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minetest/src/content_sao.h
lhofhansl 5dc6198878 Optimize/adjust blocks/ActiveObjects sent at the server based on client settings. (#4811)
Optimize/adjust blocks and active blocks sent at the server based on client settings.
2016-11-30 18:13:14 +10:00

383 lines
10 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#ifndef CONTENT_SAO_HEADER
#define CONTENT_SAO_HEADER
#include "serverobject.h"
#include "itemgroup.h"
#include "object_properties.h"
#include "constants.h"
class UnitSAO: public ServerActiveObject
{
public:
UnitSAO(ServerEnvironment *env, v3f pos):
ServerActiveObject(env, pos),
m_hp(-1), m_yaw(0) {}
virtual ~UnitSAO() {}
virtual void setYaw(const float yaw) { m_yaw = yaw; }
float getYaw() const { return m_yaw; };
f32 getRadYaw() const { return m_yaw * core::DEGTORAD; }
// Deprecated
f32 getRadYawDep() const { return (m_yaw + 90.) * core::DEGTORAD; }
s16 getHP() const { return m_hp; }
// Use a function, if isDead can be defined by other conditions
bool isDead() const { return m_hp == 0; }
protected:
s16 m_hp;
float m_yaw;
};
/*
LuaEntitySAO needs some internals exposed.
*/
class LuaEntitySAO : public UnitSAO
{
public:
LuaEntitySAO(ServerEnvironment *env, v3f pos,
const std::string &name, const std::string &state);
~LuaEntitySAO();
ActiveObjectType getType() const
{ return ACTIVEOBJECT_TYPE_LUAENTITY; }
ActiveObjectType getSendType() const
{ return ACTIVEOBJECT_TYPE_GENERIC; }
virtual void addedToEnvironment(u32 dtime_s);
static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
const std::string &data);
bool isAttached();
void step(float dtime, bool send_recommended);
std::string getClientInitializationData(u16 protocol_version);
std::string getStaticData();
int punch(v3f dir,
const ToolCapabilities *toolcap=NULL,
ServerActiveObject *puncher=NULL,
float time_from_last_punch=1000000);
void rightClick(ServerActiveObject *clicker);
void setPos(const v3f &pos);
void moveTo(v3f pos, bool continuous);
float getMinimumSavedMovement();
std::string getDescription();
void setHP(s16 hp);
s16 getHP() const;
void setArmorGroups(const ItemGroupList &armor_groups);
ItemGroupList getArmorGroups();
void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
void setBonePosition(const std::string &bone, v3f position, v3f rotation);
void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation);
void addAttachmentChild(int child_id);
void removeAttachmentChild(int child_id);
UNORDERED_SET<int> getAttachmentChildIds();
ObjectProperties* accessObjectProperties();
void notifyObjectPropertiesModified();
/* LuaEntitySAO-specific */
void setVelocity(v3f velocity);
v3f getVelocity();
void setAcceleration(v3f acceleration);
v3f getAcceleration();
void setTextureMod(const std::string &mod);
void setSprite(v2s16 p, int num_frames, float framelength,
bool select_horiz_by_yawpitch);
std::string getName();
bool getCollisionBox(aabb3f *toset);
bool collideWithObjects();
private:
std::string getPropertyPacket();
void sendPosition(bool do_interpolate, bool is_movement_end);
std::string m_init_name;
std::string m_init_state;
bool m_registered;
struct ObjectProperties m_prop;
v3f m_velocity;
v3f m_acceleration;
ItemGroupList m_armor_groups;
bool m_properties_sent;
float m_last_sent_yaw;
v3f m_last_sent_position;
v3f m_last_sent_velocity;
float m_last_sent_position_timer;
float m_last_sent_move_precision;
bool m_armor_groups_sent;
v2f m_animation_range;
float m_animation_speed;
float m_animation_blend;
bool m_animation_loop;
bool m_animation_sent;
UNORDERED_MAP<std::string, core::vector2d<v3f> > m_bone_position;
bool m_bone_position_sent;
int m_attachment_parent_id;
UNORDERED_SET<int> m_attachment_child_ids;
std::string m_attachment_bone;
v3f m_attachment_position;
v3f m_attachment_rotation;
bool m_attachment_sent;
};
/*
PlayerSAO needs some internals exposed.
