2011-06-26 14:48:56 +02:00
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/*
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2013-02-24 18:40:43 +01:00
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Minetest
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2013-02-24 19:38:45 +01:00
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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2011-06-26 14:48:56 +02:00
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This program is free software; you can redistribute it and/or modify
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2012-06-05 16:56:56 +02:00
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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2011-06-26 14:48:56 +02:00
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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2012-06-05 16:56:56 +02:00
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GNU Lesser General Public License for more details.
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2011-06-26 14:48:56 +02:00
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2012-06-05 16:56:56 +02:00
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You should have received a copy of the GNU Lesser General Public License along
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2011-06-26 14:48:56 +02:00
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "content_sao.h"
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2014-09-12 00:22:05 +02:00
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#include "util/serialize.h"
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2011-06-26 14:48:56 +02:00
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#include "collision.h"
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#include "environment.h"
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2012-02-28 18:45:23 +01:00
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#include "tool.h" // For ToolCapabilities
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2012-01-12 06:10:39 +01:00
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#include "gamedef.h"
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2017-01-01 16:13:01 +01:00
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#include "nodedef.h"
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2016-10-08 19:08:23 +02:00
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#include "remoteplayer.h"
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2015-03-04 12:19:26 +01:00
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#include "server.h"
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2017-04-25 19:38:08 +02:00
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#include "scripting_server.h"
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2012-03-29 16:46:21 +02:00
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#include "genericobject.h"
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2017-11-20 02:45:57 +01:00
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#include "settings.h"
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2017-11-10 21:11:14 +01:00
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#include <algorithm>
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2018-04-03 18:16:17 +02:00
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#include <cmath>
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2011-06-26 14:48:56 +02:00
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2012-12-20 18:19:49 +01:00
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std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
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2011-07-16 16:39:03 +02:00
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2011-10-15 01:28:57 +02:00
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/*
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2012-03-04 20:08:03 +01:00
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TestSAO
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2011-10-15 01:28:57 +02:00
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*/
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2012-03-04 20:08:03 +01:00
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class TestSAO : public ServerActiveObject
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2011-10-15 01:28:57 +02:00
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{
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2012-03-04 20:08:03 +01:00
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public:
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TestSAO(ServerEnvironment *env, v3f pos):
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ServerActiveObject(env, pos),
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m_timer1(0),
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m_age(0)
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{
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ServerActiveObject::registerType(getType(), create);
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}
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2015-02-16 17:42:13 +01:00
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ActiveObjectType getType() const
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2012-03-04 20:08:03 +01:00
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{ return ACTIVEOBJECT_TYPE_TEST; }
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2015-01-19 05:29:19 +01:00
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2012-03-04 20:08:03 +01:00
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static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
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const std::string &data)
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{
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return new TestSAO(env, pos);
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}
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2011-10-15 01:28:57 +02:00
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2012-03-04 20:08:03 +01:00
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void step(float dtime, bool send_recommended)
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{
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m_age += dtime;
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if(m_age > 10)
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{
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2017-09-15 12:19:01 +02:00
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m_pending_removal = true;
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2012-03-04 20:08:03 +01:00
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return;
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}
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2011-10-15 01:28:57 +02:00
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2012-03-04 20:08:03 +01:00
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m_base_position.Y += dtime * BS * 2;
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if(m_base_position.Y > 8*BS)
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m_base_position.Y = 2*BS;
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2011-10-15 01:28:57 +02:00
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2017-08-17 23:02:50 +02:00
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if (!send_recommended)
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2012-03-04 20:08:03 +01:00
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return;
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2011-10-15 01:28:57 +02:00
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2012-03-04 20:08:03 +01:00
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m_timer1 -= dtime;
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if(m_timer1 < 0.0)
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{
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m_timer1 += 0.125;
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2011-10-15 01:28:57 +02:00
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2012-03-04 20:08:03 +01:00
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std::string data;
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2011-10-15 01:28:57 +02:00
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2012-03-04 20:08:03 +01:00
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data += itos(0); // 0 = position
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data += " ";
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data += itos(m_base_position.X);
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data += " ";
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data += itos(m_base_position.Y);
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data += " ";
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data += itos(m_base_position.Z);
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2011-10-15 01:28:57 +02:00
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2012-03-04 20:08:03 +01:00
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ActiveObjectMessage aom(getId(), false, data);
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2015-03-04 17:48:07 +01:00
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m_messages_out.push(aom);
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2012-03-04 20:08:03 +01:00
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}
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2011-10-15 01:28:57 +02:00
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}
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2017-01-09 20:39:45 +01:00
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bool getCollisionBox(aabb3f *toset) const { return false; }
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2016-07-23 21:11:20 +02:00
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virtual bool getSelectionBox(aabb3f *toset) const { return false; }
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2017-01-09 20:39:45 +01:00
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bool collideWithObjects() const { return false; }
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2013-06-14 14:04:46 +02:00
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2012-03-04 20:08:03 +01:00
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private:
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float m_timer1;
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float m_age;
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};
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2011-10-15 01:28:57 +02:00
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2012-03-04 20:08:03 +01:00
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// Prototype (registers item for deserialization)
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TestSAO proto_TestSAO(NULL, v3f(0,0,0));
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2011-10-15 01:28:57 +02:00
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2017-01-09 20:39:45 +01:00
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/*
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UnitSAO
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*/
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UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos):
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2017-06-16 11:25:52 +02:00
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ServerActiveObject(env, pos)
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2017-01-09 20:39:45 +01:00
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{
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// Initialize something to armor groups
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m_armor_groups["fleshy"] = 100;
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}
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2017-01-11 20:25:25 +01:00
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2018-08-05 22:28:41 +02:00
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ServerActiveObject *UnitSAO::getParent() const
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2017-01-11 20:25:25 +01:00
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{
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if (!m_attachment_parent_id)
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2018-08-05 22:28:41 +02:00
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return nullptr;
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2017-01-11 20:25:25 +01:00
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// Check if the parent still exists
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ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
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2018-08-05 22:28:41 +02:00
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return obj;
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2017-01-11 20:25:25 +01:00
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}
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void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
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{
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m_armor_groups = armor_groups;
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m_armor_groups_sent = false;
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}
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const ItemGroupList &UnitSAO::getArmorGroups()
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{
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return m_armor_groups;
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}
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void UnitSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
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{
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// store these so they can be updated to clients
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m_animation_range = frame_range;
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m_animation_speed = frame_speed;
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m_animation_blend = frame_blend;
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m_animation_loop = frame_loop;
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m_animation_sent = false;
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}
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void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
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{
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*frame_range = m_animation_range;
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*frame_speed = m_animation_speed;
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*frame_blend = m_animation_blend;
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*frame_loop = m_animation_loop;
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}
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2017-09-01 11:15:12 +02:00
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void UnitSAO::setAnimationSpeed(float frame_speed)
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{
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m_animation_speed = frame_speed;
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m_animation_speed_sent = false;
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}
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2017-01-11 20:25:25 +01:00
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void UnitSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
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{
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// store these so they can be updated to clients
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m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
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m_bone_position_sent = false;
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}
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void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
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{
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*position = m_bone_position[bone].X;
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*rotation = m_bone_position[bone].Y;
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}
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void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
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{
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// Attachments need to be handled on both the server and client.
