mirror of
https://github.com/luanti-org/luanti.git
synced 2025-10-12 16:15:20 +02:00
Fixes some other third person camera specific attachments. Implements a single new flag for entities to be forced visible in first person mode. Old mods do not need to be updated to use the new flag and are fully backwards compatible.
690 lines
20 KiB
C++
690 lines
20 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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Copyright (C) 2013-2020 Minetest core developers & community
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This program is free software; you can redistribute it and/or modify
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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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(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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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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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 "player_sao.h"
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#include "nodedef.h"
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#include "remoteplayer.h"
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#include "scripting_server.h"
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#include "server.h"
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#include "serverenvironment.h"
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PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, session_t peer_id_,
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bool is_singleplayer):
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UnitSAO(env_, v3f(0,0,0)),
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m_player(player_),
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m_peer_id(peer_id_),
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m_is_singleplayer(is_singleplayer)
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{
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SANITY_CHECK(m_peer_id != PEER_ID_INEXISTENT);
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m_prop.hp_max = PLAYER_MAX_HP_DEFAULT;
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m_prop.breath_max = PLAYER_MAX_BREATH_DEFAULT;
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m_prop.physical = false;
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m_prop.collisionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
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m_prop.selectionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
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m_prop.pointable = true;
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// Start of default appearance, this should be overwritten by Lua
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m_prop.visual = "upright_sprite";
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m_prop.visual_size = v3f(1, 2, 1);
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m_prop.textures.clear();
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m_prop.textures.emplace_back("player.png");
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m_prop.textures.emplace_back("player_back.png");
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m_prop.colors.clear();
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m_prop.colors.emplace_back(255, 255, 255, 255);
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m_prop.spritediv = v2s16(1,1);
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m_prop.eye_height = 1.625f;
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// End of default appearance
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m_prop.is_visible = true;
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m_prop.backface_culling = false;
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m_prop.makes_footstep_sound = true;
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m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT * BS;
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m_hp = m_prop.hp_max;
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m_breath = m_prop.breath_max;
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// Disable zoom in survival mode using a value of 0
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m_prop.zoom_fov = g_settings->getBool("creative_mode") ? 15.0f : 0.0f;
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if (!g_settings->getBool("enable_damage"))
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m_armor_groups["immortal"] = 1;
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}
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void PlayerSAO::finalize(RemotePlayer *player, const std::set<std::string> &privs)
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{
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assert(player);
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m_player = player;
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m_privs = privs;
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}
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v3f PlayerSAO::getEyeOffset() const
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{
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return v3f(0, BS * m_prop.eye_height, 0);
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}
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std::string PlayerSAO::getDescription()
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{
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return std::string("player ") + m_player->getName();
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}
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// Called after id has been set and has been inserted in environment
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void PlayerSAO::addedToEnvironment(u32 dtime_s)
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{
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ServerActiveObject::addedToEnvironment(dtime_s);
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ServerActiveObject::setBasePosition(m_base_position);
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m_player->setPlayerSAO(this);
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m_player->setPeerId(m_peer_id);
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m_last_good_position = m_base_position;
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}
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// Called before removing from environment
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void PlayerSAO::removingFromEnvironment()
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{
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ServerActiveObject::removingFromEnvironment();
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if (m_player->getPlayerSAO() == this) {
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unlinkPlayerSessionAndSave();
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for (u32 attached_particle_spawner : m_attached_particle_spawners) {
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m_env->deleteParticleSpawner(attached_particle_spawner, false);
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}
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}
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}
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std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
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{
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std::ostringstream os(std::ios::binary);
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// Protocol >= 15
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writeU8(os, 1); // version
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os << serializeString16(m_player->getName()); // name
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writeU8(os, 1); // is_player
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writeS16(os, getId()); // id
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writeV3F32(os, m_base_position);
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writeV3F32(os, m_rotation);
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writeU16(os, getHP());
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std::ostringstream msg_os(std::ios::binary);
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msg_os << serializeString32(getPropertyPacket()); // message 1
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msg_os << serializeString32(generateUpdateArmorGroupsCommand()); // 2
