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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 "content_sao.h"
#include "util/serialize.h"
#include "util/mathconstants.h"
#include "collision.h"
#include "environment.h"
#include "settings.h"
#include "profiler.h"
#include "serialization.h" // For compressZlib
#include "tool.h" // For ToolCapabilities
#include "gamedef.h"
#include "player.h"
#include "server.h"
#include "scripting_game.h"
#include "genericobject.h"
#include "log.h"

std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;

/*
	TestSAO
*/

class TestSAO : public ServerActiveObject
{
public:
	TestSAO(ServerEnvironment *env, v3f pos):
		ServerActiveObject(env, pos),
		m_timer1(0),
		m_age(0)
	{
		ServerActiveObject::registerType(getType(), create);
	}
	ActiveObjectType getType() const
	{ return ACTIVEOBJECT_TYPE_TEST; }

	static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
			const std::string &data)
	{
		return new TestSAO(env, pos);
	}

	void step(float dtime, bool send_recommended)
	{
		m_age += dtime;
		if(m_age > 10)
		{
			m_removed = true;
			return;
		}

		m_base_position.Y += dtime * BS * 2;
		if(m_base_position.Y > 8*BS)
			m_base_position.Y = 2*BS;

		if(send_recommended == false)
			return;

		m_timer1 -= dtime;
		if(m_timer1 < 0.0)
		{
			m_timer1 += 0.125;

			std::string data;

			data += itos(0); // 0 = position
			data += " ";
			data += itos(m_base_position.X);
			data += " ";
			data += itos(m_base_position.Y);
			data += " ";
			data += itos(m_base_position.Z);

			ActiveObjectMessage aom(getId(), false, data);
			m_messages_out.push(aom);
		}
	}

	bool getCollisionBox(aabb3f *toset) {
		return false;
	}

	bool collideWithObjects() {
		return false;
	}

private:
	float m_timer1;
	float m_age;
};

// Prototype (registers item for deserialization)
TestSAO proto_TestSAO(NULL, v3f(0,0,0));

/*
	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){
		m_env->getScriptIface()->luaentity_Remove(m_id);
	}
}

void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
{
	ServerActiveObject::addedToEnvironment(dtime_s);

	// Create entity from name
	m_registered = m_env->getScriptIface()->
		luaentity_Add(m_id, m_init_name.c_str());

	if(m_registered){
		// Get properties
		m_env->getScriptIface()->
			luaentity_GetProperties(m_id, &m_prop);
		// Initialize HP from properties
		m_hp = m_prop.hp_max;
		// Activate entity, supplying serialized state
		m_env->getScriptIface()->
			luaentity_Activate(m_id, m_init_state.c_str(), dtime_s);
	}
}

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(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
			v3f p_pos = m_base_position;
			v3f p_velocity = m_velocity;
			v3f p_acceleration = m_acceleration;
			moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
					pos_max_d, box, m_prop.stepheight, dtime,
					p_pos, p_velocity, p_acceleration,
					this, m_prop.collideWithObjects);

			// Apply results
			m_base_position = p_pos;
			m_velocity = p_velocity;
			m_acceleration = p_acceleration;
		} else {
			m_base_position += dtime * m_velocity + 0.5 * dtime
					* dtime * m_acceleration;
			m_velocity += dtime * m_acceleration;
		}

		if((m_prop.automatic_face_movement_dir) &&
				(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){
			m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
		}
	}

	if(m_registered){
		m_env->getScriptIface()->luaentity_Step(m_id, dtime);
	}

	if(send_recommended == false)
		return;

	if(!isAttached())
	{
		// TODO: force send when acceleration changes enough?
		float minchange = 0.2*BS;
		if(m_last_sent_position_timer > 1.0){
			minchange = 0.01*BS;
		} else if(m_last_sent_position_timer > 0.2){
			minchange = 0.05*BS;
		}
		float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
		move_d += m_last_sent_move_precision;
		float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
		if(move_d > minchange || vel_d > minchange ||
				fabs(m_yaw - m_last_sent_yaw) > 1.0){
			sendPosition(true, false);
		}
	}

	if(m_armor_groups_sent == false){
		m_armor_groups_sent = true;
		std::string str = gob_cmd_update_armor_groups(
				m_armor_groups);
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push(aom);
	}

	if(m_animation_sent == false){
		m_animation_sent = true;
		std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push(aom);
	}

	if(m_bone_position_sent == false){
		m_bone_position_sent = true;
		for(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(aom);
		}
	}

	if(m_attachment_sent == false){
		m_attachment_sent = true;
		std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push(aom);
	}
}

std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
{
	std::ostringstream os(std::ios::binary);

	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){
		std::string state = m_env->getScriptIface()->
			luaentity_GetStaticdata(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);


		std::string punchername = "nil";

		if ( puncher != 0 )
			punchername = puncher->getDescription();

		actionstream<<getDescription()<<" punched by "
				<<punchername<<", damage "<<result.damage
				<<" hp, health now "<<getHP()<<" hp"<<std::endl;