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// If we just attach on the server, we can only copy the position of the parent. Attachments
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// are still sent to clients at an interval so players might see them lagging, plus we can't
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// read and attach to skeletal bones.
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// If we just attach on the client, the server still sees the child at its original location.
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// This breaks some things so we also give the server the most accurate representation
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// even if players only see the client changes.
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2018-04-30 18:43:49 +02:00
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int old_parent = m_attachment_parent_id;
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2017-01-11 20:25:25 +01:00
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m_attachment_parent_id = parent_id;
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m_attachment_bone = bone;
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m_attachment_position = position;
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m_attachment_rotation = rotation;
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m_attachment_sent = false;
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2018-04-30 18:43:49 +02:00
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if (parent_id != old_parent) {
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onDetach(old_parent);
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onAttach(parent_id);
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}
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2017-01-11 20:25:25 +01:00
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}
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void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
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v3f *rotation)
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{
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*parent_id = m_attachment_parent_id;
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*bone = m_attachment_bone;
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*position = m_attachment_position;
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*rotation = m_attachment_rotation;
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}
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2018-04-30 18:43:49 +02:00
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void UnitSAO::clearChildAttachments()
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{
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for (int child_id : m_attachment_child_ids) {
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// Child can be NULL if it was deleted earlier
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if (ServerActiveObject *child = m_env->getActiveObject(child_id))
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child->setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
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}
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m_attachment_child_ids.clear();
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}
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void UnitSAO::clearParentAttachment()
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{
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ServerActiveObject *parent = nullptr;
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if (m_attachment_parent_id) {
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parent = m_env->getActiveObject(m_attachment_parent_id);
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setAttachment(0, "", m_attachment_position, m_attachment_rotation);
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} else {
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setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
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}
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// Do it
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if (parent)
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parent->removeAttachmentChild(m_id);
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}
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2017-01-11 20:25:25 +01:00
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void UnitSAO::addAttachmentChild(int child_id)
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{
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m_attachment_child_ids.insert(child_id);
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}
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void UnitSAO::removeAttachmentChild(int child_id)
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{
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m_attachment_child_ids.erase(child_id);
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}
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2017-06-04 21:00:04 +02:00
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const std::unordered_set<int> &UnitSAO::getAttachmentChildIds()
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2017-01-11 20:25:25 +01:00
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{
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return m_attachment_child_ids;
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}
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2018-04-30 18:43:49 +02:00
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void UnitSAO::onAttach(int parent_id)
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{
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if (!parent_id)
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return;
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ServerActiveObject *parent = m_env->getActiveObject(parent_id);
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if (!parent || parent->isGone())
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return; // Do not try to notify soon gone parent
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if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) {
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// Call parent's on_attach field
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m_env->getScriptIface()->luaentity_on_attach_child(parent_id, this);
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}
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}
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void UnitSAO::onDetach(int parent_id)
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{
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if (!parent_id)
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return;
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ServerActiveObject *parent = m_env->getActiveObject(parent_id);
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if (getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
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m_env->getScriptIface()->luaentity_on_detach(m_id, parent);
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if (!parent || parent->isGone())
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return; // Do not try to notify soon gone parent
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if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
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m_env->getScriptIface()->luaentity_on_detach_child(parent_id, this);
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}
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2017-01-11 20:25:25 +01:00
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ObjectProperties* UnitSAO::accessObjectProperties()
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{
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return &m_prop;
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}
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void UnitSAO::notifyObjectPropertiesModified()
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{
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m_properties_sent = false;
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}
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2011-11-11 18:33:17 +01:00
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/*
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LuaEntitySAO
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*/
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2012-03-04 20:08:03 +01:00
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// Prototype (registers item for deserialization)
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2011-11-11 18:33:17 +01:00
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LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");
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LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
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const std::string &name, const std::string &state):
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2016-10-30 14:53:26 +01:00
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UnitSAO(env, pos),
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2011-11-11 18:33:17 +01:00
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m_init_name(name),
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2017-06-16 11:25:52 +02:00
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m_init_state(state)
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2011-11-11 18:33:17 +01:00
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{
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2011-11-12 02:21:40 +01:00
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// Only register type if no environment supplied
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2011-11-11 18:33:17 +01:00
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if(env == NULL){
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ServerActiveObject::registerType(getType(), create);
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return;
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}
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}
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LuaEntitySAO::~LuaEntitySAO()
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{
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if(m_registered){
|
2013-08-11 04:09:45 +02:00
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m_env->getScriptIface()->luaentity_Remove(m_id);
|
2011-11-11 18:33:17 +01:00
|
|
|
}
|
2016-08-04 22:09:21 +02:00
|
|
|
|
2017-08-20 19:37:29 +02:00
|
|
|
for (u32 attached_particle_spawner : m_attached_particle_spawners) {
|
|
|
|
m_env->deleteParticleSpawner(attached_particle_spawner, false);
|
2016-08-04 22:09:21 +02:00
|
|
|
}
|
2011-11-11 18:33:17 +01:00
|
|
|
}
|
|
|
|
|
2012-09-09 16:12:29 +02:00
|
|
|
void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
|
2011-11-11 18:33:17 +01:00
|
|
|
{
|
2012-09-09 16:12:29 +02:00
|
|
|
ServerActiveObject::addedToEnvironment(dtime_s);
|
2015-01-19 05:29:19 +01:00
|
|
|
|
2012-03-10 00:38:48 +01:00
|
|
|
// Create entity from name
|
2013-08-11 04:09:45 +02:00
|
|
|
m_registered = m_env->getScriptIface()->
|
|
|
|
luaentity_Add(m_id, m_init_name.c_str());
|
2015-01-19 05:29:19 +01:00
|
|
|
|
2011-11-12 17:34:04 +01:00
|
|
|
if(m_registered){
|
|
|
|
// Get properties
|
2013-08-11 04:09:45 +02:00
|
|
|
m_env->getScriptIface()->
|
|
|
|
luaentity_GetProperties(m_id, &m_prop);
|
2012-03-10 00:38:48 +01:00
|
|
|
// Initialize HP from properties
|
2012-03-30 11:51:51 +02:00
|
|
|
m_hp = m_prop.hp_max;
|
2012-04-08 22:13:27 +02:00
|
|
|
// Activate entity, supplying serialized state
|
2013-08-11 04:09:45 +02:00
|
|
|
m_env->getScriptIface()->
|
2017-08-20 19:37:29 +02:00
|
|
|
luaentity_Activate(m_id, m_init_state, dtime_s);
|
2016-08-11 00:22:32 +02:00
|
|
|
} else {
|
|
|
|
m_prop.infotext = m_init_name;
|
2011-11-12 17:34:04 +01:00
|
|
|
}
|
2011-11-11 18:33:17 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
|
|
|
|
const std::string &data)
|
|
|
|
{
|
2012-03-04 20:08:03 +01:00
|
|
|
std::string name;
|
|
|
|
std::string state;
|
2019-02-11 00:03:26 +01:00
|
|
|
u16 hp = 1;
|
2012-03-04 20:08:03 +01:00
|
|
|
v3f velocity;
|
2018-11-28 09:38:50 +01:00
|
|
|
v3f rotation;
|
2018-12-24 00:22:27 +01:00
|
|
|
|
|
|
|
while (!data.empty()) { // breakable, run for one iteration
|
2012-03-10 00:38:48 +01:00
|
|
|
std::istringstream is(data, std::ios::binary);
|
2018-12-24 00:22:27 +01:00
|
|
|
// 'version' does not allow to incrementally extend the parameter list thus
|
|
|
|
// we need another variable to build on top of 'version=1'. Ugly hack but works™
|
|
|
|
u8 version2 = 0;
|
2012-03-10 00:38:48 +01:00
|
|
|
u8 version = readU8(is);
|
2018-12-24 00:22:27 +01:00
|
|
|
|
|
|
|
name = deSerializeString(is);
|
|
|
|
state = deSerializeLongString(is);
|
|
|
|
|
|
|
|
if (version < 1)
|
|
|
|
break;
|
|
|
|
|
2019-02-11 00:03:26 +01:00
|
|
|
hp = readU16(is);
|
2018-12-24 00:22:27 +01:00
|
|
|
velocity = readV3F1000(is);
|
|
|
|
// yaw must be yaw to be backwards-compatible
|
|
|
|
rotation.Y = readF1000(is);
|
|
|
|
|
|
|
|
if (is.good()) // EOF for old formats
|
|
|
|
version2 = readU8(is);
|
|
|
|
|
|
|
|
if (version2 < 1) // PROTOCOL_VERSION < 37
|
|
|
|
break;
|
|
|
|
|
|
|
|
// version2 >= 1
|
|
|
|
rotation.X = readF1000(is);
|
|
|
|
rotation.Z = readF1000(is);
|
|
|
|
|
|
|
|
// if (version2 < 2)
|
|
|
|
// break;
|
|
|
|
// <read new values>
|
|
|
|
break;
|
2012-03-04 20:08:03 +01:00
|
|
|
}
|
2011-11-11 18:33:17 +01:00
|
|
|
// create object
|
2018-12-24 00:22:27 +01:00
|
|
|
infostream << "LuaEntitySAO::create(name=\"" << name << "\" state=\""
|
|
|
|
<< state << "\")" << std::endl;
|
2012-03-04 20:08:03 +01:00
|
|
|
LuaEntitySAO *sao = new LuaEntitySAO(env, pos, name, state);
|
|
|
|
sao->m_hp = hp;
|
|
|
|
sao->m_velocity = velocity;
|
2018-11-28 09:38:50 +01:00
|
|
|
sao->m_rotation = rotation;
|
2012-03-04 20:08:03 +01:00
|
|
|
return sao;
|
2011-11-11 18:33:17 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void LuaEntitySAO::step(float dtime, bool send_recommended)
|
|
|
|
{
|
2012-03-29 16:46:21 +02:00
|
|
|
if(!m_properties_sent)
|
|
|
|
{
|
|
|
|
m_properties_sent = true;
|
|
|
|
std::string str = getPropertyPacket();
|
|
|
|
// create message and add to list
|
|
|
|
ActiveObjectMessage aom(getId(), true, str);
|
2015-03-04 17:48:07 +01:00
|
|
|
m_messages_out.push(aom);
|
2012-03-29 16:46:21 +02:00
|
|
|
}
|
|
|
|
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
// 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);
|
|
|
|
}
|
|
|
|
|
2011-11-12 11:12:15 +01:00
|
|
|
m_last_sent_position_timer += dtime;
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
|
2012-10-28 16:07:11 +01:00
|
|
|
// 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
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
if(isAttached())
|
2012-10-27 14:14:24 +02:00
|
|
|
{
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
|
2012-10-28 16:07:11 +01:00
|
|
|
m_base_position = pos;
|
2012-10-27 14:14:24 +02:00
|
|
|
m_velocity = v3f(0,0,0);
|
|
|
|
m_acceleration = v3f(0,0,0);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if(m_prop.physical){
|
2016-02-11 15:21:21 +01:00
|
|
|
aabb3f box = m_prop.collisionbox;
|
2012-10-27 14:14:24 +02:00
|
|
|
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;
|
2017-01-09 20:39:22 +01:00
|
|
|
moveresult = collisionMoveSimple(m_env, m_env->getGameDef(),
|
2013-07-22 18:54:30 +02:00
|
|
|
pos_max_d, box, m_prop.stepheight, dtime,
|
2016-01-25 00:06:01 +01:00
|
|
|
&p_pos, &p_velocity, p_acceleration,
|
2013-06-14 14:04:46 +02:00
|
|
|
this, m_prop.collideWithObjects);
|
2013-07-22 18:54:30 +02:00
|
|
|
|
2012-10-27 14:14:24 +02:00
|
|
|
// 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;
|
|
|
|
}
|
2013-07-31 17:29:25 +02:00
|
|
|
|
2017-11-26 15:37:55 +01:00
|
|
|
if (m_prop.automatic_face_movement_dir &&
|
|
|
|
(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
|
|
|
|
float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
|
|
|
|
+ m_prop.automatic_face_movement_dir_offset;
|
2019-04-04 18:53:55 +02:00
|
|
|
float max_rotation_per_sec =
|
|
|
|
m_prop.automatic_face_movement_max_rotation_per_sec;
|
2019-04-10 21:33:54 +02:00
|
|
|
|
2019-04-04 18:53:55 +02:00
|
|
|
if (max_rotation_per_sec > 0) {
|
|
|
|
m_rotation.Y = wrapDegrees_0_360(m_rotation.Y);
|
2019-04-10 21:33:54 +02:00
|
|
|
wrappedApproachShortest(m_rotation.Y, target_yaw,
|
|
|
|
dtime * max_rotation_per_sec, 360.f);
|
|
|
|
} else {
|
|
|
|
// Negative values of max_rotation_per_sec mean disabled.
