// Determine if jumping is possible
	m_disable_jump = itemgroup_get(f.groups, "disable_jump");
	m_can_jump = touching_ground && !m_disable_jump;

	// Jump key pressed while jumping off from a bouncy block
	if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
			m_speed.Y >= -0.5f * BS) {
		float jumpspeed = movement_speed_jump * physics_override_jump;
		if (m_speed.Y > 1.0f) {
			// Reduce boost when speed already is high
			m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f));
		} else {
			m_speed.Y += jumpspeed;
		}
		setSpeed(m_speed);
		m_can_jump = false;
	}

	// Autojump
	handleAutojump(dtime, env, result, initial_position, initial_speed, pos_max_d);
}

float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
{
	// Slip on slippery nodes
	const NodeDefManager *nodemgr = env->getGameDef()->ndef();
	Map *map = &env->getMap();
	const ContentFeatures &f = nodemgr->get(map->getNode(getStandingNodePos()));
	int slippery = 0;
	if (f.walkable)
		slippery = itemgroup_get(f.groups, "slippery");

	if (slippery >= 1) {
		if (speedH == v3f(0.0f))
			slippery *= 2;

		return core::clamp(1.0f / (slippery + 1), 0.001f, 1.0f);
	}
	return 1.0f;
}

void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
	const collisionMoveResult &result, const v3f &initial_position,
	const v3f &initial_speed, f32 pos_max_d)
{
	PlayerSettings &player_settings = getPlayerSettings();
	if (!player_settings.autojump)
		return;

	if (m_autojump)
		return;

	bool could_autojump =
		m_can_jump && !control.jump && !control.sneak && control.isMoving();

	if (!could_autojump)
		return;

	bool horizontal_collision = false;
	for (const auto &colinfo : result.collisions) {
		if (colinfo.type == COLLISION_NODE && colinfo.plane != 1) {
			horizontal_collision = true;
			break; // one is enough
		}
	}

	// must be running against something to trigger autojumping
	if (!horizontal_collision)
		return;

	// check for nodes above
	v3f headpos_min = m_position + m_collisionbox.MinEdge * 0.99f;
	v3f headpos_max = m_position + m_collisionbox.MaxEdge * 0.99f;
	headpos_min.Y = headpos_max.Y; // top face of collision box
	v3s16 ceilpos_min = floatToInt(headpos_min, BS) + v3s16(0, 1, 0);
	v3s16 ceilpos_max = floatToInt(headpos_max, BS) + v3s16(0, 1, 0);
	const NodeDefManager *ndef = env->getGameDef()->ndef();
	bool is_position_valid;
	for (s16 z = ceilpos_min.Z; z <= ceilpos_max.Z; ++z) {
		for (s16 x = ceilpos_min.X; x <= ceilpos_max.X; ++x) {
			MapNode n = env->getMap().getNode(v3s16(x, ceilpos_max.Y, z), &is_position_valid);

			if (!is_position_valid)
				break;  // won't collide with the void outside
			if (n.getContent() == CONTENT_IGNORE)
				return; // players collide with ignore blocks -> same as walkable
			const ContentFeatures &f = ndef->get(n);
			if (f.walkable)
				return; // would bump head, don't jump
		}
	}

	float jump_height = 1.1f; // TODO: better than a magic number
	v3f jump_pos = initial_position + v3f(0.0f, jump_height * BS, 0.0f);
	v3f jump_speed = initial_speed;

	// try at peak of jump, zero step height
	collisionMoveResult jump_result = collisionMoveSimple(env, m_client, pos_max_d,
		m_collisionbox, 0.0f, dtime, &jump_pos, &jump_speed, v3f(0.0f));

