minetest/src/content_sao.cpp

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/*
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Minetest
2013-02-24 19:38:45 +01:00
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "content_sao.h"
#include "util/serialize.h"
#include "collision.h"
#include "environment.h"
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#include "tool.h" // For ToolCapabilities
#include "gamedef.h"
#include "nodedef.h"
#include "remoteplayer.h"
#include "server.h"
#include "scripting_game.h"
#include "genericobject.h"
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std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
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/*
TestSAO
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*/
class TestSAO : public ServerActiveObject
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{
public:
TestSAO(ServerEnvironment *env, v3f pos):
ServerActiveObject(env, pos),
m_timer1(0),
m_age(0)
{
ServerActiveObject::registerType(getType(), create);
}
ActiveObjectType getType() const
{ return ACTIVEOBJECT_TYPE_TEST; }
static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
const std::string &data)
{
return new TestSAO(env, pos);
}
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void step(float dtime, bool send_recommended)
{
m_age += dtime;
if(m_age > 10)
{
m_removed = true;
return;
}
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m_base_position.Y += dtime * BS * 2;
if(m_base_position.Y > 8*BS)
m_base_position.Y = 2*BS;
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if(send_recommended == false)
return;
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m_timer1 -= dtime;
if(m_timer1 < 0.0)
{
m_timer1 += 0.125;
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std::string data;
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data += itos(0); // 0 = position
data += " ";
data += itos(m_base_position.X);
data += " ";
data += itos(m_base_position.Y);
data += " ";
data += itos(m_base_position.Z);
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ActiveObjectMessage aom(getId(), false, data);
m_messages_out.push(aom);
}
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}
bool getCollisionBox(aabb3f *toset) const { return false; }
bool collideWithObjects() const { return false; }
private:
float m_timer1;
float m_age;
};
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// Prototype (registers item for deserialization)
TestSAO proto_TestSAO(NULL, v3f(0,0,0));
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/*
UnitSAO
*/
UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos):
ServerActiveObject(env, pos),
m_hp(-1),
m_yaw(0),
m_properties_sent(true),
m_armor_groups_sent(false),
m_animation_range(0,0),
m_animation_speed(0),
m_animation_blend(0),
m_animation_loop(true),
m_animation_sent(false),
m_bone_position_sent(false),
m_attachment_parent_id(0),
m_attachment_sent(false)
{
// Initialize something to armor groups
m_armor_groups["fleshy"] = 100;
}
bool UnitSAO::isAttached() const
{
if (!m_attachment_parent_id)
return false;
// Check if the parent still exists
ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
if (obj)
return true;
return false;
}
void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
{
m_armor_groups = armor_groups;
m_armor_groups_sent = false;
}
const ItemGroupList &UnitSAO::getArmorGroups()
{
return m_armor_groups;
}
void UnitSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
{
// store these so they can be updated to clients
m_animation_range = frame_range;
m_animation_speed = frame_speed;
m_animation_blend = frame_blend;
m_animation_loop = frame_loop;
m_animation_sent = false;
}
void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
{
*frame_range = m_animation_range;
*frame_speed = m_animation_speed;
*frame_blend = m_animation_blend;
*frame_loop = m_animation_loop;
}
void UnitSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
{
// store these so they can be updated to clients
m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
m_bone_position_sent = false;
}
void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
{
*position = m_bone_position[bone].X;
*rotation = m_bone_position[bone].Y;
}
void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
{
// Attachments need to be handled on both the server and client.
// If we just attach on the server, we can only copy the position of the parent. Attachments
// are still sent to clients at an interval so players might see them lagging, plus we can't
// read and attach to skeletal bones.
// If we just attach on the client, the server still sees the child at its original location.
// This breaks some things so we also give the server the most accurate representation
// even if players only see the client changes.
