/* Minetest-c55 Copyright (C) 2010-2011 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "content_sao.h" #include "collision.h" #include "environment.h" #include "settings.h" #include "main.h" // For g_profiler #include "profiler.h" #include "serialization.h" // For compressZlib #include "tool.h" // For ToolCapabilities #include "gamedef.h" #include "player.h" #include "scriptapi.h" #include "genericobject.h" #include "util/serialize.h" core::map ServerActiveObject::m_types; /* DummyLoadSAO */ class DummyLoadSAO : public ServerActiveObject { public: DummyLoadSAO(ServerEnvironment *env, v3f pos, u8 type): ServerActiveObject(env, pos) { ServerActiveObject::registerType(type, create); } // Pretend to be the test object (to fool the client) u8 getType() const { return ACTIVEOBJECT_TYPE_TEST; } // And never save to disk bool isStaticAllowed() const { return false; } static ServerActiveObject* create(ServerEnvironment *env, v3f pos, const std::string &data) { return new DummyLoadSAO(env, pos, 0); } void step(float dtime, bool send_recommended) { m_removed = true; infostream<<"DummyLoadSAO step"< 10) { m_removed = true; return; } m_base_position.Y += dtime * BS * 2; if(m_base_position.Y > 8*BS) m_base_position.Y = 2*BS; if(send_recommended == false) return; m_timer1 -= dtime; if(m_timer1 < 0.0) { m_timer1 += 0.125; std::string data; data += itos(0); // 0 = position data += " "; data += itos(m_base_position.X); data += " "; data += itos(m_base_position.Y); data += " "; data += itos(m_base_position.Z); ActiveObjectMessage aom(getId(), false, data); m_messages_out.push_back(aom); } } private: float m_timer1; float m_age; }; // Prototype (registers item for deserialization) TestSAO proto_TestSAO(NULL, v3f(0,0,0)); /* ItemSAO DEPRECATED: New dropped items are implemented in Lua; see builtin/item_entity.lua. */ class ItemSAO : public ServerActiveObject { public: u8 getType() const { return ACTIVEOBJECT_TYPE_ITEM; } float getMinimumSavedMovement() { return 0.1*BS; } static ServerActiveObject* create(ServerEnvironment *env, v3f pos, const std::string &data) { std::istringstream is(data, std::ios::binary); char buf[1]; // read version is.read(buf, 1); u8 version = buf[0]; // check if version is supported if(version != 0) return NULL; std::string itemstring = deSerializeString(is); infostream<<"create(): Creating item \"" < box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.); collisionMoveResult moveresult; // Apply gravity m_speed_f += v3f(0, -dtime*9.81*BS, 0); // Maximum movement without glitches f32 pos_max_d = BS*0.25; // Limit speed if(m_speed_f.getLength()*dtime > pos_max_d) m_speed_f *= pos_max_d / (m_speed_f.getLength()*dtime); v3f pos_f = getBasePosition(); v3f pos_f_old = pos_f; v3f accel_f = v3f(0,0,0); f32 stepheight = 0; IGameDef *gamedef = m_env->getGameDef(); moveresult = collisionMoveSimple(&m_env->getMap(), gamedef, pos_max_d, box, stepheight, dtime, pos_f, m_speed_f, accel_f); if(send_recommended == false) return; if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS) { setBasePosition(pos_f); m_last_sent_position = pos_f; std::ostringstream os(std::ios::binary); // command (0 = update position) writeU8(os, 0); // pos writeV3F1000(os, m_base_position); // create message and add to list ActiveObjectMessage aom(getId(), false, os.str()); m_messages_out.push_back(aom); } if(m_itemstring_changed) { m_itemstring_changed = false; std::ostringstream os(std::ios::binary); // command (1 = update itemstring) writeU8(os, 1); // itemstring os<getGameDef()->idef(); ItemStack item; item.deSerialize(m_itemstring, idef); infostream<<__FUNCTION_NAME<<": m_itemstring=\""< item=\""<getInventory(); if(inv != NULL) { std::string wieldlist = puncher->getWieldList(); ItemStack leftover = inv->addItem(wieldlist, item); puncher->setInventoryModified(); if(leftover.empty()) { m_removed = true; } else { m_itemstring = leftover.getItemString(); m_itemstring_changed = true; } } return 0; } private: std::string m_itemstring; bool m_itemstring_changed; v3f m_speed_f; v3f m_last_sent_position; IntervalLimiter m_move_interval; }; // Prototype (registers item for deserialization) ItemSAO proto_ItemSAO(NULL, v3f(0,0,0), ""); ServerActiveObject* createItemSAO(ServerEnvironment *env, v3f pos, const std::string itemstring) { return new ItemSAO(env, pos, itemstring); } /* LuaEntitySAO */ // Prototype (registers item for deserialization) LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", ""); LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos, const std::string &name, const std::string &state): ServerActiveObject(env, pos), m_init_name(name), m_init_state(state), m_registered(false), m_hp(-1), m_velocity(0,0,0), m_acceleration(0,0,0), m_yaw(0), m_properties_sent(true), m_last_sent_yaw(0), m_last_sent_position(0,0,0), m_last_sent_velocity(0,0,0), m_last_sent_position_timer(0), m_last_sent_move_precision(0), m_armor_groups_sent(false) { // Only register type if no environment supplied if(env == NULL){ ServerActiveObject::registerType(getType(), create); return; } // Initialize something to armor groups m_armor_groups["fleshy"] = 3; m_armor_groups["snappy"] = 2; } LuaEntitySAO::~LuaEntitySAO() { if(m_registered){ lua_State *L = m_env->getLua(); scriptapi_luaentity_rm(L, m_id); } } void LuaEntitySAO::addedToEnvironment() { ServerActiveObject::addedToEnvironment(); // Create entity from name lua_State *L = m_env->getLua(); m_registered = scriptapi_luaentity_add(L, m_id, m_init_name.c_str()); if(m_registered){ // Get properties scriptapi_luaentity_get_properties(L, m_id, &m_prop); // Initialize HP from properties m_hp = m_prop.hp_max; // Activate entity, supplying serialized state scriptapi_luaentity_activate(L, m_id, m_init_state.c_str()); } } ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos, const std::string &data) { std::string name; std::string state; s16 hp = 1; v3f velocity; float yaw = 0; if(data != ""){ std::istringstream is(data, std::ios::binary); // read version u8 version = readU8(is); // check if version is supported if(version == 0){ name = deSerializeString(is); state = deSerializeLongString(is); } else if(version == 1){ name = deSerializeString(is); state = deSerializeLongString(is); hp = readS16(is); velocity = readV3F1000(is); yaw = readF1000(is); } } // create object infostream<<"LuaEntitySAO::create(name=\""<m_hp = hp; sao->m_velocity = velocity; sao->m_yaw = yaw; return sao; } void LuaEntitySAO::step(float dtime, bool send_recommended) { if(!m_properties_sent) { m_properties_sent = true; std::string str = getPropertyPacket(); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } m_last_sent_position_timer += dtime; if(m_prop.physical){ core::aabbox3d box = m_prop.collisionbox; box.MinEdge *= BS; box.MaxEdge *= BS; collisionMoveResult moveresult; f32 pos_max_d = BS*0.25; // Distance per iteration f32 stepheight = 0; // Maximum climbable step height v3f p_pos = m_base_position; v3f p_velocity = m_velocity; v3f p_acceleration = m_acceleration; IGameDef *gamedef = m_env->getGameDef(); moveresult = collisionMoveSimple(&m_env->getMap(), gamedef, pos_max_d, box, stepheight, dtime, p_pos, p_velocity, p_acceleration); // Apply results m_base_position = p_pos; m_velocity = p_velocity; m_acceleration = p_acceleration; } else { m_base_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration; m_velocity += dtime * m_acceleration; } if(m_registered){ lua_State *L = m_env->getLua(); scriptapi_luaentity_step(L, m_id, dtime); } if(send_recommended == false) return; // TODO: force send when acceleration changes enough? float