	// see if we can get a little bit farther horizontally if we had
	// jumped
	v3f run_delta = m_position - initial_position;
	run_delta.Y = 0.0f;
	v3f jump_delta = jump_pos - initial_position;
	jump_delta.Y = 0.0f;
	if (jump_delta.getLengthSQ() > run_delta.getLengthSQ() * 1.01f) {
		m_autojump = true;
		m_autojump_time = 0.1f;
	}
}
lass="hl opt">} } } } ~ABMHandler() { for (size_t i = 0; i < m_aabms.size(); i++) delete m_aabms[i]; } // Find out how many objects the given block and its neighbours contain. // Returns the number of objects in the block, and also in 'wider' the // number of objects in the block and all its neighbours. The latter // may an estimate if any neighbours are unloaded. u32 countObjects(MapBlock *block, ServerMap * map, u32 &wider) { wider = 0; u32 wider_unknown_count = 0; for(s16 x=-1; x<=1; x++) for(s16 y=-1; y<=1; y++) for(s16 z=-1; z<=1; z++) { MapBlock *block2 = map->getBlockNoCreateNoEx( block->getPos() + v3s16(x,y,z)); if(block2==NULL){ wider_unknown_count++; continue; } wider += block2->m_static_objects.m_active.size() + block2->m_static_objects.m_stored.size(); } // Extrapolate u32 active_object_count = block->m_static_objects.m_active.size(); u32 wider_known_count = 3*3*3 - wider_unknown_count; wider += wider_unknown_count * wider / wider_known_count; return active_object_count; } void apply(MapBlock *block) { if(m_aabms.empty() || block->isDummy()) return; ServerMap *map = &m_env->getServerMap(); u32 active_object_count_wider; u32 active_object_count = this->countObjects(block, map, active_object_count_wider); m_env->m_added_objects = 0; v3s16 p0; for(p0.X=0; p0.X<MAP_BLOCKSIZE; p0.X++) for(p0.Y=0; p0.Y<MAP_BLOCKSIZE; p0.Y++) for(p0.Z=0; p0.Z<MAP_BLOCKSIZE; p0.Z++) { const MapNode &n = block->getNodeUnsafe(p0); content_t c = n.getContent(); if (c >= m_aabms.size() || !m_aabms[c]) continue; v3s16 p = p0 + block->getPosRelative(); for(std::vector<ActiveABM>::iterator i = m_aabms[c]->begin(); i != m_aabms[c]->end(); ++i) { if(myrand() % i->chance != 0) continue; // Check neighbors if(!i->required_neighbors.empty()) { v3s16 p1; for(p1.X = p0.X-1; p1.X <= p0.X+1; p1.X++) for(p1.Y = p0.Y-1; p1.Y <= p0.Y+1; p1.Y++) for(p1.Z = p0.Z-1; p1.Z <= p0.Z+1; p1.Z++) { if(p1 == p0) continue; content_t c; if (block->isValidPosition(p1)) { // if the neighbor is found on the same map block // get it straight from there const MapNode &n = block->getNodeUnsafe(p1); c = n.getContent(); } else { // otherwise consult the map MapNode n = map->getNodeNoEx(p1 + block->getPosRelative()); c = n.getContent(); } std::set<content_t>::const_iterator k; k = i->required_neighbors.find(c); if(k != i->required_neighbors.end()){ goto neighbor_found; } } // No required neighbor found continue; } neighbor_found: // Call all the trigger variations i->abm->trigger(m_env, p, n); i->abm->trigger(m_env, p, n, active_object_count, active_object_count_wider); // Count surrounding objects again if the abms added any if(m_env->m_added_objects > 0) { active_object_count = countObjects(block, map, active_object_count_wider); m_env->m_added_objects = 0; } } } } }; void ServerEnvironment::activateBlock(MapBlock *block, u32 additional_dtime) { // Reset usage timer immediately, otherwise a block that becomes active // again at around the same time as it would normally be unloaded will // get unloaded incorrectly. (I think this still leaves a small possibility // of a race condition between this and server::AsyncRunStep, which only // some kind of synchronisation will fix, but it at least reduces the window // of opportunity for it to break from seconds to nanoseconds) block->resetUsageTimer(); // Get time difference u32 dtime_s = 0; u32 stamp = block->getTimestamp(); if (m_game_time > stamp && stamp != BLOCK_TIMESTAMP_UNDEFINED) dtime_s = m_game_time - stamp; dtime_s += additional_dtime; /*infostream<<"ServerEnvironment::activateBlock(): block timestamp: " <<stamp<<", game time: "<<m_game_time<<std::endl;*/ // Remove stored static objects if clearObjects was called since block's timestamp if (stamp == BLOCK_TIMESTAMP_UNDEFINED || stamp < m_last_clear_objects_time) { block->m_static_objects.m_stored.clear(); // do not set changed flag to avoid unnecessary mapblock writes } // Set current time as timestamp block->setTimestampNoChangedFlag(m_game_time); /*infostream<<"ServerEnvironment::activateBlock(): block is " <<dtime_s<<" seconds old."<<std::endl;*/ // Activate stored objects activateObjects(block, dtime_s); /* Handle LoadingBlockModifiers */ m_lbm_mgr.applyLBMs(this, block, stamp); // Run node timers std::vector<NodeTimer> elapsed_timers = block->m_node_timers.step((float)dtime_s); if (!elapsed_timers.empty()) { MapNode n; for (std::vector<NodeTimer>::iterator i = elapsed_timers.begin(); i != elapsed_timers.end(); ++i){ n = block->getNodeNoEx(i->position); v3s16 p = i->position + block->getPosRelative(); if (m_script->node_on_timer(p, n, i->elapsed)) block->setNodeTimer(NodeTimer(i->timeout, 0, i->position)); } } /* Handle ActiveBlockModifiers */ ABMHandler abmhandler(m_abms, dtime_s, this, false); abmhandler.apply(block); } void ServerEnvironment::addActiveBlockModifier(ActiveBlockModifier *abm) { m_abms.push_back(ABMWithState(abm)); } void ServerEnvironment::addLoadingBlockModifierDef(LoadingBlockModifierDef *lbm) { m_lbm_mgr.addLBMDef(lbm); } bool ServerEnvironment::setNode(v3s16 p, const MapNode &n) { INodeDefManager *ndef = m_server->ndef(); MapNode n_old = m_map->getNodeNoEx(p); // Call destructor if (ndef->get(n_old).has_on_destruct) m_script->node_on_destruct(p, n_old); // Replace node if (!m_map->addNodeWithEvent(p, n)) return false; // Update active VoxelManipulator if a mapgen thread m_map->updateVManip(p); // Call post-destructor if (ndef->get(n_old).has_after_destruct) m_script->node_after_destruct(p, n_old); // Call constructor if (ndef->get(n).has_on_construct) m_script->node_on_construct(p, n); return true; } bool ServerEnvironment::removeNode(v3s16 p) { INodeDefManager *ndef = m_server->ndef(); MapNode n_old = m_map->getNodeNoEx(p); // Call destructor if (ndef->get(n_old).has_on_destruct) m_script->node_on_destruct(p, n_old); // Replace