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diff --git a/src/server/player_sao.cpp b/src/server/player_sao.cpp
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+/*
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2013-2020 Minetest core developers & community
+
+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 "player_sao.h"
+#include "nodedef.h"
+#include "remoteplayer.h"
+#include "scripting_server.h"
+#include "server.h"
+#include "serverenvironment.h"
+
+PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, session_t peer_id_,
+ bool is_singleplayer):
+ UnitSAO(env_, v3f(0,0,0)),
+ m_player(player_),
+ m_peer_id(peer_id_),
+ m_is_singleplayer(is_singleplayer)
+{
+ SANITY_CHECK(m_peer_id != PEER_ID_INEXISTENT);
+
+ m_prop.hp_max = PLAYER_MAX_HP_DEFAULT;
+ m_prop.breath_max = PLAYER_MAX_BREATH_DEFAULT;
+ m_prop.physical = false;
+ m_prop.collisionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
+ m_prop.selectionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
+ m_prop.pointable = true;
+ // Start of default appearance, this should be overwritten by Lua
+ m_prop.visual = "upright_sprite";
+ m_prop.visual_size = v3f(1, 2, 1);
+ m_prop.textures.clear();
+ m_prop.textures.emplace_back("player.png");
+ m_prop.textures.emplace_back("player_back.png");
+ m_prop.colors.clear();
+ m_prop.colors.emplace_back(255, 255, 255, 255);
+ m_prop.spritediv = v2s16(1,1);
+ m_prop.eye_height = 1.625f;
+ // End of default appearance
+ m_prop.is_visible = true;
+ m_prop.backface_culling = false;
+ m_prop.makes_footstep_sound = true;
+ m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT * BS;
+ m_hp = m_prop.hp_max;
+ m_breath = m_prop.breath_max;
+ // Disable zoom in survival mode using a value of 0
+ m_prop.zoom_fov = g_settings->getBool("creative_mode") ? 15.0f : 0.0f;
+
+ if (!g_settings->getBool("enable_damage"))
+ m_armor_groups["immortal"] = 1;
+}
+
+void PlayerSAO::finalize(RemotePlayer *player, const std::set<std::string> &privs)
+{
+ assert(player);
+ m_player = player;
+ m_privs = privs;
+}
+
+v3f PlayerSAO::getEyeOffset() const
+{
+ return v3f(0, BS * m_prop.eye_height, 0);
+}
+
+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(u32 dtime_s)
+{
+ ServerActiveObject::addedToEnvironment(dtime_s);
+ ServerActiveObject::setBasePosition(m_base_position);
+ m_player->setPlayerSAO(this);
+ m_player->setPeerId(m_peer_id);
+ m_last_good_position = m_base_position;
+}
+
+// Called before removing from environment
+void PlayerSAO::removingFromEnvironment()
+{
+ ServerActiveObject::removingFromEnvironment();
+ if (m_player->getPlayerSAO() == this) {
+ unlinkPlayerSessionAndSave();
+ for (u32 attached_particle_spawner : m_attached_particle_spawners) {
+ m_env->deleteParticleSpawner(attached_particle_spawner, false);
+ }
+ }
+}
+
+std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
+{
+ std::ostringstream os(std::ios::binary);
+
+ // Protocol >= 15
+ writeU8(os, 1); // version
+ os << serializeString(m_player->getName()); // name
+ writeU8(os, 1); // is_player
+ writeS16(os, getId()); // id
+ writeV3F32(os, m_base_position);
+ writeV3F32(os, m_rotation);
+ writeU16(os, getHP());
+
+ std::ostringstream msg_os(std::ios::binary);
+ msg_os << serializeLongString(getPropertyPacket()); // message 1
+ msg_os << serializeLongString(generateUpdateArmorGroupsCommand()); // 2
+ msg_os << serializeLongString(generateUpdateAnimationCommand()); // 3
+ for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
+ ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
+ msg_os << serializeLongString(generateUpdateBonePositionCommand((*ii).first,
+ (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
+ }
+ msg_os << serializeLongString(generateUpdateAttachmentCommand()); // 4
+ msg_os << serializeLongString(generateUpdatePhysicsOverrideCommand()); // 5
+ // (AO_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only.
