66bb295436
PlayerSAO::disconnected() function was historical and remove the link between SAO and RemotePlayer session. With previous attributes linked to RemotePlayer saving was working. But now attributes are read from SAO not RemotePlayer and the current serialize function verify SAO exists to save the player attributes. Because PlayerSAO::disconnected marks playersao for removal, only mark playerSAO for removal and let PlayerSAO::removingFromEnvironment do the correct saving behaviour and all the disconnection process instead of doing a partial removal and let the server loop doing the RemotePlayer cleanup and remove some saved attributes...
375 lines
10 KiB
C++
375 lines
10 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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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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#ifndef CONTENT_SAO_HEADER
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#define CONTENT_SAO_HEADER
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#include "serverobject.h"
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#include "itemgroup.h"
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#include "object_properties.h"
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#include "constants.h"
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class UnitSAO: public ServerActiveObject
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{
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public:
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UnitSAO(ServerEnvironment *env, v3f pos):
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ServerActiveObject(env, pos),
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m_hp(-1), m_yaw(0) {}
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virtual ~UnitSAO() {}
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virtual void setYaw(const float yaw) { m_yaw = yaw; }
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float getYaw() const { return m_yaw; };
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f32 getRadYaw() const { return m_yaw * core::DEGTORAD; }
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// Deprecated
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f32 getRadYawDep() const { return (m_yaw + 90.) * core::DEGTORAD; }
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s16 getHP() const { return m_hp; }
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// Use a function, if isDead can be defined by other conditions
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bool isDead() const { return m_hp == 0; }
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protected:
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s16 m_hp;
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float m_yaw;
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};
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/*
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LuaEntitySAO needs some internals exposed.
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*/
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class LuaEntitySAO : public UnitSAO
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{
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public:
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LuaEntitySAO(ServerEnvironment *env, v3f pos,
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const std::string &name, const std::string &state);
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~LuaEntitySAO();
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ActiveObjectType getType() const
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{ return ACTIVEOBJECT_TYPE_LUAENTITY; }
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ActiveObjectType getSendType() const
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{ return ACTIVEOBJECT_TYPE_GENERIC; }
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virtual void addedToEnvironment(u32 dtime_s);
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static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
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const std::string &data);
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bool isAttached();
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void step(float dtime, bool send_recommended);
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std::string getClientInitializationData(u16 protocol_version);
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std::string getStaticData();
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int punch(v3f dir,
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const ToolCapabilities *toolcap=NULL,
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ServerActiveObject *puncher=NULL,
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float time_from_last_punch=1000000);
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void rightClick(ServerActiveObject *clicker);
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void setPos(const v3f &pos);
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void moveTo(v3f pos, bool continuous);
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float getMinimumSavedMovement();
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std::string getDescription();
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void setHP(s16 hp);
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s16 getHP() const;
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void setArmorGroups(const ItemGroupList &armor_groups);
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ItemGroupList getArmorGroups();
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void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
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void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
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void setBonePosition(const std::string &bone, v3f position, v3f rotation);
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void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
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void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
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void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation);
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void addAttachmentChild(int child_id);
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void removeAttachmentChild(int child_id);
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UNORDERED_SET<int> getAttachmentChildIds();
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ObjectProperties* accessObjectProperties();
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void notifyObjectPropertiesModified();
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/* LuaEntitySAO-specific */
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void setVelocity(v3f velocity);
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v3f getVelocity();
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void setAcceleration(v3f acceleration);
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v3f getAcceleration();
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void setTextureMod(const std::string &mod);
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void setSprite(v2s16 p, int num_frames, float framelength,
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bool select_horiz_by_yawpitch);
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std::string getName();
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bool getCollisionBox(aabb3f *toset);
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bool collideWithObjects();
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private:
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std::string getPropertyPacket();
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void sendPosition(bool do_interpolate, bool is_movement_end);
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std::string m_init_name;
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std::string m_init_state;
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bool m_registered;
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struct ObjectProperties m_prop;
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v3f m_velocity;
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v3f m_acceleration;
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ItemGroupList m_armor_groups;
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bool m_properties_sent;
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float m_last_sent_yaw;
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v3f m_last_sent_position;
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v3f m_last_sent_velocity;
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float m_last_sent_position_timer;
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float m_last_sent_move_precision;
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bool m_armor_groups_sent;
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v2f m_animation_range;
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float m_animation_speed;
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float m_animation_blend;
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bool m_animation_loop;
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bool m_animation_sent;
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UNORDERED_MAP<std::string, core::vector2d<v3f> > m_bone_position;
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bool m_bone_position_sent;
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int m_attachment_parent_id;
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UNORDERED_SET<int> m_attachment_child_ids;
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std::string m_attachment_bone;
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v3f m_attachment_position;
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v3f m_attachment_rotation;
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bool m_attachment_sent;
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};
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/*
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PlayerSAO needs some internals exposed.
