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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>

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 "server.h"
#include <iostream>
#include <queue>
#include "clientserver.h"
#include "map.h"
#include "jmutexautolock.h"
#include "main.h"
#include "constants.h"
#include "voxel.h"
#include "config.h"
#include "mapblock.h"
#include "serverobject.h"
#include "settings.h"
#include "cpp_api/scriptapi.h"
#include "profiler.h"
#include "log.h"
#include "nodedef.h"
#include "biome.h"
#include "emerge.h"
#include "mapgen_v6.h"
#include "mapgen_v7.h"
#include "mapgen_indev.h"
#include "mapgen_singlenode.h"


/////////////////////////////// Emerge Manager ////////////////////////////////

EmergeManager::EmergeManager(IGameDef *gamedef) {
	//register built-in mapgens
	registerMapgen("v6", new MapgenFactoryV6());
	registerMapgen("v7", new MapgenFactoryV7());
	registerMapgen("indev", new MapgenFactoryIndev());
	registerMapgen("singlenode", new MapgenFactorySinglenode());

	this->ndef     = gamedef->getNodeDefManager();
	this->biomedef = new BiomeDefManager();
	this->params   = NULL;
	
	mapgen_debug_info = g_settings->getBool("enable_mapgen_debug_info");

	queuemutex.Init();
	
	int nthreads;
	if (g_settings->get("num_emerge_threads").empty()) {
		int nprocs = porting::getNumberOfProcessors();
		// leave a proc for the main thread and one for some other misc threads
		nthreads = (nprocs > 2) ? nprocs - 2 : 1;
	} else {
		nthreads = g_settings->getU16("num_emerge_threads");
	}
	if (nthreads < 1)
		nthreads = 1;
	
	qlimit_total    = g_settings->getU16("emergequeue_limit_total");
	qlimit_diskonly = g_settings->get("emergequeue_limit_diskonly").empty() ?
		nthreads * 5 + 1 :
		g_settings->getU16("emergequeue_limit_diskonly");
	qlimit_generate = g_settings->get("emergequeue_limit_generate").empty() ?
		nthreads + 1 :
		g_settings->getU16("emergequeue_limit_generate");
	
	for (int i = 0; i != nthreads; i++)
		emergethread.push_back(new EmergeThread((Server *)gamedef, i));
		
	infostream << "EmergeManager: using " << nthreads << " threads" << std::endl;
}


EmergeManager::~EmergeManager() {
	for (unsigned int i = 0; i != emergethread.size(); i++) {
		emergethread[i]->setRun(false);
		emergethread[i]->qevent.signal();
		emergethread[i]->stop();
		delete emergethread[i];
		delete mapgen[i];
	}
	emergethread.clear();
	mapgen.clear();

	for (unsigned int i = 0; i < ores.size(); i++)
		delete ores[i];
	ores.clear();

	for (unsigned int i = 0; i < decorations.size(); i++)
		delete decorations[i];
	decorations.clear();
	
	for (std::map<std::string, MapgenFactory *>::iterator iter = mglist.begin();
			iter != mglist.end(); iter ++) {
		delete iter->second;
	}
	mglist.clear();

	delete biomedef;
}


void EmergeManager::initMapgens(MapgenParams *mgparams) {
	Mapgen *mg;
	
	if (mapgen.size())
		return;
	
	biomedef->resolveNodeNames(ndef);
	for (size_t i = 0; i != ores.size(); i++)
		ores[i]->resolveNodeNames(ndef);
	for (size_t i = 0; i != decorations.size(); i++)
		decorations[i]->resolveNodeNames(ndef);
	
	this->params = mgparams;
	for (size_t i = 0; i != emergethread.size(); i++) {
		mg = createMapgen(params->mg_name, 0, params);
		if (!mg) {
			infostream << "EmergeManager: falling back to mapgen v6" << std::endl;
			delete params;
			params = createMapgenParams("v6");
			mg = createMapgen("v6", 0, params);
		}
		mapgen.push_back(mg);
	}
}


bool EmergeManager::enqueueBlockEmerge(u16 peer_id, v3s16 p, bool allow_generate) {
	std::map<v3s16, BlockEmergeData *>::const_iterator iter;
	BlockEmergeData *bedata;
	u16 count;
	u8 flags = 0;
	int idx = 0;
	
	if (allow_generate)
		flags |= BLOCK_EMERGE_ALLOWGEN;

	{
		JMutexAutoLock queuelock(queuemutex);
		
		count = blocks_enqueued.size();
		if (count >= qlimit_total)
			return false;

		count = peer_queue_count[peer_id];
		u16 qlimit_peer = allow_generate ? qlimit_generate : qlimit_diskonly;
		if (count >= qlimit_peer)
			return false;
		
		iter = blocks_enqueued.find(p);
		if (iter != blocks_enqueued.end()) {
			bedata = iter->second;
			bedata->flags |= flags;
			return true;
		}

		bedata = new BlockEmergeData;
		bedata->flags = flags;
		bedata->peer_requested = peer_id;
		blocks_enqueued.insert(std::make_pair(p, bedata));
		
		peer_queue_count[peer_id] = count + 1;
		