with air // This is slightly optimized compared to addNodeWithEvent(air) if (!m_map->removeNodeWithEvent(p)) return false; // Update active VoxelManipulator if a mapgen thread m_map->updateVManip(p); // Call post-destructor if (ndef->get(n_old).has_after_destruct) m_script->node_after_destruct(p, n_old); // Air doesn't require constructor return true; } bool ServerEnvironment::swapNode(v3s16 p, const MapNode &n) { if (!m_map->addNodeWithEvent(p, n, false)) return false; // Update active VoxelManipulator if a mapgen thread m_map->updateVManip(p); return true; } void ServerEnvironment::getObjectsInsideRadius(std::vector<u16> &objects, v3f pos, float radius) { for (ServerActiveObjectMap::iterator i = m_active_objects.begin(); i != m_active_objects.end(); ++i) { ServerActiveObject* obj = i->second; u16 id = i->first; v3f objectpos = obj->getBasePosition(); if (objectpos.getDistanceFrom(pos) > radius) continue; objects.push_back(id); } } void ServerEnvironment::clearObjects(ClearObjectsMode mode) { infostream << "ServerEnvironment::clearObjects(): " << "Removing all active objects" << std::endl; std::vector<u16> objects_to_remove; for (ServerActiveObjectMap::iterator i = m_active_objects.begin(); i != m_active_objects.end(); ++i) { ServerActiveObject* obj = i->second; if (obj->getType() == ACTIVEOBJECT_TYPE_PLAYER) continue; u16 id = i->first; // Delete static object if block is loaded if (obj->m_static_exists) { MapBlock *block = m_map->getBlockNoCreateNoEx(obj->m_static_block); if (block) { block->m_static_objects.remove(id); block->raiseModified(MOD_STATE_WRITE_NEEDED, MOD_REASON_CLEAR_ALL_OBJECTS); obj->m_static_exists = false; } } // If known by some client, don't delete immediately if (obj->m_known_by_count > 0) { obj->m_pending_deactivation = true; obj->m_removed = true; continue; } // Tell the object about removal obj->removingFromEnvironment(); // Deregister in scripting api m_script->removeObjectReference(obj); // Delete active object if (obj->environmentDeletes()) delete obj; // Id to be removed from m_active_objects objects_to_remove.push_back(id); } // Remove references from m_active_objects for (std::vector<u16>::iterator i = objects_to_remove.begin(); i != objects_to_remove.end(); ++i) { m_active_objects.erase(*i); } // Get list of loaded blocks std::vector<v3s16> loaded_blocks; infostream << "ServerEnvironment::clearObjects(): " << "Listing all loaded blocks" << std::endl; m_map->listAllLoadedBlocks(loaded_blocks); infostream << "ServerEnvironment::clearObjects(): " << "Done listing all loaded blocks: " << loaded_blocks.size()<<std::endl; // Get list of loadable blocks std::vector<v3s16> loadable_blocks; if (mode == CLEAR_OBJECTS_MODE_FULL) { infostream << "ServerEnvironment::clearObjects(): " << "Listing all loadable blocks" << std::endl; m_map->listAllLoadableBlocks(loadable_blocks); infostream << "ServerEnvironment::clearObjects(): " << "Done listing all loadable blocks: " << loadable_blocks.size() << std::endl; } else { loadable_blocks = loaded_blocks; } infostream << "ServerEnvironment::clearObjects(): " << "Now clearing objects in " << loadable_blocks.size() << " blocks" << std::endl; // Grab a reference on each loaded block to avoid unloading it for (std::vector<v3s16>::iterator i = loaded_blocks.begin(); i != loaded_blocks.end(); ++i) { v3s16 p = *i; MapBlock *block = m_map->getBlockNoCreateNoEx(p); assert(block != NULL); block->refGrab(); } // Remove objects in all loadable blocks u32 unload_interval = U32_MAX; if (mode == CLEAR_OBJECTS_MODE_FULL) { unload_interval = g_settings->getS32("max_clearobjects_extra_loaded_blocks"); unload_interval = MYMAX(unload_interval, 1); } u32 report_interval = loadable_blocks.size() / 10; u32 num_blocks_checked = 0; u32 num_blocks_cleared = 0; u32 num_objs_cleared = 0; for (std::vector<v3s16>::iterator i = loadable_blocks.begin(); i != loadable_blocks.end(); ++i) { v3s16 p = *i; MapBlock *block = m_map->emergeBlock(p, false); if (!block) { errorstream << "ServerEnvironment::clearObjects(): " << "Failed to emerge block " << PP(p) << std::endl; continue; } u32 num_stored = block->m_static_objects.m_stored.size(); u32 num_active = block->m_static_objects.m_active.size(); if (num_stored != 0 || num_active != 0) { block->m_static_objects.m_stored.clear(); block->m_static_objects.m_active.clear(); block->raiseModified(MOD_STATE_WRITE_NEEDED, MOD_REASON_CLEAR_ALL_OBJECTS); num_objs_cleared += num_stored + num_active; num_blocks_cleared++; } num_blocks_checked++; if (report_interval != 0 && num_blocks_checked % report_interval == 0) { float percent = 100.0 * (float)num_blocks_checked / loadable_blocks.size(); infostream << "ServerEnvironment::clearObjects(): " << "Cleared " << num_objs_cleared << " objects" << " in " << num_blocks_cleared << " blocks (" << percent << "%)" << std::endl; } if (num_blocks_checked % unload_interval == 0) { m_map->unloadUnreferencedBlocks(); } } m_map->unloadUnreferencedBlocks(); // Drop references that were added above for (std::vector<v3s16>::iterator i = loaded_blocks.begin(); i != loaded_blocks.end(); ++i) { v3s16 p = *i; MapBlock *block = m_map->getBlockNoCreateNoEx(p); assert(block); block->refDrop(); } m_last_clear_objects_time = m_game_time; infostream << "ServerEnvironment::clearObjects(): " << "Finished: Cleared " << num_objs_cleared << " objects" << " in " << num_blocks_cleared << " blocks" << std::endl; } void ServerEnvironment::step(float dtime) { DSTACK(FUNCTION_NAME); //TimeTaker timer("ServerEnv step"); /* Step time of day */ stepTimeOfDay(dtime); // Update this one // NOTE: This is kind of funny on a singleplayer game, but doesn't // really matter that much. static thread_local const float server_step = g_settings->getFloat("dedicated_server_step"); m_recommended_send_interval = server_step; /* Increment game time */ { m_game_time_fraction_counter += dtime; u32 inc_i = (u32)m_game_time_fraction_counter; m_game_time += inc_i; m_game_time_fraction_counter -= (float)inc_i; } /* Handle players */ { ScopeProfiler sp(g_profiler, "SEnv: handle players avg", SPT_AVG); for (std::vector<RemotePlayer *>::iterator i = m_players.begin(); i != m_players.end(); ++i) { RemotePlayer *player = dynamic_cast<RemotePlayer *>(*i); assert(player); // Ignore disconnected players if(player->peer_id == 0) continue; // Move player->move(dtime, this, 100*BS); } } /* Manage active block list */ if (m_active_blocks_management_interval.step(dtime, m_cache_active_block_mgmt_interval)) { ScopeProfiler sp(g_profiler, "SEnv: manage act. block list avg per interval", SPT_AVG); /* Get player block positions */ std::vector<v3s16> players_blockpos; for (std::vector<RemotePlayer *>::iterator i = m_players.begin(); i != m_players.end(); ++i) { RemotePlayer *player = dynamic_cast<RemotePlayer *>(*i); assert(player); // Ignore disconnected players if (player->peer_id == 0) continue; PlayerSAO *playersao = player->getPlayerSAO(); assert(playersao); v3s16 blockpos = getNodeBlockPos( floatToInt(playersao->getBasePosition(), BS)); players_blockpos.push_back(blockpos); } /* Update list of active blocks, collecting changes */ static thread_local const s16 active_block_range = g_settings->getS16("active_block_range"); std::set<v3s16> blocks_removed; std::set<v3s16> blocks_added; m_active_blocks.update(players_blockpos, active_block_range, blocks_removed, blocks_added); /* Handle removed blocks */ // Convert active objects that are no more in active blocks to static deactivateFarObjects(false); for(std::set<v3s16>::iterator i = blocks_removed.begin(); i != blocks_removed.end(); ++i) { v3s16 p = *i; /* infostream<<"Server: Block " << PP(p) << " became inactive"<<std::endl; */ MapBlock *block = m_map->getBlockNoCreateNoEx(p); if(block==NULL) continue; // Set current time as timestamp (and let it set ChangedFlag) block->setTimestamp(m_game_time); } /* Handle added blocks */ for(std::set<v3s16>::iterator i = blocks_added.begin(); i != blocks_added.end(); ++i) { v3s16 p = *i; MapBlock *block = m_map->getBlockOrEmerge(p); if(block==NULL){ m_active_blocks.m_list.erase(p); continue; } activateBlock(block); /* infostream<<"Server: Block " << PP(p) << " became active"<<std::endl; */ } } /* Mess around in active blocks */ if (m_active_blocks_nodemetadata_interval.step(dtime, m_cache_nodetimer_interval)) { ScopeProfiler sp(g_profiler, "SEnv: mess in act. blocks avg per interval", SPT_AVG); float dtime = m_cache_nodetimer_interval; for(std::set<v3s16>::iterator i = m_active_blocks.m_list.begin(); i != m_active_blocks.m_list.end(); ++i) { v3s16 p = *i; /*infostream<<"Server: Block ("<<p.X<<","<<p.Y<<","<<p.Z <<") being handled"<<std::endl;*/ MapBlock *block = m_map->getBlockNoCreateNoEx(p); if(block==NULL) continue; // Reset block usage timer block->resetUsageTimer(); // Set current time as timestamp block->setTimestampNoChangedFlag(m_game_time); // If time has changed much from the one on disk, // set block to be saved when it is unloaded if(block->getTimestamp() > block->getDiskTimestamp() + 60) block->raiseModified(MOD_STATE_WRITE_AT_UNLOAD, MOD_REASON_BLOCK_EXPIRED); // Run node timers std::vector<NodeTimer> elapsed_timers = block->m_node_timers.step((float)dtime); if (!elapsed_timers.empty()) { MapNode n; for (std::vector<NodeTimer>::iterator i = elapsed_timers.begin(); i != elapsed_timers.end(); ++i) { n = block->getNodeNoEx(i->position); p = i->position + block->getPosRelative(); if (m_script->node_on_timer(p, n, i->elapsed)) { block->setNodeTimer(NodeTimer( i->timeout, 0, i->position)); } } } } } if (m_active_block_modifier_interval.step(dtime, m_cache_abm_interval)) do{ // breakable if(m_active_block_interval_overload_skip > 0){ ScopeProfiler sp(g_profiler, "SEnv: ABM overload skips"); m_active_block_interval_overload_skip--; break; } ScopeProfiler sp(g_profiler, "SEnv: modify in blocks avg per interval", SPT_AVG); TimeTaker timer("modify in active blocks per interval"); // Initialize handling of ActiveBlockModifiers ABMHandler abmhandler(m_abms, m_cache_abm_interval, this, true); for(std::set<v3s16>::iterator i = m_active_blocks.m_list.begin(); i != m_active_blocks.m_list.end(); ++i) { v3s16 p = *i; /*infostream<<"Server: Block ("<<p.X<<","<<p.Y<<","<<p.Z <<") being handled"<<std::endl;*/ MapBlock *block = m_map->getBlockNoCreateNoEx(p); if(block == NULL) continue; // Set current time as timestamp block->setTimestampNoChangedFlag(m_game_time); /* Handle ActiveBlockModifiers */ abmhandler.apply(block); } u32 time_ms = timer.stop(true); u32 max_time_ms = 200; if(time_ms > max_time_ms){ warningstream<<"active block modifiers took " <<time_ms<<"ms (longer than " <<max_time_ms<<"ms)"<<std::endl; m_active_block_interval_overload_skip = (time_ms / max_time_ms) + 1; } }while(0); /* Step script environment (run global on_step()) */ m_script->environment_Step(dtime); /* Step active objects */ { ScopeProfiler sp(g_profiler, "SEnv: step act. objs avg", SPT_AVG); //TimeTaker timer("Step active objects"); g_profiler->avg("SEnv: num of objects", m_active_objects.size()); // This helps the objects to send data at the same time bool send_recommended = false; m_send_recommended_timer += dtime; if(m_send_recommended_timer > getSendRecommendedInterval()) { m_send_recommended_timer -= getSendRecommendedInterval(); send_recommended = true; } for (ServerActiveObjectMap::iterator i = m_active_objects.begin(); i != m_active_objects.end(); ++i) { ServerActiveObject* obj = i->second; // Don't step if is to be removed or stored statically if(obj->m_removed || obj->m_pending_deactivation) continue; // Step object obj->step(dtime, send_recommended); // Read messages from object while(!obj->m_messages_out.empty()) { m_active_object_messages.push( obj->m_messages_out.front()); obj->m_messages_out.pop(); } } } /* Manage active objects */ if(m_object_management_interval.step(dtime, 0.5)) { ScopeProfiler sp(g_profiler, "SEnv: remove removed objs avg /.5s", SPT_AVG); /* Remove objects that satisfy (m_removed && m_known_by_count==0) */ removeRemovedObjects(); } /* Manage particle spawner expiration */ if (m_particle_management_interval.step(dtime, 1.0)) { for (std::unordered_map<u32, float>::iterator i = m_particle_spawners.begin(); i != m_particle_spawners.end(); ) { //non expiring