|
2019-04-04 18:53:55 +02:00
|
|
|
m_rotation.Y = target_yaw;
|
2019-04-10 21:33:54 +02:00
|
|
|
}
|
2013-07-31 17:29:25 +02:00
|
|
|
}
|
2011-11-21 13:36:21 +01:00
|
|
|
}
|
2011-11-21 10:15:15 +01:00
|
|
|
|
2011-11-11 18:33:17 +01:00
|
|
|
if(m_registered){
|
2013-08-11 04:09:45 +02:00
|
|
|
m_env->getScriptIface()->luaentity_Step(m_id, dtime);
|
2011-11-11 18:33:17 +01:00
|
|
|
}
|
2011-11-12 10:59:56 +01:00
|
|
|
|
2017-08-17 23:02:50 +02:00
|
|
|
if (!send_recommended)
|
2011-11-12 10:59:56 +01:00
|
|
|
return;
|
2012-10-28 16:07:11 +01:00
|
|
|
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
if(!isAttached())
|
2012-10-28 16:07:11 +01:00
|
|
|
{
|
|
|
|
// 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);
|
2018-04-03 18:16:17 +02:00
|
|
|
if (move_d > minchange || vel_d > minchange ||
|
2018-11-28 09:38:50 +01:00
|
|
|
std::fabs(m_rotation.X - m_last_sent_rotation.X) > 1.0f ||
|
|
|
|
std::fabs(m_rotation.Y - m_last_sent_rotation.Y) > 1.0f ||
|
|
|
|
std::fabs(m_rotation.Z - m_last_sent_rotation.Z) > 1.0f) {
|
|
|
|
|
2012-10-28 16:07:11 +01:00
|
|
|
sendPosition(true, false);
|
|
|
|
}
|
2011-11-12 10:59:56 +01:00
|
|
|
}
|
2012-03-09 19:46:56 +01:00
|
|
|
|
2017-08-17 23:02:50 +02:00
|
|
|
if (!m_armor_groups_sent) {
|
2012-03-09 19:46:56 +01:00
|
|
|
m_armor_groups_sent = true;
|
2012-03-29 16:46:21 +02:00
|
|
|
std::string str = gob_cmd_update_armor_groups(
|
|
|
|
m_armor_groups);
|
2012-03-09 19:46:56 +01:00
|
|
|
// create message and add to list
|
2012-03-29 16:46:21 +02:00
|
|
|
ActiveObjectMessage aom(getId(), true, str);
|
2015-03-04 17:48:07 +01:00
|
|
|
m_messages_out.push(aom);
|
2012-03-09 19:46:56 +01:00
|
|
|
}
|
2012-11-04 13:33:30 +01:00
|
|
|
|
2017-08-17 23:02:50 +02:00
|
|
|
if (!m_animation_sent) {
|
2012-11-12 15:35:10 +01:00
|
|
|
m_animation_sent = true;
|
2015-02-21 22:38:53 +01:00
|
|
|
std::string str = gob_cmd_update_animation(
|
|
|
|
m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
|
2012-11-04 13:33:30 +01:00
|
|
|
// create message and add to list
|
|
|
|
ActiveObjectMessage aom(getId(), true, str);
|
2015-03-04 17:48:07 +01:00
|
|
|
m_messages_out.push(aom);
|
2012-11-04 13:33:30 +01:00
|
|
|
}
|
|
|
|
|
2017-09-01 11:15:12 +02:00
|
|
|
if (!m_animation_speed_sent) {
|
|
|
|
m_animation_speed_sent = true;
|
|
|
|
std::string str = gob_cmd_update_animation_speed(m_animation_speed);
|
|
|
|
// create message and add to list
|
|
|
|
ActiveObjectMessage aom(getId(), true, str);
|
|
|
|
m_messages_out.push(aom);
|
|
|
|
}
|
|
|
|
|
2017-08-17 23:02:50 +02:00
|
|
|
if (!m_bone_position_sent) {
|
2012-11-12 15:35:10 +01:00
|
|
|
m_bone_position_sent = true;
|
2017-06-04 21:00:04 +02:00
|
|
|
for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
|
2016-10-06 19:20:12 +02:00
|
|
|
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);
|
2012-11-04 13:33:30 +01:00
|
|
|
// create message and add to list
|
|
|
|
ActiveObjectMessage aom(getId(), true, str);
|
2015-03-04 17:48:07 +01:00
|
|
|
m_messages_out.push(aom);
|
2012-11-04 13:33:30 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-08-17 23:02:50 +02:00
|
|
|
if (!m_attachment_sent) {
|
2012-11-04 13:33:30 +01:00
|
|
|
m_attachment_sent = true;
|
2012-11-04 22:54:50 +01:00
|
|
|
std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
|
2012-11-04 13:33:30 +01:00
|
|
|
// create message and add to list
|
|
|
|
ActiveObjectMessage aom(getId(), true, str);
|
2015-03-04 17:48:07 +01:00
|
|
|
m_messages_out.push(aom);
|
2012-11-04 13:33:30 +01:00
|
|
|
}
|
2011-11-11 18:33:17 +01:00
|
|
|
}
|
|
|
|
|
2012-11-26 23:47:03 +01:00
|
|
|
std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
|
2011-11-11 18:33:17 +01:00
|
|
|
{
|
|
|
|
std::ostringstream os(std::ios::binary);
|
2012-11-04 22:54:50 +01:00
|
|
|
|
2018-12-24 00:22:27 +01:00
|
|
|
// PROTOCOL_VERSION >= 37
|
2017-03-19 08:44:29 +01:00
|
|
|
writeU8(os, 1); // version
|
|
|
|
os << serializeString(""); // name
|
|
|
|
writeU8(os, 0); // is_player
|
2019-02-11 00:03:26 +01:00
|
|
|
writeU16(os, getId()); //id
|
2019-01-03 17:04:26 +01:00
|
|
|
writeV3F32(os, m_base_position);
|
|
|
|
writeV3F32(os, m_rotation);
|
2019-02-11 00:03:26 +01:00
|
|
|
writeU16(os, m_hp);
|
2017-01-14 19:32:10 +01:00
|
|
|
|
2017-03-19 08:44:29 +01:00
|
|
|
std::ostringstream msg_os(std::ios::binary);
|
|
|
|
msg_os << serializeLongString(getPropertyPacket()); // message 1
|
|
|
|
msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
|
|
|
|
msg_os << serializeLongString(gob_cmd_update_animation(
|
|
|
|
m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
|
2017-06-04 21:00:04 +02:00
|
|
|
for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
|
2017-03-19 08:44:29 +01:00
|
|
|
ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
|
|
|
|
msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
|
|
|
|
(*ii).second.X, (*ii).second.Y)); // m_bone_position.size
|
2012-11-26 23:47:03 +01:00
|
|
|
}
|
2017-03-19 08:44:29 +01:00
|
|
|
msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
|
|
|
|
m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
|
|
|
|
int message_count = 4 + m_bone_position.size();
|
2017-06-04 21:00:04 +02:00
|
|
|
for (std::unordered_set<int>::const_iterator ii = m_attachment_child_ids.begin();
|
2017-03-19 08:44:29 +01:00
|
|
|
(ii != m_attachment_child_ids.end()); ++ii) {
|
|
|
|
if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
|
|
|
|
message_count++;
|
|
|
|
msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
|
|
|
|
obj->getClientInitializationData(protocol_version)));
|
|
|
|
}
|
2012-11-04 22:54:50 +01:00
|
|
|
}
|
|
|
|
|
2017-03-19 08:44:29 +01:00
|
|
|
msg_os << serializeLongString(gob_cmd_set_texture_mod(m_current_texture_modifier));
|
|
|
|
message_count++;
|
|
|
|
|
|
|
|
writeU8(os, message_count);
|
|
|
|
os.write(msg_os.str().c_str(), msg_os.str().size());
|
|
|
|
|
2011-11-12 09:39:44 +01:00
|
|
|
// return result
|
2011-11-11 18:33:17 +01:00
|
|
|
return os.str();
|
|
|
|
}
|
|
|
|
|
2017-01-11 22:48:14 +01:00
|
|
|
void LuaEntitySAO::getStaticData(std::string *result) const
|
2011-11-11 18:33:17 +01:00
|
|
|
{
|
2015-10-14 08:39:30 +02:00
|
|
|
verbosestream<<FUNCTION_NAME<<std::endl;
|
2011-11-11 18:33:17 +01:00
|
|
|
std::ostringstream os(std::ios::binary);
|
2018-12-24 00:22:27 +01:00
|
|
|
// version must be 1 to keep backwards-compatibility. See version2
|
2012-03-04 20:08:03 +01:00
|
|
|
writeU8(os, 1);
|
2011-11-11 18:33:17 +01:00
|
|
|
// name
|
|
|
|
os<<serializeString(m_init_name);
|
|
|
|
// state
|
2011-11-11 19:50:09 +01:00
|
|
|
if(m_registered){
|
2013-08-11 04:09:45 +02:00
|
|
|
std::string state = m_env->getScriptIface()->
|
|
|
|
luaentity_GetStaticdata(m_id);
|
2011-11-11 19:50:09 +01:00
|
|
|
os<<serializeLongString(state);
|
|
|
|
} else {
|
|
|
|
os<<serializeLongString(m_init_state);
|
|
|
|
}
|
2019-02-11 00:03:26 +01:00
|
|
|
writeU16(os, m_hp);
|
2012-03-04 20:08:03 +01:00
|
|
|
writeV3F1000(os, m_velocity);
|
2018-12-24 00:22:27 +01:00
|
|
|
// yaw
|
|
|
|
writeF1000(os, m_rotation.Y);
|
|
|
|
|
|
|
|
// version2. Increase this variable for new values
|
|
|
|
writeU8(os, 1); // PROTOCOL_VERSION >= 37
|
|
|
|
|
|
|
|
writeF1000(os, m_rotation.X);
|
|
|
|
writeF1000(os, m_rotation.Z);
|
|
|
|
|
|
|
|
// <write new values>
|
2018-11-28 09:38:50 +01:00
|
|
|
|
2017-01-11 22:48:14 +01:00
|
|
|
*result = os.str();
|
2011-11-11 18:33:17 +01:00
|
|
|
}
|
|
|
|
|
2012-03-04 20:08:03 +01:00
|
|
|
int LuaEntitySAO::punch(v3f dir,
|
|
|
|
const ToolCapabilities *toolcap,
|
|
|
|
ServerActiveObject *puncher,
|
|
|
|
float time_from_last_punch)
|
2011-11-12 01:25:30 +01:00
|
|
|
{
|
2017-09-15 12:19:01 +02:00
|
|
|
if (!m_registered) {
|
2011-12-04 15:25:27 +01:00
|
|
|
// Delete unknown LuaEntities when punched
|
2017-09-15 12:19:01 +02:00
|
|
|
m_pending_removal = true;
|
2012-03-04 20:08:03 +01:00
|
|
|
return 0;
|
2011-12-04 15:25:27 +01:00
|
|
|
}
|
2012-10-27 14:14:24 +02:00
|
|
|
|
2019-06-09 11:25:41 +02:00
|
|
|
FATAL_ERROR_IF(!puncher, "Punch action called without SAO");
|
|
|
|
|
|
|
|
s32 old_hp = getHP();
|
|
|
|
const ItemStack &punchitem = puncher->getWieldedItem();
|
2012-03-04 20:08:03 +01:00
|
|
|
|
2012-03-05 00:30:55 +01:00
|
|
|
PunchDamageResult result = getPunchDamage(
|
|
|
|
m_armor_groups,
|
|
|
|
toolcap,
|
2019-06-09 11:25:41 +02:00
|
|
|
&punchitem,
|
2012-03-04 20:08:03 +01:00
|
|
|
time_from_last_punch);
|
2015-01-19 05:29:19 +01:00
|
|
|
|
2017-01-21 15:58:07 +01:00
|
|
|
bool damage_handled = m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
|
|
|
|
time_from_last_punch, toolcap, dir, result.did_punch ? result.damage : 0);
|
2015-01-19 05:29:19 +01:00
|
|
|
|
2017-01-21 15:58:07 +01:00
|
|
|
if (!damage_handled) {
|
|
|
|
if (result.did_punch) {
|
2019-02-11 00:03:26 +01:00
|
|
|
setHP((s32)getHP() - result.damage,
|
2018-03-29 13:41:48 +02:00
|
|
|