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*/
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class LagPool
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{
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float m_pool;
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float m_max;
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public:
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LagPool(): m_pool(15), m_max(15)
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{}
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void setMax(float new_max)
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{
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m_max = new_max;
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if(m_pool > new_max)
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m_pool = new_max;
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}
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void add(float dtime)
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{
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m_pool -= dtime;
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if(m_pool < 0)
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m_pool = 0;
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}
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bool grab(float dtime)
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{
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if(dtime <= 0)
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return true;
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if(m_pool + dtime > m_max)
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return false;
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m_pool += dtime;
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return true;
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}
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};
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class RemotePlayer;
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class PlayerSAO : public UnitSAO
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{
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public:
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PlayerSAO(ServerEnvironment *env_, u16 peer_id_, bool is_singleplayer);
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~PlayerSAO();
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ActiveObjectType getType() const
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{ return ACTIVEOBJECT_TYPE_PLAYER; }
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ActiveObjectType getSendType() const
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{ return ACTIVEOBJECT_TYPE_GENERIC; }
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std::string getDescription();
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/*
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Active object <-> environment interface
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*/
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void addedToEnvironment(u32 dtime_s);
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void removingFromEnvironment();
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bool isStaticAllowed() const;
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std::string getClientInitializationData(u16 protocol_version);
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std::string getStaticData();
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bool isAttached();
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void step(float dtime, bool send_recommended);
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void setBasePosition(const v3f &position);
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void setPos(const v3f &pos);
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void moveTo(v3f pos, bool continuous);
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void setYaw(const float yaw);
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// Data should not be sent at player initialization
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void setYawAndSend(const float yaw);
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void setPitch(const float pitch);
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// Data should not be sent at player initialization
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void setPitchAndSend(const float pitch);
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f32 getPitch() const { return m_pitch; }
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f32 getRadPitch() const { return m_pitch * core::DEGTORAD; }
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// Deprecated
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f32 getRadPitchDep() const { return -1.0 * m_pitch * core::DEGTORAD; }
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/*
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Interaction interface
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*/
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int 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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void rightClick(ServerActiveObject *clicker);
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void setHP(s16 hp);
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void setHPRaw(s16 hp) { m_hp = hp; }
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s16 readDamage();
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u16 getBreath() const { return m_breath; }
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void setBreath(const u16 breath);
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void setArmorGroups(const ItemGroupList &armor_groups);
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ItemGroupList getArmorGroups();
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void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
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void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
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void setBonePosition(const std::string &bone, v3f position, v3f rotation);
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void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
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void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
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void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation);
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void addAttachmentChild(int child_id);
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void removeAttachmentChild(int child_id);
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UNORDERED_SET<int> getAttachmentChildIds();
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ObjectProperties* accessObjectProperties();
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void notifyObjectPropertiesModified();
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/*
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Inventory interface
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*/
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Inventory* getInventory();
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const Inventory* getInventory() const;
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InventoryLocation getInventoryLocation() const;
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std::string getWieldList() const;
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int getWieldIndex() const;
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void setWieldIndex(int i);
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/*
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PlayerSAO-specific
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*/
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void disconnected();
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RemotePlayer *getPlayer() { return m_player; }
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u16 getPeerID() const { return m_peer_id; }
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// Cheat prevention
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v3f getLastGoodPosition() const
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{
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return m_last_good_position;
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}
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float resetTimeFromLastPunch()
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{
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float r = m_time_from_last_punch;
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m_time_from_last_punch = 0.0;
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return r;
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}
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void noCheatDigStart(v3s16 p)
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{
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m_nocheat_dig_pos = p;
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m_nocheat_dig_time = 0;
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}
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v3s16 getNoCheatDigPos()
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{
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return m_nocheat_dig_pos;
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}
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float getNoCheatDigTime()
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{
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return m_nocheat_dig_time;
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}
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void noCheatDigEnd()
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{
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m_nocheat_dig_pos = v3s16(32767, 32767, 32767);
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}
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LagPool& getDigPool()
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{
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return m_dig_pool;
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}
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// Returns true if cheated
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bool checkMovementCheat();
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// Other
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void updatePrivileges(const std::set<std::string> &privs,
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bool is_singleplayer)
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{
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m_privs = privs;
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m_is_singleplayer = is_singleplayer;
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}
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bool getCollisionBox(aabb3f *toset);
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bool collideWithObjects();
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void initialize(RemotePlayer *player, const std::set<std::string> &privs);
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v3f getEyePosition() const { return m_base_position + getEyeOffset(); }
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v3f getEyeOffset() const { return v3f(0, BS * 1.625f, 0); }
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private:
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std::string getPropertyPacket();
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void unlinkPlayerSessionAndSave();
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RemotePlayer *m_player;
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u16 m_peer_id;
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Inventory *m_inventory;
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s16 m_damage;
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// Cheat prevention
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LagPool m_dig_pool;
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LagPool m_move_pool;
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v3f m_last_good_position;
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float m_time_from_last_punch;
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v3s16 m_nocheat_dig_pos;
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float m_nocheat_dig_time;
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int m_wield_index;
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bool m_position_not_sent;
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ItemGroupList m_armor_groups;
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bool m_armor_groups_sent;
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bool m_properties_sent;
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struct ObjectProperties m_prop;
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// Cached privileges for enforcement
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std::set<std::string> m_privs;
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bool m_is_singleplayer;
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v2f m_animation_range;
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float m_animation_speed;
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float m_animation_blend;
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bool m_animation_loop;
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bool m_animation_sent;
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// Stores position and rotation for each bone name
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UNORDERED_MAP<std::string, core::vector2d<v3f> > m_bone_position;
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bool m_bone_position_sent;
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int m_attachment_parent_id;
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UNORDERED_SET<int> m_attachment_child_ids;
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std::string m_attachment_bone;
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v3f m_attachment_position;
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v3f m_attachment_rotation;
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bool m_attachment_sent;
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u16 m_breath;
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f32 m_pitch;
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public:
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float m_physics_override_speed;
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float m_physics_override_jump;
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float m_physics_override_gravity;
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bool m_physics_override_sneak;
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bool m_physics_override_sneak_glitch;
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bool m_physics_override_sent;
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};
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#endif
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