minchange = 0.2*BS; if(m_last_sent_position_timer > 1.0){ minchange = 0.01*BS; } else if(m_last_sent_position_timer > 0.2){ minchange = 0.05*BS; } float move_d = m_base_position.getDistanceFrom(m_last_sent_position); move_d += m_last_sent_move_precision; float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity); if(move_d > minchange || vel_d > minchange || fabs(m_yaw - m_last_sent_yaw) > 1.0){ sendPosition(true, false); } if(m_armor_groups_sent == false){ m_armor_groups_sent = true; std::string str = gob_cmd_update_armor_groups( m_armor_groups); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } } std::string LuaEntitySAO::getClientInitializationData() { std::ostringstream os(std::ios::binary); writeU8(os, 0); // version os<getLua(); std::string state = scriptapi_luaentity_get_staticdata(L, m_id); os<getWieldedItem(); punchitem = &punchitem_static; } PunchDamageResult result = getPunchDamage( m_armor_groups, toolcap, punchitem, time_from_last_punch); if(result.did_punch) { setHP(getHP() - result.damage); actionstream<getDescription()<<", damage "<getLua(); scriptapi_luaentity_punch(L, m_id, puncher, time_from_last_punch, toolcap, dir); return result.wear; } void LuaEntitySAO::rightClick(ServerActiveObject *clicker) { if(!m_registered) return; lua_State *L = m_env->getLua(); scriptapi_luaentity_rightclick(L, m_id, clicker); } void LuaEntitySAO::setPos(v3f pos) { m_base_position = pos; sendPosition(false, true); } void LuaEntitySAO::moveTo(v3f pos, bool continuous) { m_base_position = pos; if(!continuous) sendPosition(true, true); } float LuaEntitySAO::getMinimumSavedMovement() { return 0.1 * BS; } std::string LuaEntitySAO::getDescription() { std::ostringstream os(std::ios::binary); os<<"LuaEntitySAO at ("; os<<(m_base_position.X/BS)<<","; os<<(m_base_position.Y/BS)<<","; os<<(m_base_position.Z/BS); os<<")"; return os.str(); } void LuaEntitySAO::setHP(s16 hp) { if(hp < 0) hp = 0; m_hp = hp; } s16 LuaEntitySAO::getHP() const { return m_hp; } void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups) { m_armor_groups = armor_groups; m_armor_groups_sent = false; } ObjectProperties* LuaEntitySAO::accessObjectProperties() { return &m_prop; } void LuaEntitySAO::notifyObjectPropertiesModified() { m_properties_sent = false; } void LuaEntitySAO::setVelocity(v3f velocity) { m_velocity = velocity; } v3f LuaEntitySAO::getVelocity() { return m_velocity; } void LuaEntitySAO::setAcceleration(v3f acceleration) { m_acceleration = acceleration; } v3f LuaEntitySAO::getAcceleration() { return m_acceleration; } void LuaEntitySAO::setYaw(float yaw) { m_yaw = yaw; } float LuaEntitySAO::getYaw() { return m_yaw; } void LuaEntitySAO::setTextureMod(const std::string &mod) { std::string str = gob_cmd_set_texture_mod(mod); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength, bool select_horiz_by_yawpitch) { std::string str = gob_cmd_set_sprite( p, num_frames, framelength, select_horiz_by_yawpitch ); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } std::string LuaEntitySAO::getName() { return m_init_name; } std::string LuaEntitySAO::getPropertyPacket() { return gob_cmd_set_properties(m_prop); } void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end) { m_last_sent_move_precision = m_base_position.getDistanceFrom( m_last_sent_position); m_last_sent_position_timer = 0; m_last_sent_yaw = m_yaw; m_last_sent_position = m_base_position; m_last_sent_velocity = m_velocity; //m_last_sent_acceleration = m_acceleration; float update_interval = m_env->getSendRecommendedInterval(); std::string str = gob_cmd_update_position( m_base_position, m_velocity, m_acceleration, m_yaw, do_interpolate, is_movement_end, update_interval ); // create message and add to list ActiveObjectMessage aom(getId(), false, str); m_messages_out.push_back(aom); } /* PlayerSAO */ // No prototype, PlayerSAO does not need to be deserialized PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_, const std::set &privs, bool is_singleplayer): ServerActiveObject(env_, v3f(0,0,0)), m_player(player_), m_peer_id(peer_id_), m_inventory(NULL), m_last_good_position(0,0,0), m_last_good_position_age(0), m_time_from_last_punch(0), m_nocheat_dig_pos(32767, 32767, 32767), m_nocheat_dig_time(0), m_wield_index(0), m_position_not_sent(false), m_armor_groups_sent(false), m_properties_sent(true), m_privs(privs), m_is_singleplayer(is_singleplayer), // public m_teleported(false), m_inventory_not_sent(false), m_hp_not_sent(false), m_wielded_item_not_sent(false) { assert(m_player); assert(m_peer_id != 0); setBasePosition(m_player->getPosition()); m_inventory = &m_player->inventory; m_armor_groups["choppy"] = 2; m_armor_groups["fleshy"] = 3; m_prop.hp_max = PLAYER_MAX_HP; m_prop.physical = false; m_prop.weight = 75; m_prop.collisionbox = core::aabbox3d(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.); m_prop.visual = "upright_sprite"; m_prop.visual_size = v2f(1, 2); m_prop.textures.clear(); m_prop.textures.push_back("player.png"); m_prop.textures.push_back("player_back.png"); m_prop.spritediv = v2s16(1,1); m_prop.is_visible = (getHP() != 0); m_prop.makes_footstep_sound = true; } PlayerSAO::~PlayerSAO() { if(m_inventory != &m_player->inventory) delete m_inventory; } std::string PlayerSAO::getDescription() { return std::string("player ") + m_player->getName(); } // Called after id has been set and has been inserted in environment void PlayerSAO::addedToEnvironment() { ServerActiveObject::addedToEnvironment(); ServerActiveObject::setBasePosition(m_player->getPosition()); m_player->setPlayerSAO(this); m_player->peer_id = m_peer_id; m_last_good_position = m_player->getPosition(); m_last_good_position_age = 0.0; } // Called before removing from environment void PlayerSAO::removingFromEnvironment() { ServerActiveObject::removingFromEnvironment(); if(m_player->getPlayerSAO() == this) { m_player->setPlayerSAO(NULL); m_player->peer_id = 0; } } bool PlayerSAO::isStaticAllowed() const { return false; } bool PlayerSAO::unlimitedTransferDistance() const { return g_settings->getBool("unlimited_player_transfer_distance"); } std::string PlayerSAO::getClientInitializationData() { std::ostringstream os(std::ios::binary); writeU8(os, 0); // version os<getName()); // name writeU8(os, 1); // is_player writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0)); writeF1000(os, m_player->getYaw()); writeS16(os, getHP()); writeU8(os, 2); // number of messages stuffed in here os<getBool("disable_anticheat")) { m_last_good_position = m_player->getPosition(); m_last_good_position_age = 0; } else { /* Check player movements NOTE: Actually the server should handle player physics like the client does and compare player's position to what is calculated on our side. This is required when eg. players fly due to an explosion. Altough a node-based alternative might be possible too, and much more lightweight. */ float player_max_speed = 0; float player_max_speed_up = 0; if(m_privs.count("fast") != 0){ // Fast speed player_max_speed = BS * 20; player_max_speed_up = BS * 20; } else { // Normal speed player_max_speed = BS * 4.0; player_max_speed_up = BS * 4.0; } // Tolerance player_max_speed *= 2.5; player_max_speed_up *= 2.5; m_last_good_position_age += dtime; if(m_last_good_position_age >= 1.0){ float age = m_last_good_position_age; v3f diff = (m_player->getPosition() - m_last_good_position); float d_vert = diff.Y; diff.Y = 0; float d_horiz = diff.getLength(); /*infostream<getName()<<"'s horizontal speed is " <<(d_horiz/age)<getPosition(); } else { actionstream<<"Player "<getName() <<" moved too fast; resetting