PlayerHPChangeReason(PlayerHPChangeReason::SET_HP));
|
2013-05-05 01:44:55 +02:00
|
|
|
|
2019-02-11 00:03:26 +01:00
|
|
|
std::string str = gob_cmd_punched(getHP());
|
2017-01-21 15:58:07 +01:00
|
|
|
// create message and add to list
|
|
|
|
ActiveObjectMessage aom(getId(), true, str);
|
|
|
|
m_messages_out.push(aom);
|
|
|
|
}
|
2012-03-04 20:08:03 +01:00
|
|
|
}
|
|
|
|
|
2018-04-30 18:43:49 +02:00
|
|
|
if (getHP() == 0 && !isGone()) {
|
2017-09-15 12:19:01 +02:00
|
|
|
m_pending_removal = true;
|
2018-04-30 18:43:49 +02:00
|
|
|
clearParentAttachment();
|
|
|
|
clearChildAttachments();
|
2017-07-27 11:32:35 +02:00
|
|
|
m_env->getScriptIface()->luaentity_on_death(m_id, puncher);
|
|
|
|
}
|
2015-03-11 20:52:47 +01:00
|
|
|
|
2019-06-09 11:25:41 +02:00
|
|
|
actionstream << puncher->getDescription() << " (id=" << puncher->getId() <<
|
|
|
|
", hp=" << puncher->getHP() << ") punched " <<
|
|
|
|
getDescription() << " (id=" << m_id << ", hp=" << m_hp <<
|
|
|
|
"), damage=" << (old_hp - (s32)getHP()) <<
|
|
|
|
(damage_handled ? " (handled by Lua)" : "") << std::endl;
|
|
|
|
|
2012-03-05 00:30:55 +01:00
|
|
|
return result.wear;
|
2011-11-12 01:25:30 +01:00
|
|
|
}
|
|
|
|
|
2011-11-12 16:37:14 +01:00
|
|
|
void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
|
2011-11-12 01:25:30 +01:00
|
|
|
{
|
2015-03-11 20:52:47 +01:00
|
|
|
if (!m_registered)
|
2011-11-12 01:25:30 +01:00
|
|
|
return;
|
2018-04-30 18:43:49 +02:00
|
|
|
|
2013-08-11 04:09:45 +02:00
|
|
|
m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
|
2011-11-12 01:25:30 +01:00
|
|
|
}
|
2011-11-11 18:33:17 +01:00
|
|
|
|
2016-10-30 16:12:09 +01:00
|
|
|
void LuaEntitySAO::setPos(const v3f &pos)
|
2011-11-12 10:59:56 +01:00
|
|
|
{
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
if(isAttached())
|
2012-10-27 14:14:24 +02:00
|
|
|
return;
|
2011-11-12 10:59:56 +01:00
|
|
|
m_base_position = pos;
|
2011-11-12 12:14:44 +01:00
|
|
|
sendPosition(false, true);
|
2011-11-12 10:59:56 +01:00
|
|
|
}
|
|
|
|
|
2011-11-12 12:59:56 +01:00
|
|
|
void LuaEntitySAO::moveTo(v3f pos, bool continuous)
|
2011-11-12 10:59:56 +01:00
|
|
|
{
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
if(isAttached())
|
2012-10-27 14:14:24 +02:00
|
|
|
return;
|
2011-11-12 10:59:56 +01:00
|
|
|
m_base_position = pos;
|
2011-11-12 12:59:56 +01:00
|
|
|
if(!continuous)
|
|
|
|
sendPosition(true, true);
|
2011-11-12 10:59:56 +01:00
|
|
|
}
|
|
|
|
|
2011-11-12 14:14:24 +01:00
|
|
|
float LuaEntitySAO::getMinimumSavedMovement()
|
|
|
|
{
|
|
|
|
return 0.1 * BS;
|
|
|
|
}
|
|
|
|
|
2012-03-04 20:08:03 +01:00
|
|
|
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<<")";
|
2012-03-11 03:15:45 +01:00
|
|
|
return os.str();
|
2012-03-04 20:08:03 +01:00
|
|
|
}
|
|
|
|
|
2019-02-11 00:03:26 +01:00
|
|
|
void LuaEntitySAO::setHP(s32 hp, const PlayerHPChangeReason &reason)
|
2012-03-29 15:10:11 +02:00
|
|
|
{
|
2019-02-11 00:03:26 +01:00
|
|
|
m_hp = rangelim(hp, 0, U16_MAX);
|
2012-03-29 15:10:11 +02:00
|
|
|
}
|
|
|
|
|
2019-02-11 00:03:26 +01:00
|
|
|
u16 LuaEntitySAO::getHP() const
|
2012-03-29 15:10:11 +02:00
|
|
|
{
|
|
|
|
return m_hp;
|
|
|
|
}
|
|
|
|
|
2011-11-21 10:15:15 +01:00
|
|
|
void LuaEntitySAO::setVelocity(v3f velocity)
|
|
|
|
{
|
|
|
|
m_velocity = velocity;
|
|
|
|
}
|
|
|
|
|
2012-01-02 15:19:52 +01:00
|
|
|
v3f LuaEntitySAO::getVelocity()
|
|
|
|
{
|
|
|
|
return m_velocity;
|
|
|
|
}
|
|
|
|
|
2011-11-21 10:15:15 +01:00
|
|
|
void LuaEntitySAO::setAcceleration(v3f acceleration)
|
|
|
|
{
|
|
|
|
m_acceleration = acceleration;
|
|
|
|
}
|
|
|
|
|
2011-11-27 03:31:05 +01:00
|
|
|
v3f LuaEntitySAO::getAcceleration()
|
|
|
|
{
|
|
|
|
return m_acceleration;
|
|
|
|
}
|
|
|
|
|
2011-11-26 11:35:30 +01:00
|
|
|
void LuaEntitySAO::setTextureMod(const std::string &mod)
|
|
|
|
{
|
2012-03-29 16:46:21 +02:00
|
|
|
std::string str = gob_cmd_set_texture_mod(mod);
|
2017-01-14 19:32:10 +01:00
|
|
|
m_current_texture_modifier = mod;
|
2011-11-26 11:35:30 +01:00
|
|
|
// create message and add to list
|
2012-03-29 16:46:21 +02:00
|
|
|
ActiveObjectMessage aom(getId(), true, str);
|
2015-03-04 17:48:07 +01:00
|
|
|
m_messages_out.push(aom);
|
2011-11-27 03:31:05 +01:00
|
|
|
}
|
|
|
|
|
2017-01-14 19:32:10 +01:00
|
|
|
std::string LuaEntitySAO::getTextureMod() const
|
|
|
|
{
|
|
|
|
return m_current_texture_modifier;
|
|
|
|
}
|
|
|
|
|
2011-11-27 03:31:05 +01:00
|
|
|
void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
|
|
|
|
bool select_horiz_by_yawpitch)
|
|
|
|
{
|
2012-03-29 16:46:21 +02:00
|
|
|
std::string str = gob_cmd_set_sprite(
|
|
|
|
p,
|
|
|
|
num_frames,
|
|
|
|
framelength,
|
|
|
|
select_horiz_by_yawpitch
|
|
|
|
);
|
2011-11-27 03:31:05 +01:00
|
|
|
// create message and add to list
|
2012-03-29 16:46:21 +02:00
|
|
|
ActiveObjectMessage aom(getId(), true, str);
|
2015-03-04 17:48:07 +01:00
|
|
|
m_messages_out.push(aom);
|
2011-11-26 11:35:30 +01:00
|
|
|
}
|
|
|
|
|
2012-01-02 12:12:56 +01:00
|
|
|
std::string LuaEntitySAO::getName()
|
|
|
|
{
|
|
|
|
return m_init_name;
|
|
|
|
}
|
|
|
|
|
2012-03-29 16:46:21 +02:00
|
|
|
std::string LuaEntitySAO::getPropertyPacket()
|
|
|
|
{
|
2012-03-30 11:51:51 +02:00
|
|
|
return gob_cmd_set_properties(m_prop);
|
2012-03-29 16:46:21 +02:00
|
|
|
}
|
|
|
|
|
2011-11-12 12:14:44 +01:00
|
|
|
void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
|
2011-11-12 10:59:56 +01:00
|
|
|
{
|
2012-10-28 16:07:11 +01:00
|
|
|
// If the object is attached client-side, don't waste bandwidth sending its position to clients
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
if(isAttached())
|
2012-10-27 14:14:24 +02:00
|
|
|
return;
|
2015-01-19 05:29:19 +01:00
|
|
|
|
2011-11-12 12:59:56 +01:00
|
|
|
m_last_sent_move_precision = m_base_position.getDistanceFrom(
|
|
|
|
m_last_sent_position);
|
|
|
|
m_last_sent_position_timer = 0;
|
2011-11-12 10:59:56 +01:00
|
|
|
m_last_sent_position = m_base_position;
|
2011-11-21 13:36:21 +01:00
|
|
|
m_last_sent_velocity = m_velocity;
|
2011-11-21 10:15:15 +01:00
|
|
|
//m_last_sent_acceleration = m_acceleration;
|
2018-11-28 09:38:50 +01:00
|
|
|
m_last_sent_rotation = m_rotation;
|
2011-11-12 12:59:56 +01:00
|
|
|
|
|
|
|
float update_interval = m_env->getSendRecommendedInterval();
|
2011-11-12 10:59:56 +01:00
|
|
|
|
2012-03-29 16:46:21 +02:00
|
|
|
std::string str = gob_cmd_update_position(
|
|
|
|
m_base_position,
|
|
|
|
m_velocity,
|
|
|
|
m_acceleration,
|
2018-11-28 09:38:50 +01:00
|
|
|
m_rotation,
|
2012-03-29 16:46:21 +02:00
|
|
|
do_interpolate,
|
|
|
|
is_movement_end,
|
|
|
|
update_interval
|
|
|
|
);
|
2011-11-12 10:59:56 +01:00
|
|
|
// create message and add to list
|
2012-03-29 16:46:21 +02:00
|
|
|
ActiveObjectMessage aom(getId(), false, str);
|
2015-03-04 17:48:07 +01:00
|
|
|
m_messages_out.push(aom);
|
2011-11-12 10:59:56 +01:00
|
|
|
}
|
|
|
|
|
2017-01-09 20:39:45 +01:00
|
|
|
bool LuaEntitySAO::getCollisionBox(aabb3f *toset) const
|
|
|
|
{
|
2013-01-12 18:59:19 +01:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2016-07-23 21:11:20 +02:00
|
|
|
bool LuaEntitySAO::getSelectionBox(aabb3f *toset) const
|
|
|
|
{
|
2017-08-24 10:01:16 +02:00
|
|
|
if (!m_prop.is_visible || !m_prop.pointable) {
|
2016-07-23 21:11:20 +02:00
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2017-08-24 10:01:16 +02:00
|
|
|
toset->MinEdge = m_prop.selectionbox.MinEdge * BS;
|
|
|
|
toset->MaxEdge = m_prop.selectionbox.MaxEdge * BS;
|
2016-07-23 21:11:20 +02:00
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2017-01-09 20:39:45 +01:00
|
|
|
bool LuaEntitySAO::collideWithObjects() const
|
|
|
|
{
|
2013-06-14 14:04:46 +02:00
|
|
|
return m_prop.collideWithObjects;
|
|
|
|
}
|
|
|
|
|
2012-03-19 03:04:16 +01:00
|
|
|
/*
|
|
|
|
PlayerSAO
|
|
|
|
*/
|
|
|
|
|
|
|
|
// No prototype, PlayerSAO does not need to be deserialized
|
|
|
|
|
2017-09-27 19:47:36 +02:00
|
|
|
PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, session_t peer_id_,
|
2017-04-23 14:35:08 +02:00
|
|
|
bool is_singleplayer):
|
2016-10-30 14:53:26 +01:00
|
|
|
UnitSAO(env_, v3f(0,0,0)),
|
2017-04-23 14:35:08 +02:00
|
|
|
m_player(player_),
|
2012-03-19 03:04:16 +01:00
|
|
|
m_peer_id(peer_id_),
|
2017-06-16 11:25:52 +02:00
|
|
|
m_is_singleplayer(is_singleplayer)
|
2012-03-19 03:04:16 +01:00
|
|
|
{
|
2015-03-06 11:21:51 +01:00
|
|
|
assert(m_peer_id != 0); // pre-condition
|
2012-03-30 11:51:51 +02:00
|
|
|
|
2017-08-23 22:32:10 +02:00
|
|
|
m_prop.hp_max = PLAYER_MAX_HP_DEFAULT;
|
2017-09-15 12:18:47 +02:00
|
|
|
m_prop.breath_max = PLAYER_MAX_BREATH_DEFAULT;
|
2012-03-30 11:51:51 +02:00
|
|
|
m_prop.physical = false;
|
2017-05-09 02:59:02 +02:00
|
|
|
m_prop.weight = 75;
|
2015-05-29 20:30:55 +02:00
|
|
|
m_prop.collisionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
|
2017-08-24 10:01:16 +02:00
|
|
|
m_prop.selectionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
|
|
|
|