		// insert into the EmergeThread queue with the least items
		int lowestitems = emergethread[0]->blockqueue.size();
		for (unsigned int i = 1; i != emergethread.size(); i++) {
			int nitems = emergethread[i]->blockqueue.size();
			if (nitems < lowestitems) {
				idx = i;
				lowestitems = nitems;
			}
		}
		
		emergethread[idx]->blockqueue.push(p);
	}
	emergethread[idx]->qevent.signal();
	
	return true;
}


int EmergeManager::getGroundLevelAtPoint(v2s16 p) {
	if (mapgen.size() == 0 || !mapgen[0]) {
		errorstream << "EmergeManager: getGroundLevelAtPoint() called"
		" before mapgen initialized" << std::endl;
		return 0;
	}
	
	return mapgen[0]->getGroundLevelAtPoint(p);
}


bool EmergeManager::isBlockUnderground(v3s16 blockpos) {
	/*
	v2s16 p = v2s16((blockpos.X * MAP_BLOCKSIZE) + MAP_BLOCKSIZE / 2,
					(blockpos.Y * MAP_BLOCKSIZE) + MAP_BLOCKSIZE / 2);
	int ground_level = getGroundLevelAtPoint(p);
	return blockpos.Y * (MAP_BLOCKSIZE + 1) <= min(water_level, ground_level);
	*/

	//yuck, but then again, should i bother being accurate?
	//the height of the nodes in a single block is quite variable
	return blockpos.Y * (MAP_BLOCKSIZE + 1) <= params->water_level;
}


u32 EmergeManager::getBlockSeed(v3s16 p) {
	return (u32)(params->seed & 0xFFFFFFFF) +
		p.Z * 38134234 +
		p.Y * 42123 +
		p.X * 23;
}


Mapgen *EmergeManager::createMapgen(std::string mgname, int mgid,
									 MapgenParams *mgparams) {
	std::map<std::string, MapgenFactory *>::const_iterator iter;
	iter = mglist.find(mgname);
	if (iter == mglist.end()) {
		errorstream << "EmergeManager; mapgen " << mgname <<
		 " not registered" << std::endl;
		return NULL;
	}
	
	MapgenFactory *mgfactory = iter->second;
	return mgfactory->createMapgen(mgid, mgparams, this);
}


MapgenParams *EmergeManager::createMapgenParams(std::string mgname) {
	std::map<std::string, MapgenFactory *>::const_iterator iter;
	iter = mglist.find(mgname);
	if (iter == mglist.end()) {
		errorstream << "EmergeManager: mapgen " << mgname <<
		 " not registered" << std::endl;
		return NULL;
	}
	
	MapgenFactory *mgfactory = iter->second;
	return mgfactory->createMapgenParams();
}


MapgenParams *EmergeManager::getParamsFromSettings(Settings *settings) {
	std::string mg_name = settings->get("mg_name");
	MapgenParams *mgparams = createMapgenParams(mg_name);
	if (!mgparams)
		return NULL;
	
	mgparams->mg_name     = mg_name;
	mgparams->seed        = settings->getU64(settings == g_settings ? "fixed_map_seed" : "seed");
	mgparams->water_level = settings->getS16("water_level");
	mgparams->chunksize   = settings->getS16("chunksize");
	mgparams->flags       = settings->getFlagStr("mg_flags", flagdesc_mapgen);

	if (!mgparams->readParams(settings)) {
		delete mgparams;
		return NULL;
	}
	return mgparams;
}


void EmergeManager::setParamsToSettings(Settings *settings) {
	settings->set("mg_name",         params->mg_name);
	settings->setU64("seed",         params->seed);
	settings->setS16("water_level",  params->water_level);
	settings->setS16("chunksize",    params->chunksize);
	settings->setFlagStr("mg_flags", params->flags, flagdesc_mapgen);

	params->writeParams(settings);
}


void EmergeManager::registerMapgen(std::string mgname, MapgenFactory *mgfactory) {
	mglist.insert(std::make_pair(mgname, mgfactory));
	infostream << "EmergeManager: registered mapgen " << mgname << std::endl;
}


////////////////////////////// Emerge Thread ////////////////////////////////// 

bool EmergeThread::popBlockEmerge(v3s16 *pos, u8 *flags) {
	std::map<v3s16, BlockEmergeData *>::iterator iter;
	JMutexAutoLock queuelock(emerge->queuemutex);

	if (blockqueue.empty())
		return false;
	v3s16 p = blockqueue.front();
	blockqueue.pop();
	
	*pos = p;
	
	iter = emerge->blocks_enqueued.find(p);
	if (iter == emerge->blocks_enqueued.end()) 
		return false; //uh oh, queue and map out of sync!!

