Fix glitch through ceiling with Sneak Glitch (#14332)

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sfence 2024-05-21 17:52:54 +02:00 committed by GitHub
parent 567f85752d
commit df8a600b22
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3 changed files with 196 additions and 131 deletions

@ -437,15 +437,18 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
m_speed.Z = 0.0f;
}
if (y_diff > 0 && m_speed.Y <= 0.0f &&
(physics_override.sneak_glitch || y_diff < BS * 0.6f)) {
if (y_diff > 0 && m_speed.Y <= 0.0f) {
// Move player to the maximal height when falling or when
// the ledge is climbed on the next step.
// Smoothen the movement (based on 'position.Y = bmax.Y')
position.Y += y_diff * dtime * 22.0f + BS * 0.01f;
position.Y = std::min(position.Y, bmax.Y);
m_speed.Y = 0.0f;
v3f check_pos = position;
check_pos.Y += y_diff * dtime * 22.0f + BS * 0.01f;
if (y_diff < BS * 0.6f || (physics_override.sneak_glitch
&& !collision_check_intersection(env, m_client, m_collisionbox, check_pos))) {
// Smoothen the movement (based on 'position.Y = bmax.Y')
position.Y = std::min(check_pos.Y, bmax.Y);
m_speed.Y = 0.0f;
}
}
// Allow jumping on node edges while sneaking

@ -218,17 +218,131 @@ bool wouldCollideWithCeiling(
return false;
}
static bool add_area_node_boxes(const v3s16 min, const v3s16 max, IGameDef *gamedef,
Environment *env, std::vector<NearbyCollisionInfo> &cinfo)
{
const auto *nodedef = gamedef->getNodeDefManager();
bool any_position_valid = false;
thread_local std::vector<aabb3f> nodeboxes;
Map *map = &env->getMap();
v3s16 p;
for (p.Z = min.Z; p.Z <= max.Z; p.Z++)
for (p.Y = min.Y; p.Y <= max.Y; p.Y++)
for (p.X = min.X; p.X <= max.X; p.X++) {
bool is_position_valid;
MapNode n = map->getNode(p, &is_position_valid);
if (is_position_valid && n.getContent() != CONTENT_IGNORE) {
// Object collides into walkable nodes
any_position_valid = true;
const ContentFeatures &f = nodedef->get(n);
if (!f.walkable)
continue;
// Negative bouncy may have a meaning, but we need +value here.
int n_bouncy_value = abs(itemgroup_get(f.groups, "bouncy"));
u8 neighbors = n.getNeighbors(p, map);
nodeboxes.clear();
n.getCollisionBoxes(nodedef, &nodeboxes, neighbors);
// Calculate float position only once
v3f posf = intToFloat(p, BS);
for (auto box : nodeboxes) {
box.MinEdge += posf;
box.MaxEdge += posf;
cinfo.emplace_back(false, n_bouncy_value, p, box);
}
} else {
// Collide with unloaded nodes (position invalid) and loaded
// CONTENT_IGNORE nodes (position valid)
aabb3f box = getNodeBox(p, BS);
cinfo.emplace_back(true, 0, p, box);
}
}
return any_position_valid;
}
static void add_object_boxes(Environment *env,
const aabb3f &box_0, f32 dtime,
const v3f pos_f, const v3f speed_f, ActiveObject *self,
std::vector<NearbyCollisionInfo> &cinfo)
{
auto process_object = [&] (ActiveObject *object) {
if (object && object->collideWithObjects()) {
aabb3f box;
if (object->getCollisionBox(&box))
cinfo.emplace_back(object, 0, box);
}
};
// Calculate distance by speed, add own extent and 1.5m of tolerance
const f32 distance = speed_f.getLength() * dtime +
box_0.getExtent().getLength() + 1.5f * BS;
#ifndef SERVER
ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
if (c_env) {
std::vector<DistanceSortedActiveObject> clientobjects;
c_env->getActiveObjects(pos_f, distance, clientobjects);
for (auto &clientobject : clientobjects) {
// Do collide with everything but itself and the parent CAO
if (!self || (self != clientobject.obj &&
self != clientobject.obj->getParent())) {
process_object(clientobject.obj);
}
}
// add collision with local player
LocalPlayer *lplayer = c_env->getLocalPlayer();
if (lplayer->getParent() == nullptr) {
aabb3f lplayer_collisionbox = lplayer->getCollisionbox();
v3f lplayer_pos = lplayer->getPosition();
lplayer_collisionbox.MinEdge += lplayer_pos;
lplayer_collisionbox.MaxEdge += lplayer_pos;
auto *obj = (ActiveObject*) lplayer->getCAO();
cinfo.emplace_back(obj, 0, lplayer_collisionbox);
}
}
else
#endif
{
ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
if (s_env) {
// search for objects which are not us, or we are not its parent.