m_attachment_parent_id = parent_id;
m_attachment_bone = bone;
m_attachment_position = position;
m_attachment_rotation = rotation;
m_attachment_sent = false;
}
void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
v3f *rotation)
{
*parent_id = m_attachment_parent_id;
*bone = m_attachment_bone;
*position = m_attachment_position;
*rotation = m_attachment_rotation;
}
void UnitSAO::addAttachmentChild(int child_id)
{
m_attachment_child_ids.insert(child_id);
}
void UnitSAO::removeAttachmentChild(int child_id)
{
m_attachment_child_ids.erase(child_id);
}
const UNORDERED_SET<int> &UnitSAO::getAttachmentChildIds()
{
return m_attachment_child_ids;
}
ObjectProperties* UnitSAO::accessObjectProperties()
{
return &m_prop;
}
void UnitSAO::notifyObjectPropertiesModified()
{
m_properties_sent = false;
}
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/*
LuaEntitySAO
*/
// Prototype (registers item for deserialization)
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LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");
LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
const std::string &name, const std::string &state):
UnitSAO(env, pos),
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m_init_name(name),
m_init_state(state),
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m_registered(false),
m_velocity(0,0,0),
m_acceleration(0,0,0),
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m_last_sent_yaw(0),
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m_last_sent_position(0,0,0),
m_last_sent_velocity(0,0,0),
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m_last_sent_position_timer(0),
m_last_sent_move_precision(0),
m_current_texture_modifier("")
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{
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// Only register type if no environment supplied
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if(env == NULL){
ServerActiveObject::registerType(getType(), create);
return;
}
}
LuaEntitySAO::~LuaEntitySAO()
{
if(m_registered){
m_env->getScriptIface()->luaentity_Remove(m_id);
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}
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for (UNORDERED_SET<u32>::iterator it = m_attached_particle_spawners.begin();
it != m_attached_particle_spawners.end(); ++it) {
m_env->deleteParticleSpawner(*it, false);
}
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}
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void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
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{
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ServerActiveObject::addedToEnvironment(dtime_s);
// Create entity from name
m_registered = m_env->getScriptIface()->
luaentity_Add(m_id, m_init_name.c_str());
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if(m_registered){
// Get properties
m_env->getScriptIface()->
luaentity_GetProperties(m_id, &m_prop);
// Initialize HP from properties
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m_hp = m_prop.hp_max;
// Activate entity, supplying serialized state
m_env->getScriptIface()->
luaentity_Activate(m_id, m_init_state.c_str(), dtime_s);
} else {
m_prop.infotext = m_init_name;
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}
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}
ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
const std::string &data)
{
std::string name;
std::string state;
s16 hp = 1;
v3f velocity;
float yaw = 0;
if(data != ""){
std::istringstream is(data, std::ios::binary);
// read version
u8 version = readU8(is);
// check if version is supported
if(version == 0){
name = deSerializeString(is);
state = deSerializeLongString(is);
}
else if(version == 1){
name = deSerializeString(is);
state = deSerializeLongString(is);
hp = readS16(is);
velocity = readV3F1000(is);
yaw = readF1000(is);
}
}
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// create object
infostream<<"LuaEntitySAO::create(name=\""<<name<<"\" state=\""
<<state<<"\")"<<std::endl;
LuaEntitySAO *sao = new LuaEntitySAO(env, pos, name, state);
sao->m_hp = hp;
sao->m_velocity = velocity;
sao->m_yaw = yaw;
return sao;
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}
void LuaEntitySAO::step(float dtime, bool send_recommended)
{
if(!m_properties_sent)
{
m_properties_sent = true;
std::string str = getPropertyPacket();
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
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
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// 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);
}
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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
// 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())
{
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();
m_base_position = pos;
m_velocity = v3f(0,0,0);
m_acceleration = v3f(0,0,0);
}
else
{
if(m_prop.physical){
aabb3f box = m_prop.collisionbox;
box.MinEdge *= BS;
box.MaxEdge *= BS;
collisionMoveResult moveresult;
f32 pos_max_d = BS*0.25; // Distance per iteration
v3f p_pos = m_base_position;
v3f p_velocity = m_velocity;
v3f p_acceleration = m_acceleration;
moveresult = collisionMoveSimple(m_env, m_env->getGameDef(),
pos_max_d, box, m_prop.stepheight, dtime,
&p_pos, &p_velocity, p_acceleration,
this, m_prop.collideWithObjects);
// Apply results
m_base_position = p_pos;
m_velocity = p_velocity;
m_acceleration = p_acceleration;
} else {
m_base_position += dtime * m_velocity + 0.5 * dtime
* dtime * m_acceleration;
m_velocity += dtime * m_acceleration;
}
if((m_prop.automatic_face_movement_dir) &&
(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
{
float optimal_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
+ m_prop.automatic_face_movement_dir_offset;
float max_rotation_delta =
dtime * m_prop.automatic_face_movement_max_rotation_per_sec;
if ((m_prop.automatic_face_movement_max_rotation_per_sec > 0) &&
(fabs(m_yaw - optimal_yaw) > max_rotation_delta)) {
m_yaw = optimal_yaw < m_yaw ? m_yaw - max_rotation_delta : m_yaw + max_rotation_delta;
} else {
m_yaw = optimal_yaw;
}
}
}
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if(m_registered){
m_env->getScriptIface()->luaentity_Step(m_id, dtime);
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}
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if(send_recommended == false)
return;
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())
{
// TODO: force send when acceleration changes enough?