	BlockEmergeData *bedata = iter->second;
	*flags = bedata->flags;
	
	emerge->peer_queue_count[bedata->peer_requested]--;

	delete bedata;
	emerge->blocks_enqueued.erase(iter);
	
	return true;
}


bool EmergeThread::getBlockOrStartGen(v3s16 p, MapBlock **b, 
									BlockMakeData *data, bool allow_gen) {
	v2s16 p2d(p.X, p.Z);
	//envlock: usually takes <=1ms, sometimes 90ms or ~400ms to acquire
	JMutexAutoLock envlock(m_server->m_env_mutex); 
	
	// Load sector if it isn't loaded
	if (map->getSectorNoGenerateNoEx(p2d) == NULL)
		map->loadSectorMeta(p2d);

	// Attempt to load block
	MapBlock *block = map->getBlockNoCreateNoEx(p);
	if (!block || block->isDummy() || !block->isGenerated()) {
		EMERGE_DBG_OUT("not in memory, attempting to load from disk");
		block = map->loadBlock(p);
	}

	// If could not load and allowed to generate,
	// start generation inside this same envlock
	if (allow_gen && (block == NULL || !block->isGenerated())) {
		EMERGE_DBG_OUT("generating");
		*b = block;
		return map->initBlockMake(data, p);
	}
	
	*b = block;
	return false;
}


void *EmergeThread::Thread() {
	ThreadStarted();
	log_register_thread("EmergeThread" + itos(id));
	DSTACK(__FUNCTION_NAME);
	BEGIN_DEBUG_EXCEPTION_HANDLER

	v3s16 last_tried_pos(-32768,-32768,-32768); // For error output
	v3s16 p;
	u8 flags;
	
	map    = (ServerMap *)&(m_server->m_env->getMap());
	emerge = m_server->m_emerge;
	mapgen = emerge->mapgen[id];
	enable_mapgen_debug_info = emerge->mapgen_debug_info;
	
	while (getRun())
	try {
		if (!popBlockEmerge(&p, &flags)) {
			qevent.wait();
			continue;
		}

		last_tried_pos = p;
		if (blockpos_over_limit(p))
			continue;

		bool allow_generate = flags & BLOCK_EMERGE_ALLOWGEN;
		EMERGE_DBG_OUT("p=" PP(p) " allow_generate=" << allow_generate);
		
		/*
			Try to fetch block from memory or disk.
			If not found and asked to generate, initialize generator.
		*/
		BlockMakeData data;
		MapBlock *block = NULL;
		std::map<v3s16, MapBlock *> modified_blocks;
		
		if (getBlockOrStartGen(p, &block, &data, allow_generate)) {
			{
				ScopeProfiler sp(g_profiler, "EmergeThread: Mapgen::makeChunk", SPT_AVG);
				TimeTaker t("mapgen::make_block()");

				mapgen->makeChunk(&data);

				if (enable_mapgen_debug_info == false)
					t.stop(true); // Hide output
			}

			{
				//envlock: usually 0ms, but can take either 30 or 400ms to acquire
				JMutexAutoLock envlock(m_server->m_env_mutex); 
				ScopeProfiler sp(g_profiler, "EmergeThread: after "
						"Mapgen::makeChunk (envlock)", SPT_AVG);

				map->finishBlockMake(&data, modified_blocks);
				
				block = map->getBlockNoCreateNoEx(p);
				if (block) {
					/*
						Do some post-generate stuff
					*/
					v3s16 minp = data.blockpos_min * MAP_BLOCKSIZE;
					v3s16 maxp = data.blockpos_max * MAP_BLOCKSIZE +
								 v3s16(1,1,1) * (MAP_BLOCKSIZE - 1);

					// Ignore map edit events, they will not need to be sent
					// to anybody because the block hasn't been sent to anybody
					MapEditEventAreaIgnorer 
						ign(&m_server->m_ignore_map_edit_events_area,
						VoxelArea(minp, maxp));
					{  // takes about 90ms with -O1 on an e3-1230v2
						SERVER_TO_SA(m_server)->environment_OnGenerated(
								minp, maxp, emerge->getBlockSeed(minp));
					}

					EMERGE_DBG_OUT("ended up with: " << analyze_block(block));
					
					m_server->m_env->activateBlock(block, 0);
				}
			}
		}

		/*
			Set sent status of modified blocks on clients
		*/

		// NOTE: Server's clients are also behind the connection mutex
		//conlock: consistently takes 30-40ms to acquire
		JMutexAutoLock lock(m_server->m_con_mutex);
		// Add the originally fetched block to the modified list
		if (block)
			modified_blocks[p] = block;

		// Set the modified blocks unsent for all the clients
		for (std::map<u16, RemoteClient*>::iterator
			 i = m_server->m_clients.begin();
			 i != m_server->m_clients.end(); ++i) {
			RemoteClient *client = i->second;
			if (modified_blocks.size() > 0) {
				// Remove block from sent history
				client->SetBlocksNotSent(modified_blocks);
			}
		}
	}
	catch (VersionMismatchException &e) {
		std::ostringstream err;
		err << "World data version mismatch in MapBlock "<<PP(last_tried_pos)<<std::endl;
		err << "----"<<std::endl;
		err << "\""<<e.what()<<"\""<<std::endl;
		err << "See debug.txt."<<std::endl;
		err << "World probably saved by a newer version of Minetest."<<std::endl;
		m_server->setAsyncFatalError(err.str());
	}
	catch (SerializationError &e) {
		std::ostringstream err;
		err << "Invalid data in MapBlock "<<PP(last_tried_pos)<<std::endl;
		err << "----"<<std::endl;
		err << "\""<<e.what()<<"\""<<std::endl;
		err << "See debug.txt."<<std::endl;
		err << "You can ignore this using [ignore_world_load_errors = true]."<<std::endl;
		m_server->setAsyncFatalError(err.str());
	}
	