// we directly process the object in this callback to avoid useless
// looping afterwards.
auto include_obj_cb = [self, &process_object] (ServerActiveObject *obj) {
if (!obj->isGone() &&
(!self || (self != obj && self != obj->getParent()))) {
process_object(obj);
}
return false;
};
// nothing is put into this vector
std::vector<ServerActiveObject*> s_objects;
s_env->getObjectsInsideRadius(s_objects, pos_f, distance, include_obj_cb);
}
}
}
#define PROFILER_NAME(text) (dynamic_cast<ServerEnvironment*>(env) ? ("Server: " text) : ("Client: " text))
collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
f32 pos_max_d, const aabb3f &box_0,
f32 stepheight, f32 dtime,
v3f *pos_f, v3f *speed_f,
v3f accel_f, ActiveObject *self,
bool collideWithObjects)
bool collide_with_objects)
{
#define PROFILER_NAME(text) (s_env ? ("Server: " text) : ("Client: " text))
static bool time_notification_done = false;
Map *map = &env->getMap();
ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
ScopeProfiler sp(g_profiler, PROFILER_NAME("collisionMoveSimple()"), SPT_AVG, PRECISION_MICRO);
@ -272,134 +386,36 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
cinfo.clear();
{
v3f minpos_f(
MYMIN(pos_f->X, newpos_f.X),
MYMIN(pos_f->Y, newpos_f.Y) + 0.01f * BS, // bias rounding, player often at +/-n.5
MYMIN(pos_f->Z, newpos_f.Z)
);
v3f maxpos_f(
MYMAX(pos_f->X, newpos_f.X),
MYMAX(pos_f->Y, newpos_f.Y),
MYMAX(pos_f->Z, newpos_f.Z)
);
v3s16 min = floatToInt(minpos_f + box_0.MinEdge, BS) - v3s16(1, 1, 1);
v3s16 max = floatToInt(maxpos_f + box_0.MaxEdge, BS) + v3s16(1, 1, 1);
v3f minpos_f(
MYMIN(pos_f->X, newpos_f.X),
MYMIN(pos_f->Y, newpos_f.Y) + 0.01f * BS, // bias rounding, player often at +/-n.5
MYMIN(pos_f->Z, newpos_f.Z)
);
v3f maxpos_f(
MYMAX(pos_f->X, newpos_f.X),
MYMAX(pos_f->Y, newpos_f.Y),
MYMAX(pos_f->Z, newpos_f.Z)
);
v3s16 min = floatToInt(minpos_f + box_0.MinEdge, BS) - v3s16(1, 1, 1);
v3s16 max = floatToInt(maxpos_f + box_0.MaxEdge, BS) + v3s16(1, 1, 1);
const auto *nodedef = gamedef->getNodeDefManager();
bool any_position_valid = false;
bool any_position_valid = add_area_node_boxes(min, max, gamedef, env, cinfo);
thread_local std::vector<aabb3f> nodeboxes;
v3s16 p;
for (p.Z = min.Z; p.Z <= max.Z; p.Z++)
for (p.Y = min.Y; p.Y <= max.Y; p.Y++)
for (p.X = min.X; p.X <= max.X; p.X++) {
bool is_position_valid;
MapNode n = map->getNode(p, &is_position_valid);
if (is_position_valid && n.getContent() != CONTENT_IGNORE) {
// Object collides into walkable nodes
any_position_valid = true;
const ContentFeatures &f = nodedef->get(n);
if (!f.walkable)
continue;
// Negative bouncy may have a meaning, but we need +value here.
int n_bouncy_value = abs(itemgroup_get(f.groups, "bouncy"));
u8 neighbors = n.getNeighbors(p, map);
nodeboxes.clear();
n.getCollisionBoxes(nodedef, &nodeboxes, neighbors);
// Calculate float position only once
v3f posf = intToFloat(p, BS);
for (auto box : nodeboxes) {
box.MinEdge += posf;
box.MaxEdge += posf;
cinfo.emplace_back(false, n_bouncy_value, p, box);
}
} else {
// Collide with unloaded nodes (position invalid) and loaded
// CONTENT_IGNORE nodes (position valid)
aabb3f box = getNodeBox(p, BS);
cinfo.emplace_back(true, 0, p, box);
// Do not move if world has not loaded yet, since custom node boxes
// are not available for collision detection.
