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PlayerSAO/LocalPlayer refactor: (#4612)
* Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO * Move breath to PlayerSAO & LocalPlayer * Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO * Migrate m_yaw from Player to LocalPlayer for client * Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it * Move pitch to LocalPlayer & PlayerSAO * Move m_position from Player to LocalPlayer * Move camera_barely_in_ceiling to LocalPlayer as it's used only there * use PlayerSAO::m_base_position for Server side positions * remove a unused variable * ServerActiveObject::setPos now uses const ref * use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded * Move hp from Player to LocalPlayer * Move m_hp from LuaEntitySAO to UnitSAO * Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
This commit is contained in:
parent
d43326021a
commit
9d25242c5c
18 changed files with 353 additions and 335 deletions
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@ -118,14 +118,12 @@ LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");
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LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
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const std::string &name, const std::string &state):
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ServerActiveObject(env, pos),
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UnitSAO(env, pos),
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m_init_name(name),
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m_init_state(state),
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m_registered(false),
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m_hp(-1),
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m_velocity(0,0,0),
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m_acceleration(0,0,0),
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m_yaw(0),
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m_properties_sent(true),
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m_last_sent_yaw(0),
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m_last_sent_position(0,0,0),
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@ -664,16 +662,6 @@ v3f LuaEntitySAO::getAcceleration()
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return m_acceleration;
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}
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void LuaEntitySAO::setYaw(float yaw)
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{
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m_yaw = yaw;
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}
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float LuaEntitySAO::getYaw()
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{
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return m_yaw;
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}
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void LuaEntitySAO::setTextureMod(const std::string &mod)
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{
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std::string str = gob_cmd_set_texture_mod(mod);
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@ -762,10 +750,9 @@ bool LuaEntitySAO::collideWithObjects(){
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// No prototype, PlayerSAO does not need to be deserialized
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PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id_,
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const std::set<std::string> &privs, bool is_singleplayer):
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ServerActiveObject(env_, v3f(0,0,0)),
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m_player(player_),
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PlayerSAO::PlayerSAO(ServerEnvironment *env_, u16 peer_id_, bool is_singleplayer):
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UnitSAO(env_, v3f(0,0,0)),
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m_player(NULL),
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m_peer_id(peer_id_),
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m_inventory(NULL),
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m_damage(0),
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@ -777,7 +764,6 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id
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m_position_not_sent(false),
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m_armor_groups_sent(false),
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m_properties_sent(true),
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m_privs(privs),
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m_is_singleplayer(is_singleplayer),
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m_animation_speed(0),
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m_animation_blend(0),
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@ -786,6 +772,8 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id
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m_bone_position_sent(false),
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m_attachment_parent_id(0),
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m_attachment_sent(false),
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m_breath(PLAYER_MAX_BREATH),
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m_pitch(0),
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// public
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m_physics_override_speed(1),
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m_physics_override_jump(1),
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@ -794,10 +782,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id
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m_physics_override_sneak_glitch(true),
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m_physics_override_sent(false)
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{
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assert(m_player); // pre-condition
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assert(m_peer_id != 0); // pre-condition
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setBasePosition(m_player->getPosition());
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m_inventory = &m_player->inventory;
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m_armor_groups["fleshy"] = 100;
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m_prop.hp_max = PLAYER_MAX_HP;
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@ -816,6 +801,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id
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// end of default appearance
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m_prop.is_visible = true;
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m_prop.makes_footstep_sound = true;
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m_hp = PLAYER_MAX_HP;
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}
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PlayerSAO::~PlayerSAO()
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@ -824,6 +810,14 @@ PlayerSAO::~PlayerSAO()
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delete m_inventory;
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}
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void PlayerSAO::initialize(RemotePlayer *player, const std::set<std::string> &privs)