m_prop.pointable = true;
|
2017-11-20 02:45:57 +01:00
|
|
|
// Start of default appearance, this should be overwritten by Lua
|
2012-10-23 19:03:06 +02:00
|
|
|
m_prop.visual = "upright_sprite";
|
2019-01-03 17:04:26 +01:00
|
|
|
m_prop.visual_size = v3f(1, 2, 1);
|
2012-03-30 11:51:51 +02:00
|
|
|
m_prop.textures.clear();
|
2017-08-20 19:37:29 +02:00
|
|
|
m_prop.textures.emplace_back("player.png");
|
|
|
|
m_prop.textures.emplace_back("player_back.png");
|
2012-10-27 00:49:01 +02:00
|
|
|
m_prop.colors.clear();
|
2017-08-20 19:37:29 +02:00
|
|
|
m_prop.colors.emplace_back(255, 255, 255, 255);
|
2012-03-30 11:51:51 +02:00
|
|
|
m_prop.spritediv = v2s16(1,1);
|
2017-11-03 20:10:53 +01:00
|
|
|
m_prop.eye_height = 1.625f;
|
2017-11-20 02:45:57 +01:00
|
|
|
// End of default appearance
|
2012-11-12 15:35:10 +01:00
|
|
|
m_prop.is_visible = true;
|
2018-03-18 18:25:05 +01:00
|
|
|
m_prop.backface_culling = false;
|
2012-03-30 11:51:51 +02:00
|
|
|
m_prop.makes_footstep_sound = true;
|
2017-08-06 04:57:34 +02:00
|
|
|
m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT * BS;
|
2017-08-23 22:32:10 +02:00
|
|
|
m_hp = m_prop.hp_max;
|
2017-09-15 12:18:47 +02:00
|
|
|
m_breath = m_prop.breath_max;
|
2017-11-20 02:45:57 +01:00
|
|
|
// Disable zoom in survival mode using a value of 0
|
|
|
|
m_prop.zoom_fov = g_settings->getBool("creative_mode") ? 15.0f : 0.0f;
|
2019-06-09 11:25:41 +02:00
|
|
|
|
|
|
|
if (!g_settings->getBool("enable_damage"))
|
|
|
|
m_armor_groups["immortal"] = 1;
|
2012-03-19 03:04:16 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
PlayerSAO::~PlayerSAO()
|
|
|
|
{
|
|
|
|
if(m_inventory != &m_player->inventory)
|
|
|
|
delete m_inventory;
|
|
|
|
}
|
|
|
|
|
2017-04-23 14:35:08 +02:00
|
|
|
void PlayerSAO::finalize(RemotePlayer *player, const std::set<std::string> &privs)
|
2016-10-30 14:53:26 +01:00
|
|
|
{
|
|
|
|
assert(player);
|
|
|
|
m_player = player;
|
|
|
|
m_privs = privs;
|
|
|
|
m_inventory = &m_player->inventory;
|
|
|
|
}
|
|
|
|
|
2017-01-09 20:39:45 +01:00
|
|
|
v3f PlayerSAO::getEyeOffset() const
|
|
|
|
{
|
2017-11-03 20:10:53 +01:00
|
|
|
return v3f(0, BS * m_prop.eye_height, 0);
|
2017-01-09 20:39:45 +01:00
|
|
|
}
|
|
|
|
|
2012-03-19 03:04:16 +01:00
|
|
|
std::string PlayerSAO::getDescription()
|
|
|
|
{
|
|
|
|
return std::string("player ") + m_player->getName();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Called after id has been set and has been inserted in environment
|
2012-09-09 16:12:29 +02:00
|
|
|
void PlayerSAO::addedToEnvironment(u32 dtime_s)
|
2012-03-19 03:04:16 +01:00
|
|
|
{
|
2012-09-09 16:12:29 +02:00
|
|
|
ServerActiveObject::addedToEnvironment(dtime_s);
|
2016-10-30 14:53:26 +01:00
|
|
|
ServerActiveObject::setBasePosition(m_base_position);
|
2012-03-19 03:04:16 +01:00
|
|
|
m_player->setPlayerSAO(this);
|
2017-09-30 12:00:05 +02:00
|
|
|
m_player->setPeerId(m_peer_id);
|
2016-10-30 14:53:26 +01:00
|
|
|
m_last_good_position = m_base_position;
|
2012-03-19 03:04:16 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
// Called before removing from environment
|
|
|
|
void PlayerSAO::removingFromEnvironment()
|
|
|
|
{
|
|
|
|
ServerActiveObject::removingFromEnvironment();
|
2016-10-08 10:38:04 +02:00
|
|
|
if (m_player->getPlayerSAO() == this) {
|
2016-11-05 10:25:30 +01:00
|
|
|
unlinkPlayerSessionAndSave();
|
2017-08-20 19:37:29 +02:00
|
|
|
for (u32 attached_particle_spawner : m_attached_particle_spawners) {
|
|
|
|
m_env->deleteParticleSpawner(attached_particle_spawner, false);
|
2016-08-04 22:09:21 +02:00
|
|
|
}
|
2012-03-19 03:04:16 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-11-26 23:47:03 +01:00
|
|
|
std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
|
2012-03-19 03:04:16 +01:00
|
|
|
{
|
|
|
|
std::ostringstream os(std::ios::binary);
|
2012-11-26 23:47:03 +01:00
|
|
|
|
2017-03-19 08:44:29 +01:00
|
|
|
// Protocol >= 15
|
|
|
|
writeU8(os, 1); // version
|
|
|
|
os << serializeString(m_player->getName()); // name
|
|
|
|
writeU8(os, 1); // is_player
|
2018-11-28 09:38:50 +01:00
|
|
|
writeS16(os, getId()); // id
|
2019-01-03 17:04:26 +01:00
|
|
|
writeV3F32(os, m_base_position);
|
|
|
|
writeV3F32(os, m_rotation);
|
2019-02-11 00:03:26 +01:00
|
|
|
writeU16(os, getHP());
|
2017-03-19 08:44:29 +01:00
|
|
|
|
|
|
|
std::ostringstream msg_os(std::ios::binary);
|
|
|
|
msg_os << serializeLongString(getPropertyPacket()); // message 1
|
|
|
|
msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
|
|
|
|
msg_os << serializeLongString(gob_cmd_update_animation(
|
|
|
|
m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
|
2017-06-04 21:00:04 +02:00
|
|
|
for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
|
2017-03-19 08:44:29 +01:00
|
|
|
ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
|
|
|
|
msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
|
|
|
|
(*ii).second.X, (*ii).second.Y)); // m_bone_position.size
|
2012-11-26 23:47:03 +01:00
|
|
|
}
|
2017-03-19 08:44:29 +01:00
|
|
|
msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
|
|
|
|
m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
|
|
|
|
msg_os << serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
|
|
|
|
m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
|
2017-04-05 13:18:22 +02:00
|
|
|
m_physics_override_sneak_glitch, m_physics_override_new_move)); // 5
|
2017-03-19 08:44:29 +01:00
|
|
|
// (GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only.
|
|
|
|
msg_os << serializeLongString(gob_cmd_update_nametag_attributes(m_prop.nametag_color)); // 6
|
|
|
|
int message_count = 6 + m_bone_position.size();
|
2017-06-04 21:00:04 +02:00
|
|
|
for (std::unordered_set<int>::const_iterator ii = m_attachment_child_ids.begin();
|
2017-03-19 08:44:29 +01:00
|
|
|
ii != m_attachment_child_ids.end(); ++ii) {
|
|
|
|
if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
|
|
|
|
message_count++;
|
|
|
|
msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
|
|
|
|
obj->getClientInitializationData(protocol_version)));
|
|
|
|
}
|
2012-11-26 23:47:03 +01:00
|
|
|
}
|
2012-11-04 22:54:50 +01:00
|
|
|
|
2017-03-19 08:44:29 +01:00
|
|
|
writeU8(os, message_count);
|
|
|
|
os.write(msg_os.str().c_str(), msg_os.str().size());
|
|
|
|
|
2012-11-04 22:54:50 +01:00
|
|
|
// return result
|
2012-03-19 03:04:16 +01:00
|
|
|
return os.str();
|
|
|
|
}
|
|
|
|
|
2017-08-20 19:37:29 +02:00
|
|
|
void PlayerSAO::getStaticData(std::string * result) const
|
2012-03-19 03:04:16 +01:00
|
|
|
{
|
2017-01-11 22:48:14 +01:00
|
|
|
FATAL_ERROR("Deprecated function");
|
2012-03-19 03:04:16 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void PlayerSAO::step(float dtime, bool send_recommended)
|
2012-10-28 16:07:11 +01:00
|
|
|
{
|
2019-06-09 11:25:41 +02:00
|
|
|
if (!isImmortal() && m_drowning_interval.step(dtime, 2.0f)) {
|
2017-11-10 21:11:14 +01:00
|
|
|
// Get nose/mouth position, approximate with eye position
|
|
|
|
v3s16 p = floatToInt(getEyePosition(), BS);
|
2017-01-01 16:13:01 +01:00
|
|
|
MapNode n = m_env->getMap().getNodeNoEx(p);
|
2017-01-09 20:39:22 +01:00
|
|
|
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
|
2017-01-01 16:13:01 +01:00
|
|
|
// If node generates drown
|
2017-04-07 05:32:50 +02:00
|
|
|
if (c.drowning > 0 && m_hp > 0) {
|
|
|
|
if (m_breath > 0)
|
2017-01-01 16:13:01 +01:00
|
|
|
setBreath(m_breath - 1);
|
|
|
|
|
|
|
|
// No more breath, damage player
|
|
|
|
if (m_breath == 0) {
|
2018-03-28 17:05:18 +02:00
|
|
|
PlayerHPChangeReason reason(PlayerHPChangeReason::DROWNING);
|
|
|
|
setHP(m_hp - c.drowning, reason);
|
|
|
|
m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
|
2017-01-01 16:13:01 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-11-10 21:11:14 +01:00
|
|
|
if (m_breathing_interval.step(dtime, 0.5f)) {
|
|
|
|
// Get nose/mouth position, approximate with eye position
|
|
|
|
v3s16 p = floatToInt(getEyePosition(), BS);
|
2017-01-01 16:13:01 +01:00
|
|
|
MapNode n = m_env->getMap().getNodeNoEx(p);
|
2017-01-09 20:39:22 +01:00
|
|
|
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
|
2019-02-15 12:22:30 +01:00
|
|
|
// If player is alive & no drowning & not in ignore, breathe
|
|
|
|
if (m_breath < m_prop.breath_max &&
|
|
|
|
c.drowning == 0 && n.getContent() != CONTENT_IGNORE && m_hp > 0)
|
2017-01-01 16:13:01 +01:00
|
|
|
setBreath(m_breath + 1);
|
|
|
|
}
|
|
|
|
|
2019-06-09 11:25:41 +02:00
|
|
|
if (!isImmortal() && m_node_hurt_interval.step(dtime, 1.0f)) {
|
2017-04-15 09:25:43 +02:00
|
|
|
u32 damage_per_second = 0;
|
2019-04-11 21:45:39 +02:00
|
|
|
std::string nodename;
|
2017-11-10 21:11:14 +01:00
|
|
|
// Lowest and highest damage points are 0.1 within collisionbox
|
|
|
|
float dam_top = m_prop.collisionbox.MaxEdge.Y - 0.1f;
|
|
|
|
|
|
|
|
// Sequence of damage points, starting 0.1 above feet and progressing
|
|
|
|
// upwards in 1 node intervals, stopping below top damage point.