float minchange = 0.2*BS;
if(m_last_sent_position_timer > 1.0){
minchange = 0.01*BS;
} else if(m_last_sent_position_timer > 0.2){
minchange = 0.05*BS;
}
float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
move_d += m_last_sent_move_precision;
float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
if(move_d > minchange || vel_d > minchange ||
fabs(m_yaw - m_last_sent_yaw) > 1.0){
sendPosition(true, false);
}
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}
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if(m_armor_groups_sent == false){
m_armor_groups_sent = true;
std::string str = gob_cmd_update_armor_groups(
m_armor_groups);
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// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
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}
if(m_animation_sent == false){
m_animation_sent = true;
std::string str = gob_cmd_update_animation(
m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
if(m_bone_position_sent == false){
m_bone_position_sent = true;
for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
std::string str = gob_cmd_update_bone_position((*ii).first,
(*ii).second.X, (*ii).second.Y);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
}
if(m_attachment_sent == false){
m_attachment_sent = true;
Send animations, bone overrides and attachments in entity initialization. Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
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);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
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}
std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
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{
std::ostringstream os(std::ios::binary);
Send animations, bone overrides and attachments in entity initialization. Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
2012-11-04 22:54:50 +01:00
if(protocol_version >= 14)
{
writeU8(os, 1); // version
os<<serializeString(""); // name
writeU8(os, 0); // is_player
writeS16(os, getId()); //id
writeV3F1000(os, m_base_position);
writeF1000(os, m_yaw);
writeS16(os, m_hp);
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
for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
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
}
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();
for (UNORDERED_SET<int>::const_iterator ii = m_attachment_child_ids.begin();
(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)));
}
}
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());
}
else
{
writeU8(os, 0); // version
os<<serializeString(""); // name
writeU8(os, 0); // is_player
writeV3F1000(os, m_base_position);
writeF1000(os, m_yaw);
writeS16(os, m_hp);
writeU8(os, 2); // number of messages stuffed in here
os<<serializeLongString(getPropertyPacket()); // message 1
os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
Send animations, bone overrides and attachments in entity initialization. Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
2012-11-04 22:54:50 +01:00
}
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// return result
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return os.str();
}
void LuaEntitySAO::getStaticData(std::string *result) const
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{
verbosestream<<FUNCTION_NAME<<std::endl;
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std::ostringstream os(std::ios::binary);
// version
writeU8(os, 1);
2011-11-11 18:33:17 +01:00
// name
os<<serializeString(m_init_name);
// state
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if(m_registered){
std::string state = m_env->getScriptIface()->
luaentity_GetStaticdata(m_id);
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os<<serializeLongString(state);
} else {
os<<serializeLongString(m_init_state);
}
// hp
writeS16(os, m_hp);
// velocity
writeV3F1000(os, m_velocity);
// yaw
writeF1000(os, m_yaw);
*result = os.str();
2011-11-11 18:33:17 +01:00
}
int LuaEntitySAO::punch(v3f dir,
const ToolCapabilities *toolcap,
ServerActiveObject *puncher,
float time_from_last_punch)
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{
if (!m_registered){
// Delete unknown LuaEntities when punched
m_removed = true;
return 0;
}
// It's best that attachments cannot be punched
if (isAttached())
return 0;
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ItemStack *punchitem = NULL;
ItemStack punchitem_static;
if (puncher) {
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punchitem_static = puncher->getWieldedItem();
punchitem = &punchitem_static;
}
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PunchDamageResult result = getPunchDamage(