	END_DEBUG_EXCEPTION_HANDLER(errorstream)
	log_deregister_thread();
	return NULL;
}
imum movement without glitches f32 pos_max_d = BS*0.25; // Limit speed if(m_speed_f.getLength()*dtime > pos_max_d) m_speed_f *= pos_max_d / (m_speed_f.getLength()*dtime); v3f pos_f = getBasePosition(); v3f pos_f_old = pos_f; v3f accel_f = v3f(0,0,0); f32 stepheight = 0; moveresult = collisionMoveSimple(m_env,m_env->getGameDef(), pos_max_d, box, stepheight, dtime, pos_f, m_speed_f, accel_f); if(send_recommended == false) return; if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS) { setBasePosition(pos_f); m_last_sent_position = pos_f; std::ostringstream os(std::ios::binary); // command (0 = update position) writeU8(os, 0); // pos writeV3F1000(os, m_base_position); // create message and add to list ActiveObjectMessage aom(getId(), false, os.str()); m_messages_out.push_back(aom); } if(m_itemstring_changed) { m_itemstring_changed = false; std::ostringstream os(std::ios::binary); // command (1 = update itemstring) writeU8(os, 1); // itemstring os<<serializeString(m_itemstring); // create message and add to list ActiveObjectMessage aom(getId(), false, os.str()); m_messages_out.push_back(aom); } } std::string getClientInitializationData(u16 protocol_version) { std::ostringstream os(std::ios::binary); // version writeU8(os, 0); // pos writeV3F1000(os, m_base_position); // itemstring os<<serializeString(m_itemstring); return os.str(); } std::string getStaticData() { infostream<<__FUNCTION_NAME<<std::endl; std::ostringstream os(std::ios::binary); // version writeU8(os, 0); // itemstring os<<serializeString(m_itemstring); return os.str(); } ItemStack createItemStack() { try{ IItemDefManager *idef = m_env->getGameDef()->idef(); ItemStack item; item.deSerialize(m_itemstring, idef); infostream<<__FUNCTION_NAME<<": m_itemstring=\""<<m_itemstring <<"\" -> item=\""<<item.getItemString()<<"\"" <<std::endl; return item; } catch(SerializationError &e) { infostream<<__FUNCTION_NAME<<": serialization error: " <<"m_itemstring=\""<<m_itemstring<<"\""<<std::endl; return ItemStack(); } } int punch(v3f dir, const ToolCapabilities *toolcap, ServerActiveObject *puncher, float time_from_last_punch) { // Take item into inventory ItemStack item = createItemStack(); Inventory *inv = puncher->getInventory(); if(inv != NULL) { std::string wieldlist = puncher->getWieldList(); ItemStack leftover = inv->addItem(wieldlist, item); puncher->setInventoryModified(); if(leftover.empty()) { m_removed = true; } else { m_itemstring = leftover.getItemString(); m_itemstring_changed = true; } } return 0; } bool getCollisionBox(aabb3f *toset) { return false; } private: std::string m_itemstring; bool m_itemstring_changed; v3f m_speed_f; v3f m_last_sent_position; IntervalLimiter m_move_interval; }; // Prototype (registers item for deserialization) ItemSAO proto_ItemSAO(NULL, v3f(0,0,0), ""); ServerActiveObject* createItemSAO(ServerEnvironment *env, v3f pos, const std::string itemstring) { return new ItemSAO(env, pos, itemstring); } /* LuaEntitySAO */ // Prototype (registers item for deserialization) LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", ""); LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos, const std::string &name, const std::string &state): ServerActiveObject(env, pos), m_init_name(name), m_init_state(state), m_registered(false), m_hp(-1), m_velocity(0,0,0), m_acceleration(0,0,0), m_yaw(0), m_properties_sent(true), m_last_sent_yaw(0), m_last_sent_position(0,0,0), m_last_sent_velocity(0,0,0), m_last_sent_position_timer(0), m_last_sent_move_precision(0), m_armor_groups_sent(false), m_animation_speed(0), m_animation_blend(0), m_animation_sent(false), m_bone_position_sent(false), m_attachment_parent_id(0), m_attachment_sent(false) { // Only register type if no environment supplied if(env == NULL){ ServerActiveObject::registerType(getType(), create); return; } // Initialize something to armor groups m_armor_groups["fleshy"] = 100; } LuaEntitySAO::~LuaEntitySAO() { if(m_registered){ lua_State *L = m_env->getLua(); scriptapi_luaentity_rm(L, m_id); } } void LuaEntitySAO::addedToEnvironment(u32 dtime_s) { ServerActiveObject::addedToEnvironment(dtime_s); // Create entity from name lua_State *L = m_env->getLua(); m_registered = scriptapi_luaentity_add(L, m_id, m_init_name.c_str()); if(m_registered){ // Get properties scriptapi_luaentity_get_properties(L, m_id, &m_prop); // Initialize HP from properties m_hp = m_prop.hp_max; // Activate entity, supplying serialized state scriptapi_luaentity_activate(L, m_id, m_init_state.c_str(), dtime_s); } } ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos, const std::string &data) { std::string name; std::string state; s16 hp = 1; v3f velocity; float yaw = 0; if(data != ""){ std::istringstream is(data, std::ios::binary); // read version u8 version = readU8(is); // check if version is supported if(version == 0){ name = deSerializeString(is); state = deSerializeLongString(is); } else if(version == 1){ name = deSerializeString(is); state = deSerializeLongString(is); hp = readS16(is); velocity = readV3F1000(is); yaw = readF1000(is); } } // create object infostream<<"LuaEntitySAO::create(name=\""<<name<<"\" state=\"" <<state<<"\")"<<std::endl; LuaEntitySAO *sao = new LuaEntitySAO(env, pos, name, state); sao->m_hp = hp; sao->m_velocity = velocity; sao->m_yaw = yaw; return sao; } bool LuaEntitySAO::isAttached() { if(!m_attachment_parent_id) return false; // Check if the parent still exists ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id); if(obj) return true; return false; } void LuaEntitySAO::step(float dtime, bool send_recommended) { if(!m_properties_sent) { m_properties_sent = true; std::string str = getPropertyPacket(); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } // If attached, check that our parent is still there. If it isn't, detach. if(m_attachment_parent_id && !isAttached()) { m_attachment_parent_id = 0; m_attachment_bone = ""; m_attachment_position = v3f(0,0,0); m_attachment_rotation = v3f(0,0,0); sendPosition(false, true); } m_last_sent_position_timer += dtime; // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally // If the object gets detached this comes into effect automatically from the last known origin if(isAttached()) { v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition(); m_base_position = pos; m_velocity = v3f(0,0,0); m_acceleration = v3f(0,0,0); } else { if(m_prop.physical){ core::aabbox3d<f32> box = m_prop.collisionbox; box.MinEdge *= BS; box.MaxEdge *= BS; collisionMoveResult moveresult; f32 pos_max_d = BS*0.25; // Distance per iteration f32 stepheight = 0; // Maximum climbable step height v3f p_pos = m_base_position; v3f p_velocity = m_velocity; v3f p_acceleration = m_acceleration; moveresult = collisionMoveSimple(m_env,m_env->getGameDef(), pos_max_d, box, stepheight, dtime, p_pos, p_velocity, p_acceleration,this); // Apply results m_base_position = p_pos; m_velocity = p_velocity; m_acceleration = p_acceleration; } else { m_base_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration; m_velocity += dtime * m_acceleration; } } if(m_registered){ lua_State *L = m_env->getLua(); scriptapi_luaentity_step(L, m_id, dtime); } if(send_recommended == false) return; if(!isAttached()) { // TODO: force send when acceleration changes enough? float minchange = 0.2*BS; if(m_last_sent_position_timer > 1.0){ minchange = 0.01*BS; } else if(m_last_sent_position_timer > 0.2){ minchange = 0.05*BS; } float move_d = m_base_position.getDistanceFrom(m_last_sent_position); move_d += m_last_sent_move_precision; float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity); if(move_d > minchange || vel_d > minchange || fabs(m_yaw - m_last_sent_yaw) > 1.0){ sendPosition(true, false); } } if(m_armor_groups_sent == false){ m_armor_groups_sent = true; std::string str = gob_cmd_update_armor_groups( m_armor_groups); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } if(m_animation_sent == false){ m_animation_sent = true; std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } if(m_bone_position_sent == false){ m_bone_position_sent = true; for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){ std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } } if(m_attachment_sent == false){ m_attachment_sent = true; std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } } std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version) { std::ostringstream os(std::ios::binary); if(protocol_version >= 14) { writeU8(os, 1); // version os<<serializeString(""); // name writeU8(os, 0); // is_player writeS16(os, getId()); //id writeV3F1000(os, m_base_position); writeF1000(os, m_yaw); writeS16(os, m_hp); writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here os<<serializeLongString(getPropertyPacket()); // message 1 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2 os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){ os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size } os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4 } else { writeU8(os, 0); // version os<<serializeString(""); // name writeU8(os, 0); // is_player writeV3F1000(os, m_base_position); writeF1000(os, m_yaw); writeS16(os, m_hp); writeU8(os, 2); // number of messages stuffed in here os<<serializeLongString(getPropertyPacket()); // message 1 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2 } // return result return os.str(); } std::string LuaEntitySAO::getStaticData() { verbosestream<<__FUNCTION_NAME<<std::endl; std::ostringstream os(std::ios::binary); // version writeU8(os, 1); // name os<<serializeString(m_init_name); // state if(m_registered){ lua_State *L = m_env->getLua(); std::string state = scriptapi_luaentity_get_staticdata(L, m_id); os<<serializeLongString(state); } else { os<<serializeLongString(m_init_state); } // hp writeS16(os, m_hp); // velocity writeV3F1000(os, m_velocity); // yaw writeF1000(os, m_yaw); return os.str(); } int LuaEntitySAO::punch(v3f dir, const ToolCapabilities *toolcap, ServerActiveObject *puncher, float time_from_last_punch) { if(!m_registered){ // Delete unknown LuaEntities when punched m_removed = true; return 0; } // It's best that attachments cannot be punched if(isAttached()) return 0; ItemStack *punchitem = NULL; ItemStack punchitem_static; if(puncher){ punchitem_static = puncher->getWieldedItem(); punchitem = &punchitem_static; } PunchDamageResult result = getPunchDamage( m_armor_groups, toolcap, punchitem, time_from_last_punch); if(result.did_punch) { setHP(getHP() - result.damage); actionstream<<getDescription()<<" punched by " <<puncher->getDescription()<<", damage "<<result.damage <<" hp, health now "<<getHP()<<" hp"<<std::endl; { std::string str = gob_cmd_punched(result.damage, getHP()); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } if(getHP() == 0) m_removed = true; } lua_State *L = m_env->getLua(); scriptapi_luaentity_punch(L, m_id, puncher, time_from_last_punch, toolcap, dir); return result.wear; } void LuaEntitySAO::rightClick(ServerActiveObject *clicker) { if(!m_registered) return; // It's best that attachments cannot be clicked if(isAttached()) return; lua_State *L = m_env->getLua(); scriptapi_luaentity_rightclick(L, m_id, clicker); } void LuaEntitySAO::setPos(v3f pos) { if(isAttached()) return; m_base_position = pos; sendPosition(false, true); } void LuaEntitySAO::moveTo(v3f pos, bool continuous) { if(isAttached()) return; m_base_position = pos; if(!continuous) sendPosition(true, true); } float LuaEntitySAO::getMinimumSavedMovement() { return 0.1 * BS; } std::string LuaEntitySAO::getDescription() { std::ostringstream os(std::ios::binary); os<<"LuaEntitySAO at ("; os<<(m_base_position.X/BS)<<","; os<<(m_base_position.Y/BS)<<","; os<<(m_base_position.Z/BS); os<<")"; return os.str(); } void LuaEntitySAO::setHP(s16 hp) { if(hp < 0) hp = 0; m_hp = hp; } s16 LuaEntitySAO::getHP() const { return m_hp; } void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups) { m_armor_groups = armor_groups; m_armor_groups_sent = false; } void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend) { m_animation_range = frame_range; m_animation_speed = frame_speed; m_animation_blend = frame_blend; m_animation_sent = false; } void LuaEntitySAO::setBonePosition(std::string bone, v3f position, v3f rotation) { m_bone_position[bone] = core::vector2d<v3f>(position, rotation); m_bone_position_sent = false; } void LuaEntitySAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation) { // Attachments need to be handled on both the server and client. // If we just attach on the server, we can only copy the position of the parent. Attachments // are still sent to clients at an interval so players might see them lagging, plus we can't // read and attach to skeletal bones. // If we just attach on the client, the server still sees the child at its original location. // This breaks some things so we also give the server the most accurate representation // even if players only see the client changes. m_attachment_parent_id = parent_id; m_attachment_bone = bone; m_attachment_position = position; m_attachment_rotation = rotation; m_attachment_sent = false; } ObjectProperties* LuaEntitySAO::accessObjectProperties() { return &m_prop; } void LuaEntitySAO::notifyObjectPropertiesModified() { m_properties_sent = false; } void LuaEntitySAO::setVelocity(v3f velocity) { m_velocity = velocity; } v3f LuaEntitySAO::getVelocity() { return m_velocity; } void LuaEntitySAO::setAcceleration(v3f acceleration) { m_acceleration = acceleration; } v3f LuaEntitySAO::getAcceleration() { return m_acceleration; } void LuaEntitySAO::setYaw(float yaw) { m_yaw = yaw; } float LuaEntitySAO::getYaw() { return m_yaw; } void LuaEntitySAO::setTextureMod(const std::string &mod) { std::string str = gob_cmd_set_texture_mod(mod); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength, bool select_horiz_by_yawpitch) { std::string str = gob_cmd_set_sprite( p, num_frames, framelength, select_horiz_by_yawpitch ); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } std::string LuaEntitySAO::getName() { return m_init_name; } std::string LuaEntitySAO::getPropertyPacket() { return gob_cmd_set_properties(m_prop); } void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end) { // If the object is attached client-side, don't waste bandwidth sending its position to clients if(isAttached()) return; m_last_sent_move_precision = m_base_position.getDistanceFrom( m_last_sent_position); m_last_sent_position_timer = 0; m_last_sent_yaw = m_yaw; m_last_sent_position = m_base_position; m_last_sent_velocity = m_velocity; //m_last_sent_acceleration = m_acceleration; float update_interval = m_env->getSendRecommendedInterval(); std::string str = gob_cmd_update_position( m_base_position, m_velocity, m_acceleration, m_yaw, do_interpolate, is_movement_end, update_interval ); // create message and add to list ActiveObjectMessage aom(getId(), false, str); m_messages_out.push_back(aom); } bool LuaEntitySAO::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_base_position; toset->MaxEdge += m_base_position; return true; } return false; } /* PlayerSAO */ // No prototype, PlayerSAO does not need to be deserialized PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_, const std::set<std::string> &privs, bool is_singleplayer): ServerActiveObject(env_, v3f(0,0,0)), m_player(player_), m_peer_id(peer_id_), m_inventory(NULL), m_last_good_position(0,0,0), m_last_good_position_age(0), m_time_from_last_punch(0), m_nocheat_dig_pos(32767, 32767, 32767), m_nocheat_dig_time(0), m_wield_index(0), m_position_not_sent(false), m_armor_groups_sent(false), m_properties_sent(true), m_privs(privs), m_is_singleplayer(is_singleplayer), m_animation_sent(false), m_bone_position_sent(false), m_attachment_sent(false), // public