+ msg_os << serializeLongString(generateUpdateNametagAttributesCommand(m_prop.nametag_color)); // 6
+ int message_count = 6 + m_bone_position.size();
+ for (std::unordered_set<int>::const_iterator ii = m_attachment_child_ids.begin();
+ ii != m_attachment_child_ids.end(); ++ii) {
+ if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
+ message_count++;
+ msg_os << serializeLongString(obj->generateUpdateInfantCommand(*ii, protocol_version));
+ }
+ }
+
+ writeU8(os, message_count);
+ os.write(msg_os.str().c_str(), msg_os.str().size());
+
+ // return result
+ return os.str();
+}
+
+void PlayerSAO::getStaticData(std::string * result) const
+{
+ FATAL_ERROR("Obsolete function");
+}
+
+void PlayerSAO::step(float dtime, bool send_recommended)
+{
+ if (!isImmortal() && m_drowning_interval.step(dtime, 2.0f)) {
+ // Get nose/mouth position, approximate with eye position
+ v3s16 p = floatToInt(getEyePosition(), BS);
+ MapNode n = m_env->getMap().getNode(p);
+ const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
+ // If node generates drown
+ if (c.drowning > 0 && m_hp > 0) {
+ if (m_breath > 0)
+ setBreath(m_breath - 1);
+
+ // No more breath, damage player
+ if (m_breath == 0) {
+ PlayerHPChangeReason reason(PlayerHPChangeReason::DROWNING);
+ setHP(m_hp - c.drowning, reason);
+ m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
+ }
+ }
+ }
+
+ if (m_breathing_interval.step(dtime, 0.5f) && !isImmortal()) {
+ // Get nose/mouth position, approximate with eye position
+ v3s16 p = floatToInt(getEyePosition(), BS);
+ MapNode n = m_env->getMap().getNode(p);
+ const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
+ // If player is alive & not drowning & not in ignore & not immortal, breathe
+ if (m_breath < m_prop.breath_max && c.drowning == 0 &&
+ n.getContent() != CONTENT_IGNORE && m_hp > 0)
+ setBreath(m_breath + 1);
+ }
+
+ if (!isImmortal() && m_node_hurt_interval.step(dtime, 1.0f)) {
+ u32 damage_per_second = 0;
+ std::string nodename;
+ // Lowest and highest damage points are 0.1 within collisionbox
+ float dam_top = m_prop.collisionbox.MaxEdge.Y - 0.1f;
+
+ // Sequence of damage points, starting 0.1 above feet and progressing
+ // upwards in 1 node intervals, stopping below top damage point.
+ for (float dam_height = 0.1f; dam_height < dam_top; dam_height++) {
+ v3s16 p = floatToInt(m_base_position +
+ v3f(0.0f, dam_height * BS, 0.0f), BS);
+ MapNode n = m_env->getMap().getNode(p);
+ const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
+ if (c.damage_per_second > damage_per_second) {
+ damage_per_second = c.damage_per_second;
+ nodename = c.name;
+ }
+ }
+
+ // Top damage point
+ v3s16 ptop = floatToInt(m_base_position +
+ v3f(0.0f, dam_top * BS, 0.0f), BS);
+ MapNode ntop = m_env->getMap().getNode(ptop);
+ const ContentFeatures &c = m_env->getGameDef()->ndef()->get(ntop);
+ if (c.damage_per_second > damage_per_second) {
+ damage_per_second = c.damage_per_second;
+ nodename = c.name;
+ }
+
+ if (damage_per_second != 0 && m_hp > 0) {
+ s32 newhp = (s32)m_hp - (s32)damage_per_second;
+ PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE, nodename);
+ setHP(newhp, reason);
+ m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
+ }
+ }
+
+ 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(aom);
+ m_env->getScriptIface()->player_event(this, "properties_changed");
+ }
+
+ // If attached, check that our parent is still there. If it isn't, detach.
+ if (m_attachment_parent_id && !isAttached()) {
+ m_attachment_parent_id = 0;
+ m_attachment_bone = "";
+ m_attachment_position = v3f(0.0f, 0.0f, 0.0f);
+ m_attachment_rotation = v3f(0.0f, 0.0f, 0.0f);
+ setBasePosition(m_last_good_position);
+ m_env->getGameDef()->SendMovePlayer(m_peer_id);
+ }
+
+ //dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
+
+ // Set lag pool maximums based on estimated lag
+ const float LAG_POOL_MIN = 5.0f;
+ float lag_pool_max = m_env->getMaxLagEstimate() * 2.0f;
+ if(lag_pool_max < LAG_POOL_MIN)
+ lag_pool_max = LAG_POOL_MIN;
+ m_dig_pool.setMax(lag_pool_max);
+ m_move_pool.setMax(lag_pool_max);
+
+ // Increment cheat prevention timers
+ m_dig_pool.add(dtime);
+ m_move_pool.add(dtime);
+ m_time_from_last_teleport += dtime;
+ m_time_from_last_punch += dtime;
+ m_nocheat_dig_time += dtime;
+ m_max_speed_override_time = MYMAX(m_max_speed_override_time - dtime, 0.0f);
+
+ // Each frame, parent position is copied if the object is attached,
+ // otherwise it's calculated normally.