m_armor_groups,
toolcap,
punchitem,
time_from_last_punch);
bool damage_handled = m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
time_from_last_punch, toolcap, dir, result.did_punch ? result.damage : 0);
if (!damage_handled) {
if (result.did_punch) {
setHP(getHP() - result.damage);
if (result.damage > 0) {
std::string punchername = puncher ? puncher->getDescription() : "nil";
actionstream << getDescription() << " punched by "
<< punchername << ", damage " << result.damage
<< " hp, health now " << getHP() << " hp" << std::endl;
}
std::string str = gob_cmd_punched(result.damage, getHP());
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
}
if (getHP() == 0)
m_removed = true;
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return result.wear;
2011-11-12 01:25:30 +01:00
}
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void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
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{
if (!m_registered)
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return;
// It's best that attachments cannot be clicked
if (isAttached())
return;
m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
2011-11-12 01:25:30 +01:00
}
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void LuaEntitySAO::setPos(const v3f &pos)
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{
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())
return;
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m_base_position = pos;
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sendPosition(false, true);
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}
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void LuaEntitySAO::moveTo(v3f pos, bool continuous)
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{
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())
return;
2011-11-12 10:59:56 +01:00
m_base_position = pos;
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if(!continuous)
sendPosition(true, true);
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}
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float LuaEntitySAO::getMinimumSavedMovement()
{
return 0.1 * BS;
}
std::string LuaEntitySAO::getDescription()
{
std::ostringstream os(std::ios::binary);
os<<"LuaEntitySAO at (";
os<<(m_base_position.X/BS)<<",";
os<<(m_base_position.Y/BS)<<",";
os<<(m_base_position.Z/BS);
os<<")";
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return os.str();
}
void LuaEntitySAO::setHP(s16 hp)
{
if(hp < 0) hp = 0;
m_hp = hp;
}
s16 LuaEntitySAO::getHP() const
{
return m_hp;
}
void LuaEntitySAO::setVelocity(v3f velocity)
{
m_velocity = velocity;
}
v3f LuaEntitySAO::getVelocity()
{
return m_velocity;
}
void LuaEntitySAO::setAcceleration(v3f acceleration)
{
m_acceleration = acceleration;
}
v3f LuaEntitySAO::getAcceleration()
{
return m_acceleration;
}
void LuaEntitySAO::setTextureMod(const std::string &mod)
{
std::string str = gob_cmd_set_texture_mod(mod);
m_current_texture_modifier = mod;
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
std::string LuaEntitySAO::getTextureMod() const
{
return m_current_texture_modifier;
}
void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
bool select_horiz_by_yawpitch)
{
std::string str = gob_cmd_set_sprite(
p,
num_frames,
framelength,
select_horiz_by_yawpitch
);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
std::string LuaEntitySAO::getName()
{
return m_init_name;
}
std::string LuaEntitySAO::getPropertyPacket()
{
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return gob_cmd_set_properties(m_prop);
}
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void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
2011-11-12 10:59:56 +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())
return;
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_yaw = m_yaw;
m_last_sent_position = m_base_position;
m_last_sent_velocity = m_velocity;
//m_last_sent_acceleration = m_acceleration;
2011-11-12 12:59:56 +01:00
float update_interval = m_env->getSendRecommendedInterval();
2011-11-12 10:59:56 +01:00
std::string str = gob_cmd_update_position(
m_base_position,
m_velocity,
m_acceleration,
m_yaw,
do_interpolate,
is_movement_end,
update_interval
);
2011-11-12 10:59:56 +01:00
// create message and add to list
ActiveObjectMessage aom(getId(), false, str);
m_messages_out.push(aom);
2011-11-12 10:59:56 +01:00
}
bool LuaEntitySAO::getCollisionBox(aabb3f *toset) const
{
if (m_prop.physical)
{
//update collision box
toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
toset->MinEdge += m_base_position;
