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Breath cheat fix: server side
Breath is now handled server side. Changing this behaviour required some modifications to core: * Ignore TOSERVER_BREATH package, marking it as obsolete * Clients doesn't send the breath to server anymore * Use PlayerSAO pointer instead of peer_id in Server::SendPlayerBreath to prevent a useless lookup (little perf gain) * drop a useless static_cast in emergePlayer
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13 changed files with 107 additions and 113 deletions
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@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "serialization.h" // For compressZlib
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#include "tool.h" // For ToolCapabilities
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#include "gamedef.h"
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#include "nodedef.h"
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#include "remoteplayer.h"
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#include "server.h"
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#include "scripting_game.h"
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@ -940,8 +941,35 @@ bool PlayerSAO::isAttached()
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void PlayerSAO::step(float dtime, bool send_recommended)
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{
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if(!m_properties_sent)
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{
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if (m_drowning_interval.step(dtime, 2.0)) {
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// get head position
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v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
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MapNode n = m_env->getMap().getNodeNoEx(p);
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const ContentFeatures &c = ((Server*) m_env->getGameDef())->ndef()->get(n);
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// If node generates drown
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if (c.drowning > 0) {
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if (m_hp > 0 && 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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setHP(m_hp - c.drowning);
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((Server*) m_env->getGameDef())->SendPlayerHPOrDie(this);
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}
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}
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}
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if (m_breathing_interval.step(dtime, 0.5)) {
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// get head position
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v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
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MapNode n = m_env->getMap().getNodeNoEx(p);
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const ContentFeatures &c = ((Server*) m_env->getGameDef())->ndef()->get(n);
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// If player is alive & no drowning, breath
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if (m_hp > 0 && c.drowning == 0)
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setBreath(m_breath + 1);
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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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@ -1237,12 +1265,15 @@ void PlayerSAO::setHP(s16 hp)
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m_properties_sent = false;
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}
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void PlayerSAO::setBreath(const u16 breath)
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void PlayerSAO::setBreath(const u16 breath, bool send)
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{
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if (m_player && breath != m_breath)
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m_player->setDirty(true);
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m_breath = breath;
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m_breath = MYMIN(breath, PLAYER_MAX_BREATH);
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if (send)
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((Server *) m_env->getGameDef())->SendPlayerBreath(this);
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}
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void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
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