+ // If the object gets detached this comes into effect automatically from
+ // the last known origin.
+ if (isAttached()) {
+ v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
+ m_last_good_position = pos;
+ setBasePosition(pos);
+ }
+
+ if (!send_recommended)
+ return;
+
+ if (m_position_not_sent) {
+ m_position_not_sent = false;
+ float update_interval = m_env->getSendRecommendedInterval();
+ v3f pos;
+ // When attached, the position is only sent to clients where the
+ // parent isn't known
+ if (isAttached())
+ pos = m_last_good_position;
+ else
+ pos = m_base_position;
+
+ std::string str = generateUpdatePositionCommand(
+ pos,
+ v3f(0.0f, 0.0f, 0.0f),
+ v3f(0.0f, 0.0f, 0.0f),
+ m_rotation,
+ true,
+ false,
+ update_interval
+ );
+ // create message and add to list
+ m_messages_out.emplace(getId(), false, str);
+ }
+
+ if (!m_armor_groups_sent) {
+ m_armor_groups_sent = true;
+ // create message and add to list
+ m_messages_out.emplace(getId(), true, generateUpdateArmorGroupsCommand());
+ }
+
+ if (!m_physics_override_sent) {
+ m_physics_override_sent = true;
+ // create message and add to list
+ m_messages_out.emplace(getId(), true, generateUpdatePhysicsOverrideCommand());
+ }
+
+ if (!m_animation_sent) {
+ m_animation_sent = true;
+ // create message and add to list
+ m_messages_out.emplace(getId(), true, generateUpdateAnimationCommand());
+ }
+
+ if (!m_bone_position_sent) {
+ m_bone_position_sent = true;
+ for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
+ ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
+ std::string str = generateUpdateBonePositionCommand((*ii).first,
+ (*ii).second.X, (*ii).second.Y);
+ // create message and add to list
+ m_messages_out.emplace(getId(), true, str);
+ }
+ }
+
+ if (!m_attachment_sent) {
+ m_attachment_sent = true;
+ std::string str = generateUpdateAttachmentCommand();
+ // create message and add to list
+ ActiveObjectMessage aom(getId(), true, str);
+ m_messages_out.push(aom);
+ }
+}
+
+std::string PlayerSAO::generateUpdatePhysicsOverrideCommand() const
+{
+ std::ostringstream os(std::ios::binary);
+ // command
+ writeU8(os, AO_CMD_SET_PHYSICS_OVERRIDE);
+ // parameters
+ writeF32(os, m_physics_override_speed);
+ writeF32(os, m_physics_override_jump);
+ writeF32(os, m_physics_override_gravity);
+ // these are sent inverted so we get true when the server sends nothing
+ writeU8(os, !m_physics_override_sneak);
+ writeU8(os, !m_physics_override_sneak_glitch);
+ writeU8(os, !m_physics_override_new_move);
+ return os.str();
+}
+
+void PlayerSAO::setBasePosition(const v3f &position)
+{
+ if (m_player && position != m_base_position)
+ m_player->setDirty(true);
+
+ // This needs to be ran for attachments too
+ ServerActiveObject::setBasePosition(position);
+
+ // Updating is not wanted/required for player migration
+ if (m_env) {
+ m_position_not_sent = true;
+ }
+}
+
+void PlayerSAO::setPos(const v3f &pos)
+{
+ if(isAttached())
+ return;
+
+ // Send mapblock of target location
+ v3s16 blockpos = v3s16(pos.X / MAP_BLOCKSIZE, pos.Y / MAP_BLOCKSIZE, pos.Z / MAP_BLOCKSIZE);
+ m_env->getGameDef()->SendBlock(m_peer_id, blockpos);
+
+ setBasePosition(pos);
+ // 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::moveTo(v3f pos, bool continuous)
+{
+ if(isAttached())
+ return;
+
+ setBasePosition(pos);
+ // 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;
+}