		{
			std::string str = gob_cmd_punched(result.damage, getHP());
			// create message and add to list
			ActiveObjectMessage aom(getId(), true, str);
			m_messages_out.push(aom);
		}

		if(getHP() == 0)
			m_removed = true;
	}

	m_env->getScriptIface()->luaentity_Punch(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;
	m_env->getScriptIface()->luaentity_Rightclick(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(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(aom);
}

std::string LuaEntitySAO::getName()
{
	return m_init_name;
}

std::string LuaEntitySAO::getPropertyPacket()
{
	return gob_cmd_set_properties(m_prop);
}

void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
{
	// If the object is attached client-side, don't waste bandwidth sending its position to clients
	if(isAttached())
		return;

	m_last_sent_move_precision = m_base_position.getDistanceFrom(
			m_last_sent_position);
	m_last_sent_position_timer = 0;
	m_last_sent_yaw = m_yaw;
	m_last_sent_position = m_base_position;
	m_last_sent_velocity = m_velocity;
	//m_last_sent_acceleration = m_acceleration;

	float update_interval = m_env->getSendRecommendedInterval();

	std::string str = gob_cmd_update_position(
		m_base_position,
		m_velocity,
		m_acceleration,
		m_yaw,
		do_interpolate,
		is_movement_end,
		update_interval
	);
	// create message and add to list
	ActiveObjectMessage aom(getId(), false, str);
	m_messages_out.push(aom);
}

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

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

		return true;
	}

	return false;
}

bool LuaEntitySAO::collideWithObjects(){
	return m_prop.collideWithObjects;
}

/*
	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_damage(0),
	m_last_good_position(0,0,0),
	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_speed(0),
	m_animation_blend(0),
	m_animation_sent(false),
	m_bone_position_sent(false),
	m_attachment_parent_id(0),
	m_attachment_sent(false),
	// public
	m_physics_override_speed(1),
	m_physics_override_jump(1),
	m_physics_override_gravity(1),
	m_physics_override_sneak(true),
	m_physics_override_sneak_glitch(true),
	m_physics_override_sent(false)
{
	assert(m_player);	// pre-condition
	assert(m_peer_id != 0);	// pre-condition
	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();
}

// Called before removing from environment
void PlayerSAO::removingFromEnvironment()
{
	ServerActiveObject::removingFromEnvironment();
	if(m_player->getPlayerSAO() == this)
	{
		m_player->setPlayerSAO(NULL);
		m_player->peer_id = 0;
		m_env->savePlayer(m_player->getName());
		m_env->removePlayer(m_player->getName());
	}
}

bool PlayerSAO::isStaticAllowed() const
{
	return false;
}

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, m_physics_override_sneak,
				m_physics_override_sneak_glitch)); // 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()
{
	FATAL_ERROR("Deprecated function (?)");
	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(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);
		((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
	}

	//dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;

	// Set lag pool maximums based on estimated lag
	const float LAG_POOL_MIN = 5.0;
	float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
	if(lag_pool_max < LAG_POOL_MIN)
		lag_pool_max = LAG_POOL_MIN;
	m_dig_pool.setMax(lag_pool_max);
	m_move_pool.setMax(lag_pool_max);

	// Increment cheat prevention timers
	m_dig_pool.add(dtime);
	m_move_pool.add(dtime);
	m_time_from_last_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_player->setPosition(pos);
	}

	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(aom);
	}

	if(m_armor_groups_sent == false) {
		m_armor_groups_sent = true;
		std::string str = gob_cmd_update_armor_groups(
				m_armor_groups);
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push(aom);
	}

	if(m_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,
				m_physics_override_sneak, m_physics_override_sneak_glitch);
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push(aom);
	}

	if(m_animation_sent == false){
		m_animation_sent = true;
		std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push(aom);
	}

	if(m_bone_position_sent == false){
		m_bone_position_sent = true;
		for(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(aom);
		}
	}

	if(m_attachment_sent == false){
		m_attachment_sent = true;
		std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push(aom);
	}
}

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;
	((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
}

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;
	((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
}

void PlayerSAO::setYaw(float yaw)
{
	m_player->setYaw(yaw);
	((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
}

void PlayerSAO::setPitch(float pitch)
{
	m_player->setPitch(pitch);
	((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
}

int PlayerSAO::punch(v3f dir,
	const ToolCapabilities *toolcap,
	ServerActiveObject *puncher,
	float time_from_last_punch)
{
	// It's best that attachments cannot be punched
	if(isAttached())
		return 0;

	if(!toolcap)
		return 0;

	// No effect if PvP disabled
	if(g_settings->getBool("enable_pvp") == false){
		if(puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER){
			std::string str = gob_cmd_punched(0, getHP());
			// create message and add to list
			ActiveObjectMessage aom(getId(), true, str);
			m_messages_out.push(aom);
			return 0;
		}
	}

	HitParams hitparams = getHitParams(m_armor_groups, toolcap,
			time_from_last_punch);

	std::string punchername = "nil";

	if ( puncher != 0 )
		punchername = puncher->getDescription();

	actionstream<<"Player "<<m_player->getName()<<" punched by "
			<<punchername<<", damage "<<hitparams.hp
			<<" HP"<<std::endl;

	setHP(getHP() - hitparams.hp);

	return hitparams.wear;
}

void PlayerSAO::rightClick(ServerActiveObject *clicker)
{
}

s16 PlayerSAO::getHP() const
{
	return m_player->hp;
}

s16 PlayerSAO::readDamage()
{
	s16 damage = m_damage;
	m_damage = 0;
	return damage;
}

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) {
		return;
	}

	m_player->hp = hp;

	if (oldhp > hp)
		m_damage += (oldhp - hp);

	// Update properties on death
	if ((hp == 0) != (oldhp == 0))
		m_properties_sent = false;
}

u16 PlayerSAO::getBreath() const
{
	return m_player->getBreath();
}

void PlayerSAO::setBreath(u16 breath)
{
	m_player->setBreath(breath);
}

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);
	m_bone_position_sent = false;
}

void PlayerSAO::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* PlayerSAO::accessObjectProperties()
{
	return &m_prop;
}

void PlayerSAO::notifyObjectPropertiesModified()
{
	m_properties_sent = false;
}

Inventory* PlayerSAO::getInventory()
{
	return m_inventory;
}
const Inventory* PlayerSAO::getInventory() const