|
|
|
|
for (float dam_height = 0.1f; dam_height < dam_top; dam_height++) {
|
|
|
|
v3s16 p = floatToInt(m_base_position +
|
|
|
|
v3f(0.0f, dam_height * BS, 0.0f), BS);
|
|
|
|
MapNode n = m_env->getMap().getNodeNoEx(p);
|
2019-04-11 21:45:39 +02:00
|
|
|
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
|
|
|
|
if (c.damage_per_second > damage_per_second) {
|
|
|
|
damage_per_second = c.damage_per_second;
|
|
|
|
nodename = c.name;
|
|
|
|
}
|
2017-11-10 21:11:14 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
// Top damage point
|
|
|
|
v3s16 ptop = floatToInt(m_base_position +
|
|
|
|
v3f(0.0f, dam_top * BS, 0.0f), BS);
|
|
|
|
MapNode ntop = m_env->getMap().getNodeNoEx(ptop);
|
2019-04-11 21:45:39 +02:00
|
|
|
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(ntop);
|
|
|
|
if (c.damage_per_second > damage_per_second) {
|
|
|
|
damage_per_second = c.damage_per_second;
|
|
|
|
nodename = c.name;
|
|
|
|
}
|
2017-04-15 09:25:43 +02:00
|
|
|
|
|
|
|
if (damage_per_second != 0 && m_hp > 0) {
|
2019-02-11 00:03:26 +01:00
|
|
|
s32 newhp = (s32)m_hp - (s32)damage_per_second;
|
2019-04-11 21:45:39 +02:00
|
|
|
PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE, nodename);
|
2018-03-28 17:05:18 +02:00
|
|
|
setHP(newhp, reason);
|
|
|
|
m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
|
2017-04-15 09:25:43 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-01-01 16:13:01 +01:00
|
|
|
if (!m_properties_sent) {
|
2012-03-29 16:46:21 +02:00
|
|
|
m_properties_sent = true;
|
|
|
|
std::string str = getPropertyPacket();
|
|
|
|
// create message and add to list
|
|
|
|
ActiveObjectMessage aom(getId(), true, str);
|
2015-03-04 17:48:07 +01:00
|
|
|
m_messages_out.push(aom);
|
2012-03-29 16:46:21 +02:00
|
|
|
}
|
|
|
|
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
// If attached, check that our parent is still there. If it isn't, detach.
|
2017-11-10 21:11:14 +01:00
|
|
|
if (m_attachment_parent_id && !isAttached()) {
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
m_attachment_parent_id = 0;
|
|
|
|
m_attachment_bone = "";
|
2017-11-10 21:11:14 +01:00
|
|
|
m_attachment_position = v3f(0.0f, 0.0f, 0.0f);
|
|
|
|
m_attachment_rotation = v3f(0.0f, 0.0f, 0.0f);
|
2016-10-30 14:53:26 +01:00
|
|
|
setBasePosition(m_last_good_position);
|
2017-01-09 20:39:22 +01:00
|
|
|
m_env->getGameDef()->SendMovePlayer(m_peer_id);
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
}
|
|
|
|
|
2013-08-03 22:16:37 +02:00
|
|
|
//dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
|
|
|
|
|
|
|
|
// Set lag pool maximums based on estimated lag
|
2017-11-10 21:11:14 +01:00
|
|
|
const float LAG_POOL_MIN = 5.0f;
|
|
|
|
float lag_pool_max = m_env->getMaxLagEstimate() * 2.0f;
|
2013-08-03 22:16:37 +02:00
|
|
|
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);
|
2017-01-30 07:58:43 +01:00
|
|
|
m_time_from_last_teleport += dtime;
|
2012-03-19 03:04:16 +01:00
|
|
|
m_time_from_last_punch += dtime;
|
2012-07-21 13:38:49 +02:00
|
|
|
m_nocheat_dig_time += dtime;
|
2012-10-27 14:14:24 +02:00
|
|
|
|
2017-11-10 21:11:14 +01:00
|
|
|
// 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.
|
2016-10-30 14:53:26 +01:00
|
|
|
if (isAttached()) {
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
|
2012-10-28 16:07:11 +01:00
|
|
|
m_last_good_position = pos;
|
2016-10-30 14:53:26 +01:00
|
|
|
setBasePosition(pos);
|
2012-10-28 16:07:11 +01:00
|
|
|
}
|
2012-03-19 03:04:16 +01:00
|
|
|
|
2016-10-30 14:53:26 +01:00
|
|
|
if (!send_recommended)
|
2012-03-19 03:04:16 +01:00
|
|
|
return;
|
|
|
|
|
2017-11-10 21:11:14 +01:00
|
|
|
// If the object is attached client-side, don't waste bandwidth sending its
|
2018-11-28 09:38:50 +01:00
|
|
|
// position or rotation to clients.
|
2017-11-10 21:11:14 +01:00
|
|
|
if (m_position_not_sent && !isAttached()) {
|
2012-03-19 03:04:16 +01:00
|
|
|
m_position_not_sent = false;
|
2012-03-29 16:46:21 +02:00
|
|
|
float update_interval = m_env->getSendRecommendedInterval();
|
2012-10-27 14:14:24 +02:00
|
|
|
v3f pos;
|
2017-11-10 21:11:14 +01:00
|
|
|
if (isAttached()) // Just in case we ever do send attachment position too
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
|
2012-10-27 14:14:24 +02:00
|
|
|
else
|
2015-05-29 20:30:55 +02:00
|
|
|
pos = m_base_position;
|
2017-11-10 21:11:14 +01:00
|
|
|
|
2012-03-29 16:46:21 +02:00
|
|
|
std::string str = gob_cmd_update_position(
|
2012-10-27 14:14:24 +02:00
|
|
|
pos,
|
2017-11-10 21:11:14 +01:00
|
|
|
v3f(0.0f, 0.0f, 0.0f),
|
|
|
|
v3f(0.0f, 0.0f, 0.0f),
|
2018-12-05 09:28:09 +01:00
|
|
|
m_rotation,
|
2012-03-29 16:46:21 +02:00
|
|
|
true,
|
|
|
|
false,
|
|
|
|
update_interval
|
|
|
|
);
|
2012-03-19 03:04:16 +01:00
|
|
|
// create message and add to list
|
2012-03-29 16:46:21 +02:00
|
|
|
ActiveObjectMessage aom(getId(), false, str);
|
2015-03-04 17:48:07 +01:00
|
|
|
m_messages_out.push(aom);
|
2012-03-19 03:04:16 +01:00
|
|
|
}
|
|
|
|
|
2016-10-30 14:53:26 +01:00
|
|
|
if (!m_armor_groups_sent) {
|
2012-03-29 16:46:21 +02:00
|
|
|
m_armor_groups_sent = true;
|
|
|
|
std::string str = gob_cmd_update_armor_groups(
|
|
|
|
m_armor_groups);
|
2012-03-19 03:04:16 +01:00
|
|
|
// create message and add to list
|
2012-03-29 16:46:21 +02:00
|
|
|
ActiveObjectMessage aom(getId(), true, str);
|
2015-03-04 17:48:07 +01:00
|
|
|
m_messages_out.push(aom);
|
2012-03-19 03:04:16 +01:00
|
|
|
}
|
2012-11-04 13:33:30 +01:00
|
|
|
|
2016-10-30 14:53:26 +01:00
|
|
|
if (!m_physics_override_sent) {
|
2013-04-05 13:03:28 +02:00
|
|
|
m_physics_override_sent = true;
|
2013-12-03 18:51:15 +01:00
|
|
|
std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
|
|
|
|
m_physics_override_jump, m_physics_override_gravity,
|
2017-04-05 13:18:22 +02:00
|
|
|
m_physics_override_sneak, m_physics_override_sneak_glitch,
|
|
|
|
m_physics_override_new_move);
|
2013-04-05 13:03:28 +02:00
|
|
|
// create message and add to list
|
|
|
|
ActiveObjectMessage aom(getId(), true, str);
|
2015-03-04 17:48:07 +01:00
|
|
|
m_messages_out.push(aom);
|
2013-04-05 13:03:28 +02:00
|
|
|
}
|
|
|
|
|
2016-10-30 14:53:26 +01:00
|
|
|
if (!m_animation_sent) {
|
2012-11-12 15:35:10 +01:00
|
|
|
m_animation_sent = true;
|
2015-02-21 22:38:53 +01:00
|
|
|
std::string str = gob_cmd_update_animation(
|
|
|
|
m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
|
2012-11-04 13:33:30 +01:00
|
|
|
// create message and add to list
|
|
|
|
ActiveObjectMessage aom(getId(), true, str);
|
2015-03-04 17:48:07 +01:00
|
|
|
m_messages_out.push(aom);
|
2012-11-04 13:33:30 +01:00
|
|
|
}
|
|
|
|
|
2016-10-06 19:20:12 +02:00
|
|
|
if (!m_bone_position_sent) {
|
2012-11-12 15:35:10 +01:00
|
|
|
m_bone_position_sent = true;
|
2017-06-04 21:00:04 +02:00
|
|
|
for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
|
2016-10-06 19:20:12 +02:00
|
|
|
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);
|
2012-11-04 13:33:30 +01:00
|
|
|
// create message and add to list
|
|
|
|
ActiveObjectMessage aom(getId(), true, str);
|
2015-03-04 17:48:07 +01:00
|
|
|
m_messages_out.push(aom);
|
2012-11-04 13:33:30 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-11-10 21:11:14 +01:00
|
|
|
if (!m_attachment_sent) {
|
2012-11-04 13:33:30 +01:00
|
|
|
m_attachment_sent = true;
|
2016-10-06 19:20:12 +02:00
|
|
|
std::string str = gob_cmd_update_attachment(m_attachment_parent_id,
|
|
|
|
m_attachment_bone, m_attachment_position, m_attachment_rotation);
|
2012-11-04 13:33:30 +01:00
|
|
|
// create message and add to list
|
|
|
|
ActiveObjectMessage aom(getId(), true, str);
|
2015-03-04 17:48:07 +01:00
|
|
|
m_messages_out.push(aom);
|
2012-11-04 13:33:30 +01:00
|
|
|
}
|
2012-03-19 03:04:16 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void PlayerSAO::setBasePosition(const v3f &position)
|
|
|
|
{
|
2016-10-30 14:53:26 +01:00
|
|
|
if (m_player && position != m_base_position)
|
|
|
|
m_player->setDirty(true);
|
|
|
|
|
2012-10-28 16:07:11 +01:00
|
|
|
// This needs to be ran for attachments too
|
2012-03-19 03:04:16 +01:00
|
|
|
ServerActiveObject::setBasePosition(position);
|
2018-05-14 21:03:48 +02:00
|
|
|
|
|
|
|
// Updating is not wanted/required for player migration
|
|
|
|
if (m_env) {
|
|
|
|
m_position_not_sent = true;
|
|
|
|
}
|
2012-03-19 03:04:16 +01:00
|
|
|
}
|
|
|
|
|
2016-10-30 14:53:26 +01:00
|
|
|
void PlayerSAO::setPos(const v3f &pos)
|
2012-03-19 03:04:16 +01:00
|
|
|
{
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
if(isAttached())
|
2012-10-27 14:14:24 +02:00
|
|
|
return;
|
2016-10-30 14:53:26 +01:00
|
|
|
|
Force send a mapblock to a player (#8140)
* Force send a mapblock to a player.