spawners if (i->second == PARTICLE_SPAWNER_NO_EXPIRY) { ++i; continue; } i->second -= 1.0f; if (i->second <= 0.f) m_particle_spawners.erase(i++); else ++i; } } } u32 ServerEnvironment::addParticleSpawner(float exptime) { // Timers with lifetime 0 do not expire float time = exptime > 0.f ? exptime : PARTICLE_SPAWNER_NO_EXPIRY; u32 id = 0; for (;;) { // look for unused particlespawner id id++; std::unordered_map<u32, float>::iterator f = m_particle_spawners.find(id); if (f == m_particle_spawners.end()) { m_particle_spawners[id] = time; break; } } return id; } u32 ServerEnvironment::addParticleSpawner(float exptime, u16 attached_id) { u32 id = addParticleSpawner(exptime); m_particle_spawner_attachments[id] = attached_id; if (ServerActiveObject *obj = getActiveObject(attached_id)) { obj->attachParticleSpawner(id); } return id; } void ServerEnvironment::deleteParticleSpawner(u32 id, bool remove_from_object) { m_particle_spawners.erase(id); std::unordered_map<u32, u16>::iterator it = m_particle_spawner_attachments.find(id); if (it != m_particle_spawner_attachments.end()) { u16 obj_id = (*it).second; ServerActiveObject *sao = getActiveObject(obj_id); if (sao != NULL && remove_from_object) { sao->detachParticleSpawner(id); } m_particle_spawner_attachments.erase(id); } } ServerActiveObject* ServerEnvironment::getActiveObject(u16 id) { ServerActiveObjectMap::const_iterator n = m_active_objects.find(id); return (n != m_active_objects.end() ? n->second : NULL); } bool isFreeServerActiveObjectId(u16 id, ServerActiveObjectMap &objects) { if (id == 0) return false; return objects.find(id) == objects.end(); } u16 getFreeServerActiveObjectId(ServerActiveObjectMap &objects) { //try to reuse id's as late as possible static u16 last_used_id = 0; u16 startid = last_used_id; for(;;) { last_used_id ++; if(isFreeServerActiveObjectId(last_used_id, objects)) return last_used_id; if(last_used_id == startid) return 0; } } u16 ServerEnvironment::addActiveObject(ServerActiveObject *object) { assert(object); // Pre-condition m_added_objects++; u16 id = addActiveObjectRaw(object, true, 0); return id; } /* Finds out what new objects have been added to inside a radius around a position */ void ServerEnvironment::getAddedActiveObjects(PlayerSAO *playersao, s16 radius, s16 player_radius, std::set<u16> &current_objects, std::queue<u16> &added_objects) { f32 radius_f = radius * BS; f32 player_radius_f = player_radius * BS; if (player_radius_f < 0) player_radius_f = 0; /* Go through the object list, - discard m_removed objects, - discard objects that are too far away, - discard objects that are found in current_objects. - add remaining objects to added_objects */ for (ServerActiveObjectMap::iterator i = m_active_objects.begin(); i != m_active_objects.end(); ++i) { u16 id = i->first; // Get object ServerActiveObject *object = i->second; if (object == NULL) continue; // Discard if removed or deactivating if(object->m_removed || object->m_pending_deactivation) continue; f32 distance_f = object->getBasePosition(). getDistanceFrom(playersao->getBasePosition()); if (object->getType() == ACTIVEOBJECT_TYPE_PLAYER) { // Discard if too far if (distance_f > player_radius_f && player_radius_f != 0) continue; } else if (distance_f > radius_f) continue; // Discard if already on current_objects std::set<u16>::iterator n; n = current_objects.find(id); if(n != current_objects.end()) continue; // Add to added_objects added_objects.push(id); } } /* Finds out what objects have been removed from inside a radius around a position */ void ServerEnvironment::getRemovedActiveObjects(PlayerSAO *playersao, s16 radius, s16 player_radius, std::set<u16> &current_objects, std::queue<u16> &removed_objects) { f32 radius_f = radius * BS; f32 player_radius_f = player_radius * BS; if (player_radius_f < 0) player_radius_f = 0; /* Go through current_objects; object is removed if: - object is not found in m_active_objects (this is actually an error condition; objects should be set m_removed=true and removed only after all clients have been informed about removal), or - object has m_removed=true, or - object is too far away */ for(std::set<u16>::iterator i = current_objects.begin(); i != current_objects.end(); ++i) { u16 id = *i; ServerActiveObject *object = getActiveObject(id); if (object == NULL) { infostream << "ServerEnvironment::getRemovedActiveObjects():" << " object in current_objects is NULL" << std::endl; removed_objects.push(id); continue; } if (object->m_removed || object->m_pending_deactivation) { removed_objects.push(id); continue; } f32 distance_f = object->getBasePosition().getDistanceFrom(playersao->getBasePosition()); if (object->getType() == ACTIVEOBJECT_TYPE_PLAYER) { if (distance_f <= player_radius_f || player_radius_f == 0) continue; } else if (distance_f <= radius_f) continue; // Object is no longer visible removed_objects.push(id); } } void ServerEnvironment::setStaticForActiveObjectsInBlock( v3s16 blockpos, bool static_exists, v3s16 static_block) { MapBlock *block = m_map->getBlockNoCreateNoEx(blockpos); if (!block) return; for (std::map<u16, StaticObject>::iterator so_it = block->m_static_objects.m_active.begin(); so_it != block->m_static_objects.m_active.end(); ++so_it) { // Get the ServerActiveObject counterpart to this StaticObject ServerActiveObjectMap::const_iterator ao_it = m_active_objects.find(so_it->first); if (ao_it == m_active_objects.end()) { // If this ever happens, there must be some kind of nasty bug. errorstream << "ServerEnvironment::setStaticForObjectsInBlock(): " "Object from MapBlock::m_static_objects::m_active not found " "in m_active_objects"; continue; } ServerActiveObject *sao = ao_it->second; sao->m_static_exists = static_exists; sao->m_static_block = static_block; } } ActiveObjectMessage ServerEnvironment::getActiveObjectMessage() { if(m_active_object_messages.empty()) return ActiveObjectMessage(0); ActiveObjectMessage message = m_active_object_messages.front(); m_active_object_messages.pop(); return message; } /* ************ Private methods ************* */ u16 ServerEnvironment::addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s) { assert(object); // Pre-condition