// This also intentionally occurs in the case of the object being positioned
// solely on loaded CONTENT_IGNORE nodes, no matter where they come from.
if (!any_position_valid) {
*speed_f = v3f(0, 0, 0);
return result;
}
}
// Do not move if world has not loaded yet, since custom node boxes
// are not available for collision detection.
// This also intentionally occurs in the case of the object being positioned
// solely on loaded CONTENT_IGNORE nodes, no matter where they come from.
if (!any_position_valid) {
*speed_f = v3f(0, 0, 0);
return result;
}
}
/*
Collect object boxes in movement range
*/
auto process_object = [] (ActiveObject *object) {
if (object && object->collideWithObjects()) {
aabb3f box;
if (object->getCollisionBox(&box))
cinfo.emplace_back(object, 0, box);
}
};
if (collideWithObjects) {
// Calculate distance by speed, add own extent and 1.5m of tolerance
const f32 distance = speed_f->getLength() * dtime +
box_0.getExtent().getLength() + 1.5f * BS;
#ifndef SERVER
ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
if (c_env) {
std::vector<DistanceSortedActiveObject> clientobjects;
c_env->getActiveObjects(*pos_f, distance, clientobjects);
for (auto &clientobject : clientobjects) {
// Do collide with everything but itself and the parent CAO
if (!self || (self != clientobject.obj &&
self != clientobject.obj->getParent())) {
process_object(clientobject.obj);
}
}
// add collision with local player
LocalPlayer *lplayer = c_env->getLocalPlayer();
if (lplayer->getParent() == nullptr) {
aabb3f lplayer_collisionbox = lplayer->getCollisionbox();
v3f lplayer_pos = lplayer->getPosition();
lplayer_collisionbox.MinEdge += lplayer_pos;
lplayer_collisionbox.MaxEdge += lplayer_pos;
auto *obj = (ActiveObject*) lplayer->getCAO();
cinfo.emplace_back(obj, 0, lplayer_collisionbox);
}
}
else
#endif
if (s_env) {
// search for objects which are not us, or we are not its parent.
// we directly process the object in this callback to avoid useless
// looping afterwards.
auto include_obj_cb = [self, &process_object] (ServerActiveObject *obj) {
if (!obj->isGone() &&
(!self || (self != obj && self != obj->getParent()))) {
process_object(obj);
}
return false;
};
// nothing is put into this vector
std::vector<ServerActiveObject*> s_objects;
s_env->getObjectsInsideRadius(s_objects, *pos_f, distance, include_obj_cb);
}
if (collide_with_objects) {
add_object_boxes(env, box_0, dtime, *pos_f, *speed_f, self, cinfo);
}
/*
@ -579,3 +595,44 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
return result;
}
bool collision_check_intersection(Environment *env, IGameDef *gamedef,
const aabb3f &box_0, const v3f &pos_f, ActiveObject *self,
bool collide_with_objects)
{
ScopeProfiler sp(g_profiler, PROFILER_NAME("collision_check_intersection()"), SPT_AVG, PRECISION_MICRO);
std::vector<NearbyCollisionInfo> cinfo;
{
v3s16 min = floatToInt(pos_f + box_0.MinEdge, BS) - v3s16(1, 1, 1);
v3s16 max = floatToInt(pos_f + box_0.MaxEdge, BS) + v3s16(1, 1, 1);
bool any_position_valid = add_area_node_boxes(min, max, gamedef, env, cinfo);
if (!any_position_valid) {
return true;
}
}
if (collide_with_objects) {
v3f speed;
add_object_boxes(env, box_0, 0, pos_f, speed, self, cinfo);
}
/*
Collision detection
*/
aabb3f checkbox = box_0;
checkbox.MinEdge += pos_f;
checkbox.MaxEdge += pos_f;
/*
Go through every node and object box
*/
for (const NearbyCollisionInfo &box_info : cinfo) {
if (box_info.box.intersectsWithBox(checkbox))
return true;
}
return false;
}

@ -71,7 +71,12 @@ collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef,
f32 stepheight, f32 dtime,
v3f *pos_f, v3f *speed_f,
v3f accel_f, ActiveObject *self=NULL,
bool collideWithObjects=true);
bool collide_with_objects=true);
// check if box is in collision on actual position
bool collision_check_intersection(Environment *env, IGameDef *gamedef,
const aabb3f &box_0, const v3f &pos_f, ActiveObject *self = nullptr,
bool collide_with_objects = true);
// Helper function:
// Checks for collision of a moving aabbox with a static aabbox