Send a single mapblock to a specific remote player.
This is badly needed for mods and games where players are teleported
into terrain which may be not generated, loaded, or modified
significantly since the last player visit.
In all these cases, the player currently ends up in void, air, or
inside blocks which not only looks bad, but has the effect that the
player might end up falling and then the server needs to correct for
the player position again later, which is a hack.
The best solution is to send at least the single mapblock that the
player will be teleported to. I've tested this with ITB which does this
all the time, and I can see it functioning as expected (it even shows
a half loaded entry hallway, as the further blocks aren't loaded yet).
The parameter is a blockpos (table of x, y, z), not a regular pos.
The function may return false if the call failed. This is most likely
due to the target position not being generated or emerged yet, or
another internal failure, such as the player not being initialized.
* Always send mapblock on teleport or respawn.
This avoids the need for mods to send a mapblock on teleport or
respawn, since any call to `player:set_pos()` will pass this code.
2019-04-28 01:42:13 +02:00
|
|
|
// Send mapblock of target location
|
|
|
|
v3s16 blockpos = v3s16(pos.X / MAP_BLOCKSIZE, pos.Y / MAP_BLOCKSIZE, pos.Z / MAP_BLOCKSIZE);
|
|
|
|
m_env->getGameDef()->SendBlock(m_peer_id, blockpos);
|
|
|
|
|
2016-10-30 14:53:26 +01:00
|
|
|
setBasePosition(pos);
|
2012-03-19 03:04:16 +01:00
|
|
|
// Movement caused by this command is always valid
|
|
|
|
m_last_good_position = pos;
|
2017-01-30 07:58:43 +01:00
|
|
|
m_move_pool.empty();
|
|
|
|
m_time_from_last_teleport = 0.0;
|
2017-01-09 20:39:22 +01:00
|
|
|
m_env->getGameDef()->SendMovePlayer(m_peer_id);
|
2012-03-19 03:04:16 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void PlayerSAO::moveTo(v3f pos, bool continuous)
|
|
|
|
{
|
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 17:42:38 +01:00
|
|
|
if(isAttached())
|
2012-10-27 14:14:24 +02:00
|
|
|
return;
|
2016-10-30 14:53:26 +01:00
|
|
|
|
|
|
|
setBasePosition(pos);
|
2012-03-19 03:04:16 +01:00
|
|
|
// Movement caused by this command is always valid
|
|
|
|
m_last_good_position = pos;
|
2017-01-30 07:58:43 +01:00
|
|
|
m_move_pool.empty();
|
|
|
|
m_time_from_last_teleport = 0.0;
|
2017-01-09 20:39:22 +01:00
|
|
|
m_env->getGameDef()->SendMovePlayer(m_peer_id);
|
2012-03-19 03:04:16 +01:00
|
|
|
}
|
|
|
|
|
2018-11-28 09:38:50 +01:00
|
|
|
void PlayerSAO::setPlayerYaw(const float yaw)
|
2013-03-17 12:16:57 +01:00
|
|
|
{
|
2018-11-28 09:38:50 +01:00
|
|
|
v3f rotation(0, yaw, 0);
|
|
|
|
if (m_player && yaw != m_rotation.Y)
|
2016-10-30 14:53:26 +01:00
|
|
|
m_player->setDirty(true);
|
|
|
|
|
2018-11-28 09:38:50 +01:00
|
|
|
// Set player model yaw, not look view
|
|
|
|
UnitSAO::setRotation(rotation);
|
2016-10-30 16:12:09 +01:00
|
|
|
}
|
2016-10-30 14:53:26 +01:00
|
|
|
|
2016-11-30 09:13:14 +01:00
|
|
|
void PlayerSAO::setFov(const float fov)
|
|
|
|
{
|
|
|
|
if (m_player && fov != m_fov)
|
|
|
|
m_player->setDirty(true);
|
|
|
|
|
|
|
|
m_fov = fov;
|
|
|
|
}
|
|
|
|
|
|
|
|
void PlayerSAO::setWantedRange(const s16 range)
|
|
|
|
{
|
|
|
|
if (m_player && range != m_wanted_range)
|
|
|
|
m_player->setDirty(true);
|
|
|
|
|
|
|
|
m_wanted_range = range;
|
|
|
|
}
|
|
|
|
|
2018-11-28 09:38:50 +01:00
|
|
|
void PlayerSAO::setPlayerYawAndSend(const float yaw)
|
2016-10-30 16:12:09 +01:00
|
|
|
{
|
2018-11-28 09:38:50 +01:00
|
|
|
setPlayerYaw(yaw);
|
2017-01-09 20:39:22 +01:00
|
|
|
m_env->getGameDef()->SendMovePlayer(m_peer_id);
|
2013-03-17 12:16:57 +01:00
|
|
|
}
|
|
|
|
|
2018-11-28 09:38:50 +01:00
|
|
|
void PlayerSAO::setLookPitch(const float pitch)
|
2013-03-17 12:16:57 +01:00
|
|
|
{
|
2016-10-30 14:53:26 +01:00
|
|
|
if (m_player && pitch != m_pitch)
|
|
|
|
m_player->setDirty(true);
|
|
|
|
|
|
|
|
m_pitch = pitch;
|
2016-10-30 16:12:09 +01:00
|
|
|
}
|
2016-10-30 14:53:26 +01:00
|
|
|
|
2018-11-28 09:38:50 +01:00
|
|
|
void PlayerSAO::setLookPitchAndSend(const float pitch)
|
2016-10-30 16:12:09 +01:00
|
|
|
{
|
2018-11-28 09:38:50 +01:00
|
|
|
setLookPitch(pitch);
|
2017-01-09 20:39:22 +01:00
|
|
|
m_env->getGameDef()->SendMovePlayer(m_peer_id);
|
2013-03-17 12:16:57 +01:00
|
|
|
}
|
|
|
|
|
2012-03-19 03:04:16 +01:00
|
|
|
int PlayerSAO::punch(v3f dir,
|
|
|
|
const ToolCapabilities *toolcap,
|
|
|
|
ServerActiveObject *puncher,
|
|
|
|
float time_from_last_punch)
|
|
|
|
{
|
2014-05-17 06:47:12 +02:00
|
|
|
if (!toolcap)
|
2012-03-19 03:04:16 +01:00
|
|
|
return 0;
|
|
|
|
|
2019-06-09 11:25:41 +02:00
|
|
|
FATAL_ERROR_IF(!puncher, "Punch action called without SAO");
|
|
|
|
|
2012-03-19 03:04:16 +01:00
|
|
|
// No effect if PvP disabled
|
2017-08-17 23:02:50 +02:00
|
|
|
if (!g_settings->getBool("enable_pvp")) {
|
2014-05-17 06:47:12 +02:00
|
|
|
if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
|
2019-02-11 00:03:26 +01:00
|
|
|
std::string str = gob_cmd_punched(getHP());
|
2012-03-29 16:46:21 +02:00
|
|
|
// create message and add to list
|
|
|
|
ActiveObjectMessage aom(getId(), true, str);
|
2015-03-04 17:48:07 +01:00
|
|
|
m_messages_out.push(aom);
|
2012-03-19 03:04:16 +01:00
|
|
|
return 0;
|
2012-03-29 16:46:21 +02:00
|
|
|
}
|
2012-03-19 03:04:16 +01:00
|
|
|
}
|
|
|
|
|
2019-06-09 11:25:41 +02:00
|
|
|
s32 old_hp = getHP();
|
2012-03-29 15:10:11 +02:00
|
|
|
HitParams hitparams = getHitParams(m_armor_groups, toolcap,
|
|
|
|
time_from_last_punch);
|
2012-03-19 03:04:16 +01:00
|
|
|
|
2014-05-17 06:47:12 +02:00
|
|
|
PlayerSAO *playersao = m_player->getPlayerSAO();
|
|
|
|
|
|
|
|
bool damage_handled = m_env->getScriptIface()->on_punchplayer(playersao,
|
|
|
|
puncher, time_from_last_punch, toolcap, dir,
|
|
|
|
hitparams.hp);
|
|
|
|
|
|
|
|
if (!damage_handled) {
|
2019-02-11 00:03:26 +01:00
|
|
|
setHP((s32)getHP() - (s32)hitparams.hp,
|
2018-03-28 17:05:18 +02:00
|
|
|
PlayerHPChangeReason(PlayerHPChangeReason::PLAYER_PUNCH, puncher));
|
2014-05-17 06:47:12 +02:00
|
|
|
} else { // override client prediction
|
|
|
|
if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
|
2019-02-11 00:03:26 +01:00
|
|
|
std::string str = gob_cmd_punched(getHP());
|
2014-05-17 06:47:12 +02:00
|
|
|
// create message and add to list
|
|
|
|
ActiveObjectMessage aom(getId(), true, str);
|
|
|
|
m_messages_out.push(aom);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-06-09 11:25:41 +02:00
|
|
|
actionstream << puncher->getDescription() << " (id=" << puncher->getId() <<
|
|
|
|
", hp=" << puncher->getHP() << ") punched " <<
|
|
|
|
getDescription() << " (id=" << m_id << ", hp=" << m_hp <<
|
|
|
|
"), damage=" << (old_hp - (s32)getHP()) <<
|
|
|
|
(damage_handled ? " (handled by Lua)" : "") << std::endl;
|
2012-03-19 03:04:16 +01:00
|
|
|
|
|
|
|
return hitparams.wear;
|
|
|
|
}
|
|
|
|
|
2019-02-11 00:03:26 +01:00
|
|
|
void PlayerSAO::setHP(s32 hp, const PlayerHPChangeReason &reason)
|
2012-03-19 03:04:16 +01:00
|
|
|
{
|
2019-02-11 00:03:26 +01:00
|
|
|
s32 oldhp = m_hp;
|
2012-03-19 03:04:16 +01:00
|
|
|
|
2019-04-27 12:45:20 +02:00
|
|
|
hp = rangelim(hp, 0, m_prop.hp_max);
|
|
|
|
|
2019-04-27 13:53:36 +02:00
|
|
|
if (oldhp != hp) {
|
|
|
|
s32 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp, reason);
|
|
|
|
if (hp_change == 0)
|
|
|
|
return;
|
2015-05-30 16:56:42 +02:00
|
|
|
|
2019-04-27 13:53:36 +02:00
|
|
|
hp = rangelim(oldhp + hp_change, 0, m_prop.hp_max);
|
|
|
|
}
|
2012-03-19 03:04:16 +01:00
|
|
|
|
2019-06-09 11:25:41 +02:00
|
|
|
if (hp < oldhp && isImmortal())
|
2015-03-18 19:41:25 +01:00
|
|
|
return;
|
|
|
|
|
2016-10-30 14:53:26 +01:00
|
|
|
m_hp = hp;
|
2012-03-19 03:04:16 +01:00
|
|
|
|
2013-08-13 23:06:39 +02:00
|
|
|
// Update properties on death
|
2015-03-02 17:31:31 +01:00
|
|
|
if ((hp == 0) != (oldhp == 0))
|
2012-03-29 16:46:21 +02:00
|
|
|
m_properties_sent = false;
|
2012-03-19 03:04:16 +01:00
|
|
|
}
|
|
|
|
|
2017-01-01 16:13:01 +01:00
|
|
|
