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696 lines
20 KiB
C++
696 lines
20 KiB
C++
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/*
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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 << serializeString(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 << serializeLongString(getPropertyPacket()); // message 1
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msg_os << serializeLongString(generateUpdateArmorGroupsCommand()); // 2
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msg_os << serializeLongString(generateUpdateAnimationCommand()); // 3
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for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
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ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
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msg_os << serializeLongString(generateUpdateBonePositionCommand((*ii).first,
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(*ii).second.X, (*ii).second.Y)); // m_bone_position.size
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}
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msg_os << serializeLongString(generateUpdateAttachmentCommand()); // 4
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msg_os << serializeLongString(generateUpdatePhysicsOverrideCommand()); // 5
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// (AO_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only.
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msg_os << serializeLongString(generateUpdateNametagAttributesCommand(m_prop.nametag_color)); // 6
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int message_count = 6 + m_bone_position.size();
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for (std::unordered_set<int>::const_iterator ii = m_attachment_child_ids.begin();
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ii != m_attachment_child_ids.end(); ++ii) {
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if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
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message_count++;
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msg_os << serializeLongString(obj->generateUpdateInfantCommand(*ii, protocol_version));
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}
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}
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writeU8(os, message_count);
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os.write(msg_os.str().c_str(), msg_os.str().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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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push(aom);
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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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m_attachment_parent_id = 0;
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m_attachment_bone = "";
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m_attachment_position = v3f(0.0f, 0.0f, 0.0f);
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m_attachment_rotation = v3f(0.0f, 0.0f, 0.0f);
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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_armor_groups_sent) {
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m_armor_groups_sent = true;
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// create message and add to list
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m_messages_out.emplace(getId(), true, generateUpdateArmorGroupsCommand());
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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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if (!m_animation_sent) {
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m_animation_sent = true;
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// create message and add to list
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m_messages_out.emplace(getId(), true, generateUpdateAnimationCommand());
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}
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if (!m_bone_position_sent) {
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m_bone_position_sent = true;
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for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
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ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
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std::string str = generateUpdateBonePositionCommand((*ii).first,
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(*ii).second.X, (*ii).second.Y);
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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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}
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}
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if (!m_attachment_sent) {
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m_attachment_sent = true;
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std::string str = generateUpdateAttachmentCommand();
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push(aom);
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}
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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
|
||
|
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::setPlayerYaw(const float yaw)
|
||
|
{
|
||
|
v3f rotation(0, yaw, 0);
|
||
|
if (m_player && yaw != m_rotation.Y)
|
||
|
m_player->setDirty(true);
|
||
|
|
||
|
// Set player model yaw, not look view
|
||
|
UnitSAO::setRotation(rotation);
|
||
|
}
|
||
|
|
||
|
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::setPlayerYawAndSend(const float yaw)
|
||
|
{
|
||
|
setPlayerYaw(yaw);
|
||
|
m_env->getGameDef()->SendMovePlayer(m_peer_id);
|
||
|
}
|
||
|
|
||
|
void PlayerSAO::setLookPitch(const float pitch)
|
||
|
{
|
||
|
if (m_player && pitch != m_pitch)
|
||
|
m_player->setDirty(true);
|
||
|
|
||
|
m_pitch = pitch;
|
||
|
}
|
||
|
|
||
|
void PlayerSAO::setLookPitchAndSend(const float pitch)
|
||
|
{
|
||
|
setLookPitch(pitch);
|
||
|
m_env->getGameDef()->SendMovePlayer(m_peer_id);
|
||
|
}
|
||
|
|
||
|
u16 PlayerSAO::punch(v3f dir,
|
||
|
const ToolCapabilities *toolcap,
|
||
|
ServerActiveObject *puncher,
|
||
|
float time_from_last_punch)
|
||
|
{
|
||
|
if (!toolcap)
|
||
|
return 0;
|
||
|
|
||
|
FATAL_ERROR_IF(!puncher, "Punch action called without SAO");
|
||
|
|
||
|
// No effect if PvP disabled or if immortal
|
||
|
if (isImmortal() || !g_settings->getBool("enable_pvp")) {
|
||
|
if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
|
||
|
// create message and add to list
|
||
|
sendPunchCommand();
|
||
|
return 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
s32 old_hp = getHP();
|
||
|
HitParams hitparams = getHitParams(m_armor_groups, toolcap,
|
||
|
time_from_last_punch);
|
||
|
|
||
|
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((s32)getHP() - (s32)hitparams.hp,
|
||
|
PlayerHPChangeReason(PlayerHPChangeReason::PLAYER_PUNCH, puncher));
|
||
|
} else { // override client prediction
|
||
|
if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
|
||
|
// create message and add to list
|
||
|
sendPunchCommand();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
actionstream << puncher->getDescription() << " (id=" << puncher->getId() <<
|
||
|
", hp=" << puncher->getHP() << ") punched " <<
|
||
|
getDescription() << " (id=" << m_id << ", hp=" << m_hp <<
|
||
|
"), damage=" << (old_hp - (s32)getHP()) <<
|
||
|
(damage_handled ? " (handled by Lua)" : "") << std::endl;
|
||
|
|
||
|
return hitparams.wear;
|
||
|
}
|
||
|
|
||
|
void PlayerSAO::setHP(s32 hp, const PlayerHPChangeReason &reason)
|
||
|
{
|
||
|
s32 oldhp = m_hp;
|
||
|
|
||
|
hp = rangelim(hp, 0, m_prop.hp_max);
|
||
|
|
||
|
if (oldhp != hp) {
|
||
|
s32 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp, reason);
|
||
|
if (hp_change == 0)
|
||
|
return;
|
||
|
|
||
|
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 (isAttached() || m_is_singleplayer ||
|
||
|
g_settings->getBool("disable_anticheat")) {
|
||
|
m_last_good_position = m_base_position;
|
||
|
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 << "Player " << m_player->getName()
|
||
|
<< " moved too fast; 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;
|
||
|
}
|