toset->MaxEdge += m_base_position;
return true;
}
return false;
}
bool LuaEntitySAO::collideWithObjects() const
{
return m_prop.collideWithObjects;
}
/*
PlayerSAO
*/
// No prototype, PlayerSAO does not need to be deserialized
PlayerSAO::PlayerSAO(ServerEnvironment *env_, u16 peer_id_, bool is_singleplayer):
UnitSAO(env_, v3f(0,0,0)),
m_player(NULL),
m_peer_id(peer_id_),
m_inventory(NULL),
m_damage(0),
m_last_good_position(0,0,0),
m_time_from_last_teleport(0),
m_time_from_last_punch(0),
m_nocheat_dig_pos(32767, 32767, 32767),
m_nocheat_dig_time(0),
m_wield_index(0),
m_position_not_sent(false),
m_is_singleplayer(is_singleplayer),
m_breath(PLAYER_MAX_BREATH),
m_pitch(0),
m_fov(0),
m_wanted_range(0),
m_extended_attributes_modified(false),
// public
m_physics_override_speed(1),
m_physics_override_jump(1),
m_physics_override_gravity(1),
m_physics_override_sneak(true),
m_physics_override_sneak_glitch(true),
m_physics_override_sent(false)
{
assert(m_peer_id != 0); // pre-condition
2012-03-30 11:51:51 +02:00
m_prop.hp_max = PLAYER_MAX_HP;
m_prop.physical = false;
m_prop.weight = 75;
m_prop.collisionbox = aabb3f(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
// start of default appearance, this should be overwritten by LUA
m_prop.visual = "upright_sprite";
2012-03-30 11:51:51 +02:00
m_prop.visual_size = v2f(1, 2);
m_prop.textures.clear();
m_prop.textures.push_back("player.png");
m_prop.textures.push_back("player_back.png");
m_prop.colors.clear();
m_prop.colors.push_back(video::SColor(255, 255, 255, 255));
2012-03-30 11:51:51 +02:00
m_prop.spritediv = v2s16(1,1);
// end of default appearance
m_prop.is_visible = true;
2012-03-30 11:51:51 +02:00
m_prop.makes_footstep_sound = true;
m_hp = PLAYER_MAX_HP;
}
PlayerSAO::~PlayerSAO()
{
if(m_inventory != &m_player->inventory)
delete m_inventory;
}
void PlayerSAO::initialize(RemotePlayer *player, const std::set<std::string> &privs)
{
assert(player);
m_player = player;
m_privs = privs;
m_inventory = &m_player->inventory;
}
v3f PlayerSAO::getEyeOffset() const
{
return v3f(0, BS * 1.625f, 0);
}
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)
{
2012-09-09 16:12:29 +02:00
ServerActiveObject::addedToEnvironment(dtime_s);
ServerActiveObject::setBasePosition(m_base_position);
m_player->setPlayerSAO(this);
m_player->peer_id = m_peer_id;
m_last_good_position = m_base_position;
}
// Called before removing from environment
void PlayerSAO::removingFromEnvironment()
{
ServerActiveObject::removingFromEnvironment();
if (m_player->getPlayerSAO() == this) {
unlinkPlayerSessionAndSave();
2016-08-04 22:09:21 +02:00
for (UNORDERED_SET<u32>::iterator it = m_attached_particle_spawners.begin();
it != m_attached_particle_spawners.end(); ++it) {
m_env->deleteParticleSpawner(*it, false);
}
}
}
std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
{
std::ostringstream os(std::ios::binary);
if(protocol_version >= 15)
{
writeU8(os, 1); // version
os<<serializeString(m_player->getName()); // name
writeU8(os, 1); // is_player
writeS16(os, getId()); //id
writeV3F1000(os, m_base_position + v3f(0,BS*1,0));
writeF1000(os, m_yaw);
writeS16(os, getHP());
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
for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
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
}
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,
m_physics_override_sneak_glitch)); // 5
// (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();
for (UNORDERED_SET<int>::const_iterator ii = m_attachment_child_ids.begin();
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)));
}
}
writeU8(os, message_count);
os.write(msg_os.str().c_str(), msg_os.str().size());
}
else
{
writeU8(os, 0); // version
os<<serializeString(m_player->getName()); // name
writeU8(os, 1); // is_player
writeV3F1000(os, m_base_position + v3f(0,BS*1,0));
writeF1000(os, m_yaw);
writeS16(os, getHP());
writeU8(os, 2); // number of messages stuffed in here
os<<serializeLongString(getPropertyPacket()); // message 1
os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
}
Send animations, bone overrides and attachments in entity initialization. Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
2012-11-04 22:54:50 +01:00
// return result
return os.str();
}
void PlayerSAO::getStaticData(std::string *result) const
{
FATAL_ERROR("Deprecated function");
}
void PlayerSAO::step(float dtime, bool send_recommended)
{
if (m_drowning_interval.step(dtime, 2.0)) {
// get head position
v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
MapNode n = m_env->getMap().getNodeNoEx(p);
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
// If node generates drown