if(object->getId() == 0){ u16 new_id = getFreeServerActiveObjectId(m_active_objects); if(new_id == 0) { errorstream<<"ServerEnvironment::addActiveObjectRaw(): " <<"no free ids available"<<std::endl; if(object->environmentDeletes()) delete object; return 0; } object->setId(new_id); } else{ verbosestream<<"ServerEnvironment::addActiveObjectRaw(): " <<"supplied with id "<<object->getId()<<std::endl; } if(!isFreeServerActiveObjectId(object->getId(), m_active_objects)) { errorstream<<"ServerEnvironment::addActiveObjectRaw(): " <<"id is not free ("<<object->getId()<<")"<<std::endl; if(object->environmentDeletes()) delete object; return 0; } if (objectpos_over_limit(object->getBasePosition())) { v3f p = object->getBasePosition(); warningstream << "ServerEnvironment::addActiveObjectRaw(): " << "object position (" << p.X << "," << p.Y << "," << p.Z << ") outside maximum range" << std::endl; if (object->environmentDeletes()) delete object; return 0; } /*infostream<<"ServerEnvironment::addActiveObjectRaw(): " <<"added (id="<<object->getId()<<")"<<std::endl;*/ m_active_objects[object->getId()] = object; verbosestream<<"ServerEnvironment::addActiveObjectRaw(): " <<"Added id="<<object->getId()<<"; there are now " <<m_active_objects.size()<<" active objects." <<std::endl; // Register reference in scripting api (must be done before post-init) m_script->addObjectReference(object); // Post-initialize object object->addedToEnvironment(dtime_s); // Add static data to block if(object->isStaticAllowed()) { // Add static object to active static list of the block v3f objectpos = object->getBasePosition(); std::string staticdata = ""; object->getStaticData(&staticdata); StaticObject s_obj(object->getType(), objectpos, staticdata); // Add to the block where the object is located in v3s16 blockpos = getNodeBlockPos(floatToInt(objectpos, BS)); MapBlock *block = m_map->emergeBlock(blockpos); if(block){ block->m_static_objects.m_active[object->getId()] = s_obj; object->m_static_exists = true; object->m_static_block = blockpos; if(set_changed) block->raiseModified(MOD_STATE_WRITE_NEEDED, MOD_REASON_ADD_ACTIVE_OBJECT_RAW); } else { v3s16 p = floatToInt(objectpos, BS); errorstream<<"ServerEnvironment::addActiveObjectRaw(): " <<"could not emerge block for storing id="<<object->getId() <<" statically (pos="<<PP(p)<<")"<<std::endl; } } return object->getId(); } /* Remove objects that satisfy (m_removed && m_known_by_count==0) */ void ServerEnvironment::removeRemovedObjects() { std::vector<u16> objects_to_remove; for(ServerActiveObjectMap::iterator i = m_active_objects.begin(); i != m_active_objects.end(); ++i) { u16 id = i->first; ServerActiveObject* obj = i->second; // This shouldn't happen but check it if(obj == NULL) { infostream<<"NULL object found in ServerEnvironment" <<" while finding removed objects. id="<<id<<std::endl; // Id to be removed from m_active_objects objects_to_remove.push_back(id); continue; } /* We will delete objects that are marked as removed or thatare waiting for deletion after deactivation */ if (!obj->m_removed && !obj->m_pending_deactivation) continue; /* Delete static data from block if is marked as removed */ if(obj->m_static_exists && obj->m_removed) { MapBlock *block = m_map->emergeBlock(obj->m_static_block, false); if (block) { block->m_static_objects.remove(id); block->raiseModified(MOD_STATE_WRITE_NEEDED, MOD_REASON_REMOVE_OBJECTS_REMOVE); obj->m_static_exists = false; } else { infostream<<"Failed to emerge block from which an object to " <<"be removed was loaded from. id="<<id<<std::endl; } } // If m_known_by_count > 0, don't actually remove. On some future // invocation this will be 0, which is when removal will continue. if(obj->m_known_by_count > 0) continue; /* Move static data from active to stored if not marked as removed */ if(obj->m_static_exists && !obj->m_removed){ MapBlock *block = m_map->emergeBlock(obj->m_static_block, false); if (block) { std::map<u16, StaticObject>::iterator i = block->m_static_objects.m_active.find(id); if(i != block->m_static_objects.m_active.end()){ block->m_static_objects.m_stored.push_back(i->second); block->m_static_objects.m_active.erase(id); block->raiseModified(MOD_STATE_WRITE_NEEDED, MOD_REASON_REMOVE_OBJECTS_DEACTIVATE); } } else { infostream<<"Failed to emerge block from which an object to " <<"be deactivated was loaded from. id="<<id<<std::endl; } } // Tell the object about removal obj->removingFromEnvironment(); // Deregister in scripting api m_script->removeObjectReference(obj); // Delete if(obj->environmentDeletes()) delete obj; // Id to be removed from m_active_objects objects_to_remove.push_back(id); } // Remove references from m_active_objects for(std::vector<u16>::iterator i = objects_to_remove.begin(); i != objects_to_remove.end(); ++i) { m_active_objects.erase(*i); } } static void print_hexdump(std::ostream &o, const std::string &data) { const int linelength = 16; for(int l=0; ; l++){ int i0 = linelength * l; bool at_end = false; int thislinelength = linelength; if(i0 + thislinelength > (int)data.size()){ thislinelength = data.size() - i0; at_end = true; } for(int di=0; di<linelength; di++){ int i = i0 + di; char buf[4]; if(di<thislinelength) snprintf(buf, 4, "%.2x ", data[i]); else snprintf(buf, 4, " "); o<<buf; } o<<" "; for(int di=0; di<thislinelength; di++){ int i = i0 + di; if(data[i] >= 32) o<<data[i]; else o<<"."; } o<<std::endl; if(at_end) break; } } /* Convert stored objects from blocks near the players to active. */ void ServerEnvironment::activateObjects(MapBlock *block, u32 dtime_s) { if(block == NULL) return; // Ignore if no stored objects (to not set changed flag) if(block->m_static_objects.m_stored.empty()) return; verbosestream<<"ServerEnvironment::activateObjects(): " <<"activating objects of block "<<PP(block->getPos()) <<" ("<<block->m_static_objects.m_stored.size() <<" objects)"<<std::endl; bool large_amount = (block->m_static_objects.m_stored.size() > g_settings->getU16("max_objects_per_block")); if (large_amount) { errorstream<<"suspiciously large amount of objects detected: " <<block->m_static_objects.m_stored.size()<<" in " <<PP(block->getPos()) <<"; removing all of them."