*/
class LagPool
{
float m_pool;
float m_max;
public:
LagPool(): m_pool(15), m_max(15)
{}
void setMax(float new_max)
{
m_max = new_max;
if(m_pool > new_max)
m_pool = new_max;
}
void add(float dtime)
{
m_pool -= dtime;
if(m_pool < 0)
m_pool = 0;
}
bool grab(float dtime)
{
if(dtime <= 0)
return true;
if(m_pool + dtime > m_max)
return false;
m_pool += dtime;
return true;
}
};
class RemotePlayer;
class PlayerSAO : public UnitSAO
{
public:
PlayerSAO(ServerEnvironment *env_, u16 peer_id_, bool is_singleplayer);
~PlayerSAO();
ActiveObjectType getType() const
{ return ACTIVEOBJECT_TYPE_PLAYER; }
ActiveObjectType getSendType() const
{ return ACTIVEOBJECT_TYPE_GENERIC; }
std::string getDescription();
/*
Active object <-> environment interface
*/
void addedToEnvironment(u32 dtime_s);
void removingFromEnvironment();
bool isStaticAllowed() const;
std::string getClientInitializationData(u16 protocol_version);
std::string getStaticData();
bool isAttached();
void step(float dtime, bool send_recommended);
void setBasePosition(const v3f &position);
void setPos(const v3f &pos);
void moveTo(v3f pos, bool continuous);
void setYaw(const float yaw);
// Data should not be sent at player initialization
void setYawAndSend(const float yaw);
void setPitch(const float pitch);
// Data should not be sent at player initialization
void setPitchAndSend(const float pitch);
f32 getPitch() const { return m_pitch; }
f32 getRadPitch() const { return m_pitch * core::DEGTORAD; }
// Deprecated
f32 getRadPitchDep() const { return -1.0 * m_pitch * core::DEGTORAD; }
void setFov(const float pitch);
f32 getFov() const { return m_fov; }
void setWantedRange(const s16 range);
s16 getWantedRange() const { return m_wanted_range; }
/*
Interaction interface
*/
int punch(v3f dir,
const ToolCapabilities *toolcap,
ServerActiveObject *puncher,
float time_from_last_punch);
void rightClick(ServerActiveObject *clicker);
void setHP(s16 hp);
void setHPRaw(s16 hp) { m_hp = hp; }
s16 readDamage();
u16 getBreath() const { return m_breath; }
void setBreath(const u16 breath);
void setArmorGroups(const ItemGroupList &armor_groups);
ItemGroupList getArmorGroups();
void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
void setBonePosition(const std::string &bone, v3f position, v3f rotation);
void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation);
void addAttachmentChild(int child_id);
void removeAttachmentChild(int child_id);
UNORDERED_SET<int> getAttachmentChildIds();
ObjectProperties* accessObjectProperties();
void notifyObjectPropertiesModified();
/*
Inventory interface
*/
Inventory* getInventory();
const Inventory* getInventory() const;
InventoryLocation getInventoryLocation() const;
std::string getWieldList() const;
ItemStack getWieldedItem() const;
bool setWieldedItem(const ItemStack &item);
int getWieldIndex() const;
void setWieldIndex(int i);
/*
PlayerSAO-specific
*/
void disconnected();
RemotePlayer *getPlayer() { return m_player; }
u16 getPeerID() const { return m_peer_id; }
// Cheat prevention
v3f getLastGoodPosition() const
{
return m_last_good_position;
}
float resetTimeFromLastPunch()
{
float r = m_time_from_last_punch;
m_time_from_last_punch = 0.0;
return r;
}
void noCheatDigStart(v3s16 p)
{
m_nocheat_dig_pos = p;
m_nocheat_dig_time = 0;
}
v3s16 getNoCheatDigPos()
{
return m_nocheat_dig_pos;
}
float getNoCheatDigTime()
{
return m_nocheat_dig_time;
}
void noCheatDigEnd()
{
m_nocheat_dig_pos = v3s16(32767, 32767, 32767);
}
LagPool& getDigPool()
{
return m_dig_pool;
}
// Returns true if cheated
bool checkMovementCheat();
// Other
void updatePrivileges(const std::set<std::string> &privs,
bool is_singleplayer)
{
m_privs = privs;
m_is_singleplayer = is_singleplayer;
}
bool getCollisionBox(aabb3f *toset);
bool collideWithObjects();
void initialize(RemotePlayer *player, const std::set<std::string> &privs);
v3f getEyePosition() const { return m_base_position + getEyeOffset(); }
v3f getEyeOffset() const { return v3f(0, BS * 1.625f, 0); }
private:
std::string getPropertyPacket();
void unlinkPlayerSessionAndSave();
RemotePlayer *m_player;
u16 m_peer_id;
Inventory *m_inventory;
s16 m_damage;
// Cheat prevention
LagPool m_dig_pool;
LagPool m_move_pool;
v3f m_last_good_position;
float m_time_from_last_punch;
v3s16 m_nocheat_dig_pos;
float m_nocheat_dig_time;
int m_wield_index;
bool m_position_not_sent;
ItemGroupList m_armor_groups;
bool m_armor_groups_sent;
bool m_properties_sent;
struct ObjectProperties m_prop;
// Cached privileges for enforcement
std::set<std::string> m_privs;
bool m_is_singleplayer;
v2f m_animation_range;
float m_animation_speed;
float m_animation_blend;
bool m_animation_loop;
bool m_animation_sent;
// Stores position and rotation for each bone name
UNORDERED_MAP<std::string, core::vector2d<v3f> > m_bone_position;
bool m_bone_position_sent;
int m_attachment_parent_id;
UNORDERED_SET<int> m_attachment_child_ids;
std::string m_attachment_bone;
v3f m_attachment_position;
v3f m_attachment_rotation;
bool m_attachment_sent;
u16 m_breath;
f32 m_pitch;
f32 m_fov;
s16 m_wanted_range;
public:
float m_physics_override_speed;
float m_physics_override_jump;
float m_physics_override_gravity;
bool m_physics_override_sneak;
bool m_physics_override_sneak_glitch;
bool m_physics_override_sent;
};
#endif