if (c.drowning > 0) {
if (m_hp > 0 && m_breath > 0)
setBreath(m_breath - 1);
// No more breath, damage player
if (m_breath == 0) {
setHP(m_hp - c.drowning);
m_env->getGameDef()->SendPlayerHPOrDie(this);
}
}
}
if (m_breathing_interval.step(dtime, 0.5)) {
// get head position
v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
MapNode n = m_env->getMap().getNodeNoEx(p);
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
// If player is alive & no drowning, breath
if (m_hp > 0 && c.drowning == 0)
setBreath(m_breath + 1);
}
if (!m_properties_sent) {
m_properties_sent = true;
std::string str = getPropertyPacket();
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
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);
setBasePosition(m_last_good_position);
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
const float LAG_POOL_MIN = 5.0;
float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
if(lag_pool_max < LAG_POOL_MIN)
lag_pool_max = LAG_POOL_MIN;
m_dig_pool.setMax(lag_pool_max);
m_move_pool.setMax(lag_pool_max);
// Increment cheat prevention timers
m_dig_pool.add(dtime);
m_move_pool.add(dtime);
m_time_from_last_teleport += dtime;
m_time_from_last_punch += dtime;
m_nocheat_dig_time += dtime;
// Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
// If the object gets detached this comes into effect automatically from the last known origin
if (isAttached()) {
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();
m_last_good_position = pos;
setBasePosition(pos);
}
if (!send_recommended)
return;
// 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(m_position_not_sent && !isAttached())
{
m_position_not_sent = false;
float update_interval = m_env->getSendRecommendedInterval();
v3f pos;
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()) // Just in case we ever do send attachment position too
pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
else
pos = m_base_position + v3f(0,BS*1,0);
std::string str = gob_cmd_update_position(
pos,
v3f(0,0,0),
v3f(0,0,0),
m_yaw,
true,
false,
update_interval
);
// create message and add to list
ActiveObjectMessage aom(getId(), false, str);
m_messages_out.push(aom);
}
if (!m_armor_groups_sent) {
m_armor_groups_sent = true;
std::string str = gob_cmd_update_armor_groups(
m_armor_groups);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
if (!m_physics_override_sent) {
m_physics_override_sent = true;
std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
m_physics_override_jump, m_physics_override_gravity,
m_physics_override_sneak, m_physics_override_sneak_glitch);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
if (!m_animation_sent) {
m_animation_sent = true;
std::string str = gob_cmd_update_animation(
m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
if (!m_bone_position_sent) {
m_bone_position_sent = true;
for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
std::string str = gob_cmd_update_bone_position((*ii).first,
(*ii).second.X, (*ii).second.Y);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
}
if (!m_attachment_sent){
m_attachment_sent = true;
std::string str = gob_cmd_update_attachment(m_attachment_parent_id,
m_attachment_bone, m_attachment_position, m_attachment_rotation);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
}
void PlayerSAO::setBasePosition(const v3f &position)
{
if (m_player && position != m_base_position)
m_player->setDirty(true);
// This needs to be ran for attachments too
ServerActiveObject::setBasePosition(position);
m_position_not_sent = true;
}
void PlayerSAO::setPos(const v3f &pos)
{
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())
return;
setBasePosition(pos);
// Movement caused by this command is always valid
m_last_good_position = pos;
m_move_pool.empty();
m_time_from_last_teleport = 0.0;
m_env->getGameDef()->SendMovePlayer(m_peer_id);
}
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())
return;
setBasePosition(pos);
// Movement caused by this command is always valid
m_last_good_position = pos;
m_move_pool.empty();
m_time_from_last_teleport = 0.0;
m_env->getGameDef()->SendMovePlayer(m_peer_id);
}
void PlayerSAO::setYaw(const float yaw)
{
if (m_player && yaw != m_yaw)
m_player->setDirty(true);
UnitSAO::setYaw(yaw);
}
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;
}
void PlayerSAO::setYawAndSend(const float yaw)
{
setYaw(yaw);
m_env->getGameDef()->SendMovePlayer(m_peer_id);
}
void PlayerSAO::setPitch(const float pitch)
{
if (m_player && pitch != m_pitch)
m_player->setDirty(true);
m_pitch = pitch;
}
void PlayerSAO::setPitchAndSend(const float pitch)
{
setPitch(pitch);
m_env->getGameDef()->SendMovePlayer(m_peer_id);