m_moved(false), m_inventory_not_sent(false), m_hp_not_sent(false), m_wielded_item_not_sent(false), m_physics_override_speed(1), m_physics_override_jump(1), m_physics_override_gravity(1), m_physics_override_sent(false) { assert(m_player); assert(m_peer_id != 0); setBasePosition(m_player->getPosition()); m_inventory = &m_player->inventory; m_armor_groups["fleshy"] = 100; m_prop.hp_max = PLAYER_MAX_HP; m_prop.physical = false; m_prop.weight = 75; m_prop.collisionbox = core::aabbox3d<f32>(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.); // start of default appearance, this should be overwritten by LUA m_prop.visual = "upright_sprite"; m_prop.visual_size = v2f(1, 2); m_prop.textures.clear(); m_prop.textures.push_back("player.png"); m_prop.textures.push_back("player_back.png"); m_prop.colors.clear(); m_prop.colors.push_back(video::SColor(255, 255, 255, 255)); m_prop.spritediv = v2s16(1,1); // end of default appearance m_prop.is_visible = true; m_prop.makes_footstep_sound = true; } PlayerSAO::~PlayerSAO() { if(m_inventory != &m_player->inventory) delete m_inventory; } std::string PlayerSAO::getDescription() { return std::string("player ") + m_player->getName(); } // Called after id has been set and has been inserted in environment void PlayerSAO::addedToEnvironment(u32 dtime_s) { ServerActiveObject::addedToEnvironment(dtime_s); ServerActiveObject::setBasePosition(m_player->getPosition()); m_player->setPlayerSAO(this); m_player->peer_id = m_peer_id; m_last_good_position = m_player->getPosition(); m_last_good_position_age = 0.0; } // Called before removing from environment void PlayerSAO::removingFromEnvironment() { ServerActiveObject::removingFromEnvironment(); if(m_player->getPlayerSAO() == this) { m_player->setPlayerSAO(NULL); m_player->peer_id = 0; } } bool PlayerSAO::isStaticAllowed() const { return false; } bool PlayerSAO::unlimitedTransferDistance() const { return g_settings->getBool("unlimited_player_transfer_distance"); } std::string PlayerSAO::getClientInitializationData(u16 protocol_version) { std::ostringstream os(std::ios::binary); if(protocol_version >= 15) { writeU8(os, 1); // version os<<serializeString(m_player->getName()); // name writeU8(os, 1); // is_player writeS16(os, getId()); //id writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0)); writeF1000(os, m_player->getYaw()); writeS16(os, getHP()); writeU8(os, 5 + m_bone_position.size()); // number of messages stuffed in here os<<serializeLongString(getPropertyPacket()); // message 1 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2 os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){ os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size } os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4 os<<serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed, m_physics_override_jump, m_physics_override_gravity)); // 5 } else { writeU8(os, 0); // version os<<serializeString(m_player->getName()); // name writeU8(os, 1); // is_player writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0)); writeF1000(os, m_player->getYaw()); writeS16(os, getHP()); writeU8(os, 2); // number of messages stuffed in here os<<serializeLongString(getPropertyPacket()); // message 1 os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2 } // return result return os.str(); } std::string PlayerSAO::getStaticData() { assert(0); return ""; } bool PlayerSAO::isAttached() { if(!m_attachment_parent_id) return false; // Check if the parent still exists ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id); if(obj) return true; return false; } void PlayerSAO::step(float dtime, bool send_recommended) { if(!m_properties_sent) { m_properties_sent = true; std::string str = getPropertyPacket(); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } // If attached, check that our parent is still there. If it isn't, detach. if(m_attachment_parent_id && !isAttached()) { m_attachment_parent_id = 0; m_attachment_bone = ""; m_attachment_position = v3f(0,0,0); m_attachment_rotation = v3f(0,0,0); m_player->setPosition(m_last_good_position); m_moved = true; } m_time_from_last_punch += dtime; m_nocheat_dig_time += dtime; // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally // If the object gets detached this comes into effect automatically from the last known origin if(isAttached()) { v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition(); m_last_good_position = pos; m_last_good_position_age = 0; m_player->setPosition(pos); } else { if(m_is_singleplayer || g_settings->getBool("disable_anticheat")) { m_last_good_position = m_player->getPosition(); m_last_good_position_age = 0; } else { /* Check player movements NOTE: Actually the server should handle player physics like the client does and compare player's position to what is calculated on our side. This is required when eg. players fly due to an explosion. Altough a node-based alternative might be possible too, and much more lightweight. */ float player_max_speed = 0; float player_max_speed_up = 0; if(m_privs.count("fast") != 0){ // Fast speed player_max_speed = BS * 20; player_max_speed_up = BS * 20; } else { // Normal speed player_max_speed = BS * 4.0; player_max_speed_up = BS * 4.0; } // Tolerance player_max_speed *= 2.5; player_max_speed_up *= 2.5; m_last_good_position_age += dtime; if(m_last_good_position_age >= 1.0){ float age = m_last_good_position_age; v3f diff = (m_player->getPosition() - m_last_good_position); float d_vert = diff.Y; diff.Y = 0; float d_horiz = diff.getLength(); /*infostream<<m_player->getName()<<"'s horizontal speed is " <<(d_horiz/age)<<std::endl;*/ if(d_horiz <= age * player_max_speed && (d_vert < 0 || d_vert < age * player_max_speed_up)){ m_last_good_position = m_player->getPosition(); } else { actionstream<<"Player "<<m_player->getName() <<" moved too fast; resetting position" <<std::endl; m_player->setPosition(m_last_good_position); m_moved = true; } m_last_good_position_age = 0; } } } if(send_recommended == false) return; // If the object is attached client-side, don't waste bandwidth sending its position to clients if(m_position_not_sent && !isAttached()) { m_position_not_sent = false; float update_interval = m_env->getSendRecommendedInterval(); v3f pos; if(isAttached()) // Just in case we ever do send attachment position too pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition(); else pos = m_player->getPosition() + v3f(0,BS*1,0); std::string str = gob_cmd_update_position( pos, v3f(0,0,0), v3f(0,0,0), m_player->getYaw(), true, false, update_interval ); // create message and add to list ActiveObjectMessage aom(getId(), false, str); m_messages_out.push_back(aom); } if(m_wielded_item_not_sent) { m_wielded_item_not_sent = false; // GenericCAO has no special way to show this } if(m_armor_groups_sent == false){ m_armor_groups_sent = true; std::string str = gob_cmd_update_armor_groups( m_armor_groups); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } if(m_physics_override_sent == false){ m_physics_override_sent = true; std::string str = gob_cmd_update_physics_override(m_physics_override_speed, m_physics_override_jump, m_physics_override_gravity); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } if(m_animation_sent == false){ m_animation_sent = true; std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } if(m_bone_position_sent == false){ m_bone_position_sent = true; for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){ std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } } if(m_attachment_sent == false){ m_attachment_sent = true; std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } } void PlayerSAO::setBasePosition(const v3f &position) { // This needs to be ran for attachments too ServerActiveObject::setBasePosition(position); m_position_not_sent = true; } void PlayerSAO::setPos(v3f pos) { if(isAttached()) return; m_player->setPosition(pos); // Movement caused by this command is always valid m_last_good_position = pos; m_last_good_position_age = 0; // Force position change on client m_moved = true; } void PlayerSAO::moveTo(v3f pos, bool continuous) { if(isAttached()) return; m_player->setPosition(pos); // Movement caused by this command is always valid m_last_good_position = pos; m_last_good_position_age = 0; // Force position change on client m_moved = true; } void PlayerSAO::setYaw(float yaw) { m_player->setYaw(yaw); // Force change on client m_moved = true; } void PlayerSAO::setPitch(float pitch) { m_player->setPitch(pitch); // Force change on client m_moved = true; } int PlayerSAO::punch(v3f dir, const ToolCapabilities *toolcap, ServerActiveObject *puncher, float time_from_last_punch) { // It's best that attachments cannot be punched if(isAttached()) return 0; if(!toolcap) return 0; // No effect if PvP disabled if(g_settings->getBool("enable_pvp") == false){ if(puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER){ std::string str = gob_cmd_punched(0, getHP()); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); return 0; } } HitParams hitparams = getHitParams(m_armor_groups, toolcap, time_from_last_punch); actionstream<<"Player "<<m_player->getName()<<" punched by " <<puncher->getDescription()<<", damage "<<hitparams.hp <<" HP"<<std::endl; setHP(getHP() - hitparams.hp); if(hitparams.hp != 0) { std::string str = gob_cmd_punched(hitparams.hp, getHP()); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } return hitparams.wear; } void PlayerSAO::rightClick(ServerActiveObject *clicker) { } s16 PlayerSAO::getHP() const { return m_player->hp; } void PlayerSAO::setHP(s16 hp) { s16 oldhp = m_player->hp; if(hp < 0) hp = 0; else if(hp > PLAYER_MAX_HP) hp = PLAYER_MAX_HP; if(hp < oldhp && g_settings->getBool("enable_damage") == false) { m_hp_not_sent = true; // fix wrong prediction on client return; } m_player->hp = hp; if(hp != oldhp) m_hp_not_sent = true; // On death or reincarnation send an active object message if((hp == 0) != (oldhp == 0)) { // Will send new is_visible value based on (getHP()!=0) m_properties_sent = false; // Send new HP std::string str = gob_cmd_punched(0, getHP()); ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } } void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups) { m_armor_groups = armor_groups; m_armor_groups_sent = false; } void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend) { // store these so they can be updated to clients m_animation_range = frame_range; m_animation_speed = frame_speed; m_animation_blend = frame_blend; m_animation_sent = false; } void PlayerSAO::setBonePosition(std::string bone, v3f position, v3f rotation) { // store these so they can be updated to clients m_bone_position[bone] = core::vector2d<v3f>(position, rotation);