void PlayerSAO::setBreath(const u16 breath, bool send)
|
2013-07-19 19:50:33 +02:00
|
|
|
{
|
2016-10-30 14:53:26 +01:00
|
|
|
if (m_player && breath != m_breath)
|
|
|
|
m_player->setDirty(true);
|
2013-07-19 19:50:33 +02:00
|
|
|
|
2019-04-27 12:45:20 +02:00
|
|
|
m_breath = rangelim(breath, 0, m_prop.breath_max);
|
2017-01-01 16:13:01 +01:00
|
|
|
|
|
|
|
if (send)
|
2017-01-09 20:39:22 +01:00
|
|
|
m_env->getGameDef()->SendPlayerBreath(this);
|
2013-07-19 19:50:33 +02:00
|
|
|
}
|
|
|
|
|
2012-03-19 03:04:16 +01:00
|
|
|
Inventory* PlayerSAO::getInventory()
|
|
|
|
{
|
|
|
|
return m_inventory;
|
|
|
|
}
|
|
|
|
const Inventory* PlayerSAO::getInventory() const
|
|
|
|
{
|
|
|
|
return m_inventory;
|
|
|
|
}
|
|
|
|
|
|
|
|
InventoryLocation PlayerSAO::getInventoryLocation() const
|
|
|
|
{
|
|
|
|
InventoryLocation loc;
|
|
|
|
loc.setPlayer(m_player->getName());
|
|
|
|
return loc;
|
|
|
|
}
|
|
|
|
|
|
|
|
std::string PlayerSAO::getWieldList() const
|
|
|
|
{
|
|
|
|
return "main";
|
|
|
|
}
|
|
|
|
|
2015-06-25 13:06:49 +02:00
|
|
|
ItemStack PlayerSAO::getWieldedItem() const
|
2017-03-22 03:25:16 +01:00
|
|
|
{
|
|
|
|
const Inventory *inv = getInventory();
|
|
|
|
ItemStack ret;
|
|
|
|
const InventoryList *mlist = inv->getList(getWieldList());
|
|
|
|
if (mlist && getWieldIndex() < (s32)mlist->getSize())
|
|
|
|
ret = mlist->getItem(getWieldIndex());
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
ItemStack PlayerSAO::getWieldedItemOrHand() const
|
2015-06-25 13:06:49 +02:00
|
|
|
{
|
|
|
|
const Inventory *inv = getInventory();
|
|
|
|
ItemStack ret;
|
|
|
|
const InventoryList *mlist = inv->getList(getWieldList());
|
|
|
|
if (mlist && getWieldIndex() < (s32)mlist->getSize())
|
|
|
|
ret = mlist->getItem(getWieldIndex());
|
|
|
|
if (ret.name.empty()) {
|
|
|
|
const InventoryList *hlist = inv->getList("hand");
|
|
|
|
if (hlist)
|
|
|
|
ret = hlist->getItem(0);
|
|
|
|
}
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool PlayerSAO::setWieldedItem(const ItemStack &item)
|
|
|
|
{
|
|
|
|
Inventory *inv = getInventory();
|
|
|
|
if (inv) {
|
|
|
|
InventoryList *mlist = inv->getList(getWieldList());
|
|
|
|
if (mlist) {
|
|
|
|
mlist->changeItem(getWieldIndex(), item);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2012-03-19 03:04:16 +01:00
|
|
|
int PlayerSAO::getWieldIndex() const
|
|
|
|
{
|
|
|
|
return m_wield_index;
|
|
|
|
}
|
|
|
|
|
|
|
|
void PlayerSAO::setWieldIndex(int i)
|
|
|
|
{
|
2015-03-03 17:36:54 +01:00
|
|
|
if(i != m_wield_index) {
|
2012-03-19 03:04:16 +01:00
|
|
|
m_wield_index = i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void PlayerSAO::disconnected()
|
|
|
|
{
|
|
|
|
m_peer_id = 0;
|
2017-09-15 12:19:01 +02:00
|
|
|
m_pending_removal = true;
|
2016-11-05 10:25:30 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void PlayerSAO::unlinkPlayerSessionAndSave()
|
|
|
|
{
|
|
|
|
assert(m_player->getPlayerSAO() == this);
|
2017-09-30 12:00:05 +02:00
|
|
|
m_player->setPeerId(PEER_ID_INEXISTENT);
|
2016-11-05 10:25:30 +01:00
|
|
|
m_env->savePlayer(m_player);
|
|
|
|
m_player->setPlayerSAO(NULL);
|
|
|
|
m_env->removePlayer(m_player);
|
2012-03-19 03:04:16 +01:00
|
|
|
}
|
|
|
|
|
2012-03-29 16:46:21 +02:00
|
|
|
std::string PlayerSAO::getPropertyPacket()
|
|
|
|
{
|
2012-11-12 15:35:10 +01:00
|
|
|
m_prop.is_visible = (true);
|
2012-03-30 11:51:51 +02:00
|
|
|
return gob_cmd_set_properties(m_prop);
|
2012-03-29 16:46:21 +02:00
|
|
|
}
|
|
|
|
|
2013-08-03 23:45:49 +02:00
|
|
|
bool PlayerSAO::checkMovementCheat()
|
2013-08-03 22:16:37 +02:00
|
|
|
{
|
2016-09-09 07:03:36 +02:00
|
|
|
if (isAttached() || m_is_singleplayer ||
|
|
|
|
g_settings->getBool("disable_anticheat")) {
|
2016-10-30 14:53:26 +01:00
|
|
|
m_last_good_position = m_base_position;
|
2016-09-09 07:03:36 +02:00
|
|
|
return false;
|
2013-08-03 22:16:37 +02:00
|
|
|
}
|
2016-09-09 07:03:36 +02:00
|
|
|
|
|
|
|
bool cheated = false;
|
|
|
|
/*
|
|
|
|
Check player movements
|
|
|
|
|
|
|
|
NOTE: Actually the server should handle player physics like the
|
|
|
|
client does and compare player's position to what is calculated
|
|
|
|
on our side. This is required when eg. players fly due to an
|
|
|
|
explosion. Altough a node-based alternative might be possible
|
|
|
|
too, and much more lightweight.
|
|
|
|
*/
|
|
|
|
|
2018-01-28 10:21:21 +01:00
|
|
|
float player_max_walk = 0; // horizontal movement
|
|
|
|
float player_max_jump = 0; // vertical upwards movement
|
2016-09-09 07:03:36 +02:00
|
|
|
|
2018-01-28 10:21:21 +01:00
|
|
|
if (m_privs.count("fast") != 0)
|
|
|
|
player_max_walk = m_player->movement_speed_fast; // Fast speed
|
|
|
|
else
|
|
|
|
player_max_walk = m_player->movement_speed_walk; // Normal speed
|
|
|
|
player_max_walk *= m_physics_override_speed;
|
|
|
|
player_max_jump = m_player->movement_speed_jump * m_physics_override_jump;
|
|
|
|
// FIXME: Bouncy nodes cause practically unbound increase in Y speed,
|
|
|
|
// until this can be verified correctly, tolerate higher jumping speeds
|
|
|
|
player_max_jump *= 2.0;
|
2016-09-09 07:03:36 +02:00
|
|
|
|
2018-02-02 23:34:09 +01:00
|
|
|
// Don't divide by zero!
|
|
|
|
if (player_max_walk < 0.0001f)
|
|
|
|
player_max_walk = 0.0001f;
|
|
|
|
if (player_max_jump < 0.0001f)
|
|
|
|
player_max_jump = 0.0001f;
|
|
|
|
|
2016-10-30 14:53:26 +01:00
|
|
|
v3f diff = (m_base_position - m_last_good_position);
|
2016-09-09 07:03:36 +02:00
|
|
|
float d_vert = diff.Y;
|
|
|
|
diff.Y = 0;
|
|
|
|
float d_horiz = diff.getLength();
|
2018-01-28 10:21:21 +01:00
|
|
|
float required_time = d_horiz / player_max_walk;
|
2016-09-09 07:03:36 +02:00
|
|
|
|
2018-01-28 10:21:21 +01:00
|
|
|
// FIXME: Checking downwards movement is not easily possible currently,
|
|
|
|
// the server could calculate speed differences to examine the gravity
|
2018-02-02 23:34:09 +01:00
|
|
|
if (d_vert > 0) {
|
|
|
|
// In certain cases (water, ladders) walking speed is applied vertically
|
|
|
|
float s = MYMAX(player_max_jump, player_max_walk);
|
|
|
|
required_time = MYMAX(required_time, d_vert / s);
|
|
|
|
}
|
2016-09-09 07:03:36 +02:00
|
|
|
|
|
|
|
if (m_move_pool.grab(required_time)) {
|
2016-10-30 14:53:26 +01:00
|
|
|
m_last_good_position = m_base_position;
|
2016-09-09 07:03:36 +02:00
|
|
|
} else {
|
2017-01-30 07:58:43 +01:00
|
|
|
const float LAG_POOL_MIN = 5.0;
|
|
|
|
float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
|
|
|
|
lag_pool_max = MYMAX(lag_pool_max, LAG_POOL_MIN);
|
|
|
|
if (m_time_from_last_teleport > lag_pool_max) {
|
|
|
|
actionstream << "Player " << m_player->getName()
|
|
|
|
<< " moved too fast; resetting position"
|
|
|
|
<< std::endl;
|
|
|
|
cheated = true;
|
|
|
|
}
|
2016-10-30 14:53:26 +01:00
|
|
|
setBasePosition(m_last_good_position);
|
2013-08-03 22:16:37 +02:00
|
|
|
}
|
2013-08-03 23:45:49 +02:00
|
|
|
return cheated;
|
2013-08-03 22:16:37 +02:00
|
|
|
}
|
|
|
|
|
2017-01-09 20:39:45 +01:00
|
|
|
bool PlayerSAO::getCollisionBox(aabb3f *toset) const
|
2016-10-30 14:53:26 +01:00
|
|
|
{
|
2015-05-29 20:30:55 +02:00
|
|
|
//update collision box
|
|
|
|
toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
|
|
|
|
toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
|
2015-05-29 20:30:55 +02:00
|
|
|
|
2013-04-17 00:15:53 +02:00
|
|
|
toset->MinEdge += m_base_position;
|
|
|
|
toset->MaxEdge += m_base_position;
|
|
|
|
return true;
|
2013-01-12 18:59:19 +01:00
|
|
|
}
|
2016-07-23 21:11:20 +02:00
|
|
|
|
|
|
|
bool PlayerSAO::getSelectionBox(aabb3f *toset) const
|
|
|
|
{
|
2017-08-24 10:01:16 +02:00
|
|
|
if (!m_prop.is_visible || !m_prop.pointable) {
|
2016-07-23 21:11:20 +02:00
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2017-08-24 10:01:16 +02:00
|
|
|
toset->MinEdge = m_prop.selectionbox.MinEdge * BS;
|
|
|
|
toset->MaxEdge = m_prop.selectionbox.MaxEdge * BS;
|
2016-07-23 21:11:20 +02:00
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
2018-04-15 22:56:05 +02:00
|
|
|
|
|
|
|
float PlayerSAO::getZoomFOV() const
|
|
|
|
{
|
|
|
|
return m_prop.zoom_fov;
|
|
|
|
}
|