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msg_os << serializeString32(generateUpdateAnimationCommand()); // 3
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for (const auto &bone_pos : m_bone_position) {
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msg_os << serializeString32(generateUpdateBonePositionCommand(
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bone_pos.first, bone_pos.second.X, bone_pos.second.Y)); // 3 + N
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}
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msg_os << serializeString32(generateUpdateAttachmentCommand()); // 4 + m_bone_position.size
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msg_os << serializeString32(generateUpdatePhysicsOverrideCommand()); // 5 + m_bone_position.size
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int message_count = 5 + m_bone_position.size();
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for (const auto &id : getAttachmentChildIds()) {
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if (ServerActiveObject *obj = m_env->getActiveObject(id)) {
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message_count++;
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msg_os << serializeString32(obj->generateUpdateInfantCommand(
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id, protocol_version));
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}
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}
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writeU8(os, message_count);
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std::string serialized = msg_os.str();
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os.write(serialized.c_str(), serialized.size());
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// return result
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return os.str();
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}
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void PlayerSAO::getStaticData(std::string * result) const
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{
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FATAL_ERROR("Obsolete function");
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}
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void PlayerSAO::step(float dtime, bool send_recommended)
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{
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if (!isImmortal() && m_drowning_interval.step(dtime, 2.0f)) {
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// Get nose/mouth position, approximate with eye position
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v3s16 p = floatToInt(getEyePosition(), BS);
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MapNode n = m_env->getMap().getNode(p);
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const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
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// If node generates drown
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if (c.drowning > 0 && m_hp > 0) {
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if (m_breath > 0)
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setBreath(m_breath - 1);
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// No more breath, damage player
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if (m_breath == 0) {
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PlayerHPChangeReason reason(PlayerHPChangeReason::DROWNING);
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setHP(m_hp - c.drowning, reason);
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m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
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}
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}
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}
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if (m_breathing_interval.step(dtime, 0.5f) && !isImmortal()) {
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// Get nose/mouth position, approximate with eye position
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v3s16 p = floatToInt(getEyePosition(), BS);
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MapNode n = m_env->getMap().getNode(p);
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const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
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// If player is alive & not drowning & not in ignore & not immortal, breathe
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if (m_breath < m_prop.breath_max && c.drowning == 0 &&
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n.getContent() != CONTENT_IGNORE && m_hp > 0)
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setBreath(m_breath + 1);
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}
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if (!isImmortal() && m_node_hurt_interval.step(dtime, 1.0f)) {
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u32 damage_per_second = 0;
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std::string nodename;
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// Lowest and highest damage points are 0.1 within collisionbox
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float dam_top = m_prop.collisionbox.MaxEdge.Y - 0.1f;
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// Sequence of damage points, starting 0.1 above feet and progressing
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// upwards in 1 node intervals, stopping below top damage point.
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for (float dam_height = 0.1f; dam_height < dam_top; dam_height++) {
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v3s16 p = floatToInt(m_base_position +
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v3f(0.0f, dam_height * BS, 0.0f), BS);
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MapNode n = m_env->getMap().getNode(p);
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const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
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if (c.damage_per_second > damage_per_second) {
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damage_per_second = c.damage_per_second;
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nodename = c.name;
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}
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}
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// Top damage point
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v3s16 ptop = floatToInt(m_base_position +
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v3f(0.0f, dam_top * BS, 0.0f), BS);
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MapNode ntop = m_env->getMap().getNode(ptop);
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const ContentFeatures &c = m_env->getGameDef()->ndef()->get(ntop);
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if (c.damage_per_second > damage_per_second) {
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damage_per_second = c.damage_per_second;
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nodename = c.name;
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}
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if (damage_per_second != 0 && m_hp > 0) {
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s32 newhp = (s32)m_hp - (s32)damage_per_second;
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PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE, nodename);
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setHP(newhp, reason);
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m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
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}
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}
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if (!m_properties_sent) {
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m_properties_sent = true;
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std::string str = getPropertyPacket();
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// create message and add to list
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m_messages_out.emplace(getId(), true, str);
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m_env->getScriptIface()->player_event(this, "properties_changed");
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}
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// If attached, check that our parent is still there. If it isn't, detach.