position" <setPosition(m_last_good_position); m_teleported = true; } m_last_good_position_age = 0; } } if(send_recommended == false) return; if(m_position_not_sent) { m_position_not_sent = false; float update_interval = m_env->getSendRecommendedInterval(); std::string str = gob_cmd_update_position( m_player->getPosition() + v3f(0,BS*1,0), v3f(0,0,0), v3f(0,0,0), m_player->getYaw(), true, false, update_interval ); // create message and add to list ActiveObjectMessage aom(getId(), false, str); m_messages_out.push_back(aom); } if(m_wielded_item_not_sent) { m_wielded_item_not_sent = false; // GenericCAO has no special way to show this } if(m_armor_groups_sent == false){ m_armor_groups_sent = true; std::string str = gob_cmd_update_armor_groups( m_armor_groups); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } } void PlayerSAO::setBasePosition(const v3f &position) { ServerActiveObject::setBasePosition(position); m_position_not_sent = true; } void PlayerSAO::setPos(v3f pos) { m_player->setPosition(pos); // Movement caused by this command is always valid m_last_good_position = pos; m_last_good_position_age = 0; // Force position change on client m_teleported = true; } void PlayerSAO::moveTo(v3f pos, bool continuous) { m_player->setPosition(pos); // Movement caused by this command is always valid m_last_good_position = pos; m_last_good_position_age = 0; // Force position change on client m_teleported = true; } int PlayerSAO::punch(v3f dir, const ToolCapabilities *toolcap, ServerActiveObject *puncher, float time_from_last_punch) { if(!toolcap) return 0; // No effect if PvP disabled if(g_settings->getBool("enable_pvp") == false){ if(puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER){ std::string str = gob_cmd_punched(0, getHP()); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); return 0; } } HitParams hitparams = getHitParams(m_armor_groups, toolcap, time_from_last_punch); actionstream<<"Player "<getName()<<" punched by " <getDescription()<<", damage "<hp; } void PlayerSAO::setHP(s16 hp) { s16 oldhp = m_player->hp; if(hp < 0) hp = 0; else if(hp > PLAYER_MAX_HP) hp = PLAYER_MAX_HP; if(hp < oldhp && g_settings->getBool("enable_damage") == false) { m_hp_not_sent = true; // fix wrong prediction on client return; } m_player->hp = hp; if(hp != oldhp) m_hp_not_sent = true; // On death or reincarnation send an active object message if((hp == 0) != (oldhp == 0)) { // Will send new is_visible value based on (getHP()!=0) m_properties_sent = false; // Send new HP std::string str = gob_cmd_punched(0, getHP()); ActiveObjectMessage aom(getId(), true, str); m_messages_out.push_back(aom); } } void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups) { m_armor_groups = armor_groups; m_armor_groups_sent = false; } ObjectProperties* PlayerSAO::accessObjectProperties() { return &m_prop; } void PlayerSAO::notifyObjectPropertiesModified() { m_properties_sent = false; } Inventory* PlayerSAO::getInventory() { return m_inventory; } const Inventory* PlayerSAO::getInventory() const { return m_inventory; } InventoryLocation PlayerSAO::getInventoryLocation() const { InventoryLocation loc; loc.setPlayer(m_player->getName()); return loc; } void PlayerSAO::setInventoryModified() { m_inventory_not_sent = true; } std::string PlayerSAO::getWieldList() const { return "main"; } int PlayerSAO::getWieldIndex() const { return m_wield_index; } void PlayerSAO::setWieldIndex(int i) { if(i != m_wield_index) { m_wield_index = i; m_wielded_item_not_sent = true; } } void PlayerSAO::disconnected() { m_peer_id = 0; m_removed = true; if(m_player->getPlayerSAO() == this) { m_player->setPlayerSAO(NULL); m_player->peer_id = 0; } } std::string PlayerSAO::getPropertyPacket() { m_prop.is_visible = (getHP() != 0); return gob_cmd_set_properties(m_prop); }