}
int PlayerSAO::punch(v3f dir,
const ToolCapabilities *toolcap,
ServerActiveObject *puncher,
float time_from_last_punch)
{
// It's best that attachments cannot be punched
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if (isAttached())
return 0;
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if (!toolcap)
return 0;
// No effect if PvP disabled
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if (g_settings->getBool("enable_pvp") == false) {
if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
std::string str = gob_cmd_punched(0, getHP());
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
return 0;
}
}
HitParams hitparams = getHitParams(m_armor_groups, toolcap,
time_from_last_punch);
std::string punchername = "nil";
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if (puncher != 0)
punchername = puncher->getDescription();
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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) {
setHP(getHP() - hitparams.hp);
} else { // override client prediction
if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
std::string str = gob_cmd_punched(0, getHP());
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
}
}
2014-05-17 06:47:12 +02:00
actionstream << "Player " << m_player->getName() << " punched by "
<< punchername;
if (!damage_handled) {
actionstream << ", damage " << hitparams.hp << " HP";
} else {
actionstream << ", damage handled by lua";
}
actionstream << std::endl;
return hitparams.wear;
}
s16 PlayerSAO::readDamage()
{
s16 damage = m_damage;
m_damage = 0;
return damage;
}
void PlayerSAO::setHP(s16 hp)
{
s16 oldhp = m_hp;
s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp);
if (hp_change == 0)
return;
hp = oldhp + hp_change;
if (hp < 0)
hp = 0;
else if (hp > PLAYER_MAX_HP)
hp = PLAYER_MAX_HP;
if (hp < oldhp && !g_settings->getBool("enable_damage")) {
return;
}
m_hp = hp;
if (oldhp > hp)
m_damage += (oldhp - hp);
// Update properties on death
if ((hp == 0) != (oldhp == 0))
m_properties_sent = false;
}
void PlayerSAO::setBreath(const u16 breath, bool send)
{
if (m_player && breath != m_breath)
m_player->setDirty(true);
m_breath = MYMIN(breath, PLAYER_MAX_BREATH);
if (send)
m_env->getGameDef()->SendPlayerBreath(this);
}
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
{
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) {
ItemStack olditem = mlist->getItem(getWieldIndex());
if (olditem.name.empty()) {
InventoryList *hlist = inv->getList("hand");
if (hlist) {
hlist->changeItem(0, item);
return true;
}
}
mlist->changeItem(getWieldIndex(), item);
return true;
}
}
return false;
}
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) {
m_wield_index = i;
}
}
// Erase the peer id and make the object for removal
void PlayerSAO::disconnected()
{
m_peer_id = 0;
m_removed = true;
}
void PlayerSAO::unlinkPlayerSessionAndSave()
{
assert(m_player->getPlayerSAO() == this);
m_player->peer_id = 0;
m_env->savePlayer(m_player);
m_player->setPlayerSAO(NULL);
m_env->removePlayer(m_player);
}
std::string PlayerSAO::getPropertyPacket()
{
m_prop.is_visible = (true);
2012-03-30 11:51:51 +02:00
return gob_cmd_set_properties(m_prop);
}
bool PlayerSAO::checkMovementCheat()
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{
if (isAttached() || m_is_singleplayer ||
g_settings->getBool("disable_anticheat")) {
m_last_good_position = m_base_position;
return false;
2013-08-03 22:16:37 +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.
*/
float player_max_speed = 0;
if (m_privs.count("fast") != 0) {
// Fast speed
player_max_speed = m_player->movement_speed_fast * m_physics_override_speed;
} else {
// Normal speed
player_max_speed = m_player->movement_speed_walk * m_physics_override_speed;
}
// Tolerance. The lag pool does this a bit.
//player_max_speed *= 2.5;
v3f diff = (m_base_position - m_last_good_position);
float d_vert = diff.Y;
diff.Y = 0;
float d_horiz = diff.getLength();
float required_time = d_horiz / player_max_speed;
if (d_vert > 0 && d_vert / player_max_speed > required_time)
required_time = d_vert / player_max_speed; // Moving upwards
if (m_move_pool.grab(required_time)) {
m_last_good_position = m_base_position;
} else {
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;
}
setBasePosition(m_last_good_position);
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}
return cheated;
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}
bool PlayerSAO::getCollisionBox(aabb3f *toset) const
{
*toset = aabb3f(-BS * 0.30, 0.0, -BS * 0.30, BS * 0.30, BS * 1.75, BS * 0.30);
toset->MinEdge += m_base_position;
toset->MaxEdge += m_base_position;
return true;
}