<<std::endl; // Clear stored list block->m_static_objects.m_stored.clear(); block->raiseModified(MOD_STATE_WRITE_NEEDED, MOD_REASON_TOO_MANY_OBJECTS); return; } // Activate stored objects std::vector<StaticObject> new_stored; for (std::vector<StaticObject>::iterator i = block->m_static_objects.m_stored.begin(); i != block->m_static_objects.m_stored.end(); ++i) { StaticObject &s_obj = *i; // Create an active object from the data ServerActiveObject *obj = ServerActiveObject::create ((ActiveObjectType) s_obj.type, this, 0, s_obj.pos, s_obj.data); // If couldn't create object, store static data back. if(obj == NULL) { errorstream<<"ServerEnvironment::activateObjects(): " <<"failed to create active object from static object " <<"in block "<<PP(s_obj.pos/BS) <<" type="<<(int)s_obj.type<<" data:"<<std::endl; print_hexdump(verbosestream, s_obj.data); new_stored.push_back(s_obj); continue; } verbosestream<<"ServerEnvironment::activateObjects(): " <<"activated static object pos="<<PP(s_obj.pos/BS) <<" type="<<(int)s_obj.type<<std::endl; // This will also add the object to the active static list addActiveObjectRaw(obj, false, dtime_s); } // Clear stored list block->m_static_objects.m_stored.clear(); // Add leftover failed stuff to stored list for(std::vector<StaticObject>::iterator i = new_stored.begin(); i != new_stored.end(); ++i) { StaticObject &s_obj = *i; block->m_static_objects.m_stored.push_back(s_obj); } // Turn the active counterparts of activated objects not pending for // deactivation for(std::map<u16, StaticObject>::iterator i = block->m_static_objects.m_active.begin(); i != block->m_static_objects.m_active.end(); ++i) { u16 id = i->first; ServerActiveObject *object = getActiveObject(id); assert(object); object->m_pending_deactivation = false; } /* Note: Block hasn't really been modified here. The objects have just been activated and moved from the stored static list to the active static list. As such, the block is essentially the same. Thus, do not call block->raiseModified(MOD_STATE_WRITE_NEEDED). Otherwise there would be a huge amount of unnecessary I/O. */ } /* Convert objects that are not standing inside active blocks to static. If m_known_by_count != 0, active object is not deleted, but static data is still updated. If force_delete is set, active object is deleted nevertheless. It shall only be set so in the destructor of the environment. If block wasn't generated (not in memory or on disk), */ void ServerEnvironment::deactivateFarObjects(bool _force_delete) { std::vector<u16> objects_to_remove; for (ServerActiveObjectMap::iterator i = m_active_objects.begin(); i != m_active_objects.end(); ++i) { // force_delete might be overriden per object bool force_delete = _force_delete; ServerActiveObject* obj = i->second; assert(obj); // Do not deactivate if static data creation not allowed if(!force_delete && !obj->isStaticAllowed()) continue; // If pending deactivation, let removeRemovedObjects() do it if(!force_delete && obj->m_pending_deactivation) continue; u16 id = i->first; v3f objectpos = obj->getBasePosition(); // The block in which the object resides in v3s16 blockpos_o = getNodeBlockPos(floatToInt(objectpos, BS)); // If object's static data is stored in a deactivated block and object // is actually located in an active block, re-save to the block in // which the object is actually located in. if(!force_delete && obj->m_static_exists && !m_active_blocks.contains(obj->m_static_block) && m_active_blocks.contains(blockpos_o)) { v3s16 old_static_block = obj->m_static_block; // Save to block where object is located MapBlock *block = m_map->emergeBlock(blockpos_o, false); if(!block){ errorstream<<"ServerEnvironment::deactivateFarObjects(): " <<"Could not save object id="<<id <<" to it's current block "<<PP(blockpos_o) <<std::endl; continue; } std::string staticdata_new = ""; obj->getStaticData(&staticdata_new); StaticObject s_obj(obj->getType(), objectpos, staticdata_new); block->m_static_objects.insert(id, s_obj); obj->m_static_block = blockpos_o; block->raiseModified(MOD_STATE_WRITE_NEEDED, MOD_REASON_STATIC_DATA_ADDED); // Delete from block where object was located block = m_map->emergeBlock(old_static_block, false); if(!block){ errorstream<<"ServerEnvironment::deactivateFarObjects(): " <<"Could not delete object id="<<id <<" from it's previous block "<<PP(old_static_block) <<std::endl; continue; } block->m_static_objects.remove(id); block->raiseModified(MOD_STATE_WRITE_NEEDED, MOD_REASON_STATIC_DATA_REMOVED); continue; } // If block is active, don't remove if(!force_delete && m_active_blocks.contains(blockpos_o)) continue; verbosestream<<"ServerEnvironment::deactivateFarObjects(): " <<"deactivating object id="<<id<<" on inactive block " <<PP(blockpos_o)<<std::endl; // If known by some client, don't immediately delete. bool pending_delete = (obj->m_known_by_count > 0 && !force_delete); /* Update the static data */ if(obj->isStaticAllowed()) { // Create new static object std::string staticdata_new = ""; obj->getStaticData(&staticdata_new); StaticObject s_obj(obj->getType(), objectpos, staticdata_new); bool stays_in_same_block = false; bool data_changed = true; if (obj->m_static_exists) { if (obj->m_static_block == blockpos_o) stays_in_same_block = true; MapBlock *block = m_map->emergeBlock(obj->m_static_block, false); if (block) { std::map<u16, StaticObject>::iterator n = block->m_static_objects.m_active.find(id); if (n != block->m_static_objects.m_active.end()) { StaticObject static_old = n->second; float save_movem = obj->getMinimumSavedMovement(); if (static_old.data == staticdata_new && (static_old.pos - objectpos).getLength() < save_movem) data_changed = false; } else { errorstream<<"ServerEnvironment::deactivateFarObjects(): " <<"id="<<id<<" m_static_exists=true but " <<"static data doesn't actually exist in " <<PP(obj->m_static_block)<<std::endl; } } } bool shall_be_written = (!stays_in_same_block || data_changed); // Delete old static object if(obj->m_static_exists) { MapBlock *block = m_map->emergeBlock(obj->m_static_block, false); if(block) { block->m_static_objects.remove(id); obj->m_static_exists = false; // Only mark block as modified if data changed considerably if(shall_be_written) block->raiseModified(MOD_STATE_WRITE_NEEDED, MOD_REASON_STATIC_DATA_CHANGED); } } // Add to the block where the object is located in v3s16 blockpos = getNodeBlockPos(floatToInt(objectpos, BS)); // Get or generate the block MapBlock *block = NULL; try{ block = m_map->emergeBlock(blockpos); } catch(InvalidPositionException &e){ // Handled via NULL pointer // NOTE: emergeBlock's failure is usually determined by it // actually returning NULL } if(block) { if (block->m_static_objects.m_stored.size() >= g_settings->getU16("max_objects_per_block")) { warningstream << "ServerEnv: Trying to store id = " << obj->getId() << " statically but block " << PP(blockpos) << " already contains " << block->m_static_objects.m_stored.size() << " objects." << " Forcing delete." << std::endl; force_delete = true; } else { // If static counterpart already exists in target block, // remove it first. // This shouldn't happen because the object is removed from // the previous block before this according to // obj->m_static_block, but happens rarely for some unknown // reason. Unsuccessful attempts have been made to find // said reason. if(id && block->m_static_objects.m_active.find(id) != block->m_static_objects.m_active.end()){ warningstream<<"ServerEnv: Performing hack #83274" <<std::endl; block->m_static_objects.remove(id); } // Store static data u16 store_id = pending_delete ? id : 0; block->m_static_objects.insert(store_id, s_obj); // Only mark block as modified if data changed considerably if(shall_be_written) block->raiseModified(MOD_STATE_WRITE_NEEDED, MOD_REASON_STATIC_DATA_CHANGED); obj->m_static_exists = true; obj->m_static_block = block->getPos(); } } else{ if(!force_delete){ v3s16 p = floatToInt(objectpos, BS); errorstream<<"ServerEnv: Could not find or generate " <<"a block for storing id="<<obj->getId() <<" statically (pos="<<PP(p)<<")"<<std::endl; continue; } } } /* If known by some client, set pending deactivation. Otherwise delete it immediately. */ if(pending_delete && !force_delete) { verbosestream<<"ServerEnvironment::deactivateFarObjects(): " <<"object id="<<id<<" is known by clients" <<"; not deleting yet"<<std::endl; obj->m_pending_deactivation = true; continue; } verbosestream<<"ServerEnvironment::deactivateFarObjects(): " <<"object id="<<id<<" is not known by clients" <<"; deleting"<<std::endl; // Tell the object about removal obj->removingFromEnvironment(); // Deregister in scripting api m_script->removeObjectReference(obj); // Delete active object if(obj->environmentDeletes()) delete obj; // Id to be removed from m_active_objects objects_to_remove.push_back(id); } // Remove references from m_active_objects for(std::vector<u16>::iterator i = objects_to_remove.begin(); i != objects_to_remove.end(); ++i) { m_active_objects.erase(*i); } } PlayerDatabase *ServerEnvironment::openPlayerDatabase(const std::string &name, const std::string &savedir, const Settings &conf) { if (name == "sqlite3") return new PlayerDatabaseSQLite3(savedir); else if (name == "dummy") return new Database_Dummy(); #if USE_POSTGRESQL else if (name == "postgresql") { std::string connect_string = ""; conf.getNoEx("pgsql_player_connection", connect_string); return new PlayerDatabasePostgreSQL(connect_string); } #endif else if (name == "files") return new PlayerDatabaseFiles(savedir + DIR_DELIM + "players"); else throw BaseException(std::string("Database backend ") + name + " not supported."); } bool ServerEnvironment::migratePlayersDatabase(const GameParams &game_params, const Settings &cmd_args) { std::string migrate_to = cmd_args.get("migrate-players"); Settings world_mt; std::string world_mt_path = game_params.world_path + DIR_DELIM + "world.mt"; if (!world_mt.readConfigFile(world_mt_path.c_str())) { errorstream << "Cannot read world.mt!" << std::endl; return false; } if (!world_mt.exists("player_backend")) { errorstream << "Please specify your current backend in world.mt:" << std::endl << " player_backend = {files|sqlite3|postgresql}" << std::endl; return false; } std::string backend = world_mt.get("player_backend"); if (backend == migrate_to) { errorstream << "Cannot migrate: new backend is same" << " as the old one" << std::endl; return false; } const std::string players_backup_path = game_params.world_path + DIR_DELIM + "players.bak"; if (backend == "files") { // Create backup directory fs::CreateDir(players_backup_path); } try { PlayerDatabase *srcdb = ServerEnvironment::openPlayerDatabase(backend, game_params.world_path, world_mt); PlayerDatabase *dstdb = ServerEnvironment::openPlayerDatabase(migrate_to, game_params.world_path, world_mt); std::vector<std::string> player_list; srcdb->listPlayers(player_list); for (std::vector<std::string>::const_iterator it = player_list.begin(); it != player_list.end(); ++it) { actionstream << "Migrating player " << it->c_str() << std::endl; RemotePlayer player(it->c_str(), NULL); PlayerSAO playerSAO(NULL, &player, 15000, false); srcdb->loadPlayer(&player, &playerSAO); playerSAO.finalize(&player, std::set<std::string>()); player.setPlayerSAO(&playerSAO); dstdb->savePlayer(&player); // For files source, move player files to backup dir if (backend == "files") { fs::Rename( game_params.world_path + DIR_DELIM + "players" + DIR_DELIM + (*it), players_backup_path + DIR_DELIM + (*it)); } } actionstream << "Successfully migrated " << player_list.size() << " players" << std::endl; world_mt.set("player_backend", migrate_to); if (!world_mt.updateConfigFile(world_mt_path.c_str())) errorstream << "Failed to update world.mt!" << std::endl; else actionstream << "world.mt updated" << std::endl; // When migration is finished from file backend, remove players directory if empty if (backend == "files") { fs::DeleteSingleFileOrEmptyDirectory(game_params.world_path + DIR_DELIM + "players"); } delete srcdb; delete dstdb; } catch (BaseException &e) { errorstream << "An error occured during migration: " << e.what() << std::endl; return false; } return true; }