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if (m_attachment_parent_id && !isAttached()) {
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// This is handled when objects are removed from the map
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warningstream << "PlayerSAO::step() id=" << m_id <<
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" is attached to nonexistent parent. This is a bug." << std::endl;
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clearParentAttachment();
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setBasePosition(m_last_good_position);
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m_env->getGameDef()->SendMovePlayer(m_peer_id);
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}
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//dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
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// Set lag pool maximums based on estimated lag
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const float LAG_POOL_MIN = 5.0f;
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float lag_pool_max = m_env->getMaxLagEstimate() * 2.0f;
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if(lag_pool_max < LAG_POOL_MIN)
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lag_pool_max = LAG_POOL_MIN;
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m_dig_pool.setMax(lag_pool_max);
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m_move_pool.setMax(lag_pool_max);
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// Increment cheat prevention timers
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m_dig_pool.add(dtime);
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m_move_pool.add(dtime);
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m_time_from_last_teleport += dtime;
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m_time_from_last_punch += dtime;
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m_nocheat_dig_time += dtime;
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m_max_speed_override_time = MYMAX(m_max_speed_override_time - dtime, 0.0f);
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// Each frame, parent position is copied if the object is attached,
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// otherwise it's calculated normally.
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// If the object gets detached this comes into effect automatically from
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// the last known origin.
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if (isAttached()) {
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v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
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m_last_good_position = pos;
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setBasePosition(pos);
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}
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if (!send_recommended)
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return;
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if (m_position_not_sent) {
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m_position_not_sent = false;
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float update_interval = m_env->getSendRecommendedInterval();
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v3f pos;
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// When attached, the position is only sent to clients where the
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// parent isn't known
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if (isAttached())
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pos = m_last_good_position;
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else
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pos = m_base_position;
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std::string str = generateUpdatePositionCommand(
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pos,
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v3f(0.0f, 0.0f, 0.0f),
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v3f(0.0f, 0.0f, 0.0f),
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m_rotation,
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true,
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false,
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update_interval
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);
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// create message and add to list
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m_messages_out.emplace(getId(), false, str);
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}
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if (!m_physics_override_sent) {
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m_physics_override_sent = true;
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// create message and add to list
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m_messages_out.emplace(getId(), true, generateUpdatePhysicsOverrideCommand());
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}
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sendOutdatedData();
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}
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std::string PlayerSAO::generateUpdatePhysicsOverrideCommand() const
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{
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std::ostringstream os(std::ios::binary);
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// command
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writeU8(os, AO_CMD_SET_PHYSICS_OVERRIDE);
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// parameters
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writeF32(os, m_physics_override_speed);
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writeF32(os, m_physics_override_jump);
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writeF32(os, m_physics_override_gravity);
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// these are sent inverted so we get true when the server sends nothing
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writeU8(os, !m_physics_override_sneak);
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writeU8(os, !m_physics_override_sneak_glitch);
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writeU8(os, !m_physics_override_new_move);
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return os.str();
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}
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void PlayerSAO::setBasePosition(const v3f &position)
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{
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if (m_player && position != m_base_position)
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m_player->setDirty(true);
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// This needs to be ran for attachments too
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ServerActiveObject::setBasePosition(position);
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// Updating is not wanted/required for player migration
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if (m_env) {
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m_position_not_sent = true;
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}
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}
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void PlayerSAO::setPos(const v3f &pos)
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{
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if(isAttached())
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return;
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// Send mapblock of target location
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v3s16 blockpos = v3s16(pos.X / MAP_BLOCKSIZE, pos.Y / MAP_BLOCKSIZE, pos.Z / MAP_BLOCKSIZE);
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m_env->getGameDef()->SendBlock(m_peer_id, blockpos);
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setBasePosition(pos);
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// Movement caused by this command is always valid
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m_last_good_position = pos;
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m_move_pool.empty();
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m_time_from_last_teleport = 0.0;
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m_env->getGameDef()->SendMovePlayer(m_peer_id);
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}
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void PlayerSAO::moveTo(v3f pos, bool continuous)
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{
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if(isAttached())
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return;
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setBasePosition(pos);
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// Movement caused by this command is always valid
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m_last_good_position = pos;
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m_move_pool.empty();
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m_time_from_last_teleport = 0.0;
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m_env->getGameDef()->SendMovePlayer(m_peer_id);
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}
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void PlayerSAO::setPlayerYaw(const float yaw)
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{
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v3f rotation(0, yaw, 0);
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if (m_player && yaw != m_rotation.Y)
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m_player->setDirty(true);
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// Set player model yaw, not look view
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UnitSAO::setRotation(rotation);
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}
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void PlayerSAO::setFov(const float fov)
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{
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if (m_player && fov != m_fov)
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m_player->setDirty(true);
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m_fov = fov;
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}
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void PlayerSAO::setWantedRange(const s16 range)
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{
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if (m_player && range != m_wanted_range)
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m_player->setDirty(true);
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m_wanted_range = range;
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}
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void PlayerSAO::setPlayerYawAndSend(const float yaw)
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{
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setPlayerYaw(yaw);
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m_env->getGameDef()->SendMovePlayer(m_peer_id);
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}
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void PlayerSAO::setLookPitch(const float pitch)
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{
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if (m_player && pitch != m_pitch)
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m_player->setDirty(true);
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m_pitch = pitch;
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}
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void PlayerSAO::setLookPitchAndSend(const float pitch)
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{
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setLookPitch(pitch);
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m_env->getGameDef()->SendMovePlayer(m_peer_id);
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}
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u16 PlayerSAO::punch(v3f dir,
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const ToolCapabilities *toolcap,
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ServerActiveObject *puncher,
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float time_from_last_punch)
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{
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if (!toolcap)
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return 0;
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FATAL_ERROR_IF(!puncher, "Punch action called without SAO");
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// No effect if PvP disabled or if immortal
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if (isImmortal() || !g_settings->getBool("enable_pvp")) {
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if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
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// create message and add to list
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sendPunchCommand();
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return 0;
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}
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}
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s32 old_hp = getHP();
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HitParams hitparams = getHitParams(m_armor_groups, toolcap,
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time_from_last_punch);
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PlayerSAO *playersao = m_player->getPlayerSAO();
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bool damage_handled = m_env->getScriptIface()->on_punchplayer(playersao,
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puncher, time_from_last_punch, toolcap, dir,
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hitparams.hp);
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if (!damage_handled) {
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setHP((s32)getHP() - (s32)hitparams.hp,
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PlayerHPChangeReason(PlayerHPChangeReason::PLAYER_PUNCH, puncher));
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} else { // override client prediction
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if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
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// create message and add to list
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sendPunchCommand();
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}
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}
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actionstream << puncher->getDescription() << " (id=" << puncher->getId() <<
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", hp=" << puncher->getHP() << ") punched " <<
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getDescription() << " (id=" << m_id << ", hp=" << m_hp <<
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"), damage=" << (old_hp - (s32)getHP()) <<
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(damage_handled ? " (handled by Lua)" : "") << std::endl;
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return hitparams.wear;
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}
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void PlayerSAO::setHP(s32 hp, const PlayerHPChangeReason &reason)
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{
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s32 oldhp = m_hp;
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hp = rangelim(hp, 0, m_prop.hp_max);
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if (oldhp != hp) {
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s32 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp, reason);
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if (hp_change == 0)
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return;
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hp = rangelim(oldhp + hp_change, 0, m_prop.hp_max);
|
|
}
|
|
|
|
if (hp < oldhp && isImmortal())
|
|
return;
|
|
|
|
m_hp = 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 = rangelim(breath, 0, m_prop.breath_max);
|
|
|
|
if (send)
|
|
m_env->getGameDef()->SendPlayerBreath(this);
|
|
}
|
|
|
|
Inventory *PlayerSAO::getInventory() const
|
|
{
|
|
return m_player ? &m_player->inventory : nullptr;
|
|
}
|
|
|
|
InventoryLocation PlayerSAO::getInventoryLocation() const
|
|
{
|
|
InventoryLocation loc;
|
|
loc.setPlayer(m_player->getName());
|
|
return loc;
|
|
}
|
|
|
|
u16 PlayerSAO::getWieldIndex() const
|
|
{
|
|
return m_player->getWieldIndex();
|
|
}
|
|
|
|
ItemStack PlayerSAO::getWieldedItem(ItemStack *selected, ItemStack *hand) const
|
|
{
|
|
return m_player->getWieldedItem(selected, hand);
|
|
}
|
|
|
|
bool PlayerSAO::setWieldedItem(const ItemStack &item)
|
|
{
|
|
InventoryList *mlist = m_player->inventory.getList(getWieldList());
|
|
if (mlist) {
|
|
mlist->changeItem(m_player->getWieldIndex(), item);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void PlayerSAO::disconnected()
|
|
{
|
|
m_peer_id = PEER_ID_INEXISTENT;
|
|
m_pending_removal = true;
|
|
}
|
|
|
|
void PlayerSAO::unlinkPlayerSessionAndSave()
|
|
{
|
|
assert(m_player->getPlayerSAO() == this);
|
|
m_player->setPeerId(PEER_ID_INEXISTENT);
|
|
m_env->savePlayer(m_player);
|
|
m_player->setPlayerSAO(NULL);
|
|
m_env->removePlayer(m_player);
|
|
}
|
|
|
|
std::string PlayerSAO::getPropertyPacket()
|
|
{
|
|
m_prop.is_visible = (true);
|
|
return generateSetPropertiesCommand(m_prop);
|
|
}
|
|
|
|
void PlayerSAO::setMaxSpeedOverride(const v3f &vel)
|
|
{
|
|
if (m_max_speed_override_time == 0.0f)
|
|
m_max_speed_override = vel;
|
|
else
|
|
m_max_speed_override += vel;
|
|
if (m_player) {
|
|
float accel = MYMIN(m_player->movement_acceleration_default,
|
|
m_player->movement_acceleration_air);
|
|
m_max_speed_override_time = m_max_speed_override.getLength() / accel / BS;
|
|
}
|
|
}
|
|
|
|
bool PlayerSAO::checkMovementCheat()
|
|
{
|
|
if (m_is_singleplayer ||
|
|
g_settings->getBool("disable_anticheat")) {
|
|
m_last_good_position = m_base_position;
|
|
return false;
|
|
}
|
|
if (UnitSAO *parent = dynamic_cast<UnitSAO *>(getParent())) {
|
|
v3f attachment_pos;
|
|
{
|
|
int parent_id;
|
|
std::string bone;
|
|
v3f attachment_rot;
|
|
bool force_visible;
|
|
getAttachment(&parent_id, &bone, &attachment_pos, &attachment_rot, &force_visible);
|
|
}
|
|
|
|
v3f parent_pos = parent->getBasePosition();
|
|
f32 diff = m_base_position.getDistanceFromSQ(parent_pos) - attachment_pos.getLengthSQ();
|
|
const f32 maxdiff = 4.0f * BS; // fair trade-off value for various latencies
|
|
|
|
if (diff > maxdiff * maxdiff) {
|
|
setBasePosition(parent_pos);
|
|
actionstream << "Server: " << m_player->getName()
|
|
<< " moved away from parent; diff=" << sqrtf(diff) / BS
|
|
<< " resetting position." << std::endl;
|
|
return true;
|
|
}
|
|
// Player movement is locked to the entity. Skip further checks
|
|
return false;
|
|
}
|
|
|
|
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 override_max_H, override_max_V;
|
|
if (m_max_speed_override_time > 0.0f) {
|
|
override_max_H = MYMAX(fabs(m_max_speed_override.X), fabs(m_max_speed_override.Z));
|
|
override_max_V = fabs(m_max_speed_override.Y);
|
|
} else {
|
|
override_max_H = override_max_V = 0.0f;
|
|
}
|
|
|
|
float player_max_walk = 0; // horizontal movement
|
|
float player_max_jump = 0; // vertical upwards movement
|
|
|
|
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_walk = MYMAX(player_max_walk, override_max_H);
|
|
|
|
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;
|
|
player_max_jump = MYMAX(player_max_jump, override_max_V);
|
|
|
|
// 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;
|
|
|
|
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_walk;
|
|
|
|
// FIXME: Checking downwards movement is not easily possible currently,
|
|
// the server could calculate speed differences to examine the gravity
|
|
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);
|
|
}
|
|
|
|
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 << "Server: " << m_player->getName()
|
|
<< " moved too fast: V=" << d_vert << ", H=" << d_horiz
|
|
<< "; resetting position." << std::endl;
|
|
cheated = true;
|
|
}
|
|
setBasePosition(m_last_good_position);
|
|
}
|
|
return cheated;
|
|
}
|
|
|
|
bool PlayerSAO::getCollisionBox(aabb3f *toset) const
|
|
{
|
|
//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;
|
|
}
|
|
|
|
bool PlayerSAO::getSelectionBox(aabb3f *toset) const
|
|
{
|
|
if (!m_prop.is_visible || !m_prop.pointable) {
|
|
return false;
|
|
}
|
|
|
|
toset->MinEdge = m_prop.selectionbox.MinEdge * BS;
|
|
toset->MaxEdge = m_prop.selectionbox.MaxEdge * BS;
|
|
|
|
return true;
|
|
}
|
|
|
|
float PlayerSAO::getZoomFOV() const
|
|
{
|
|
return m_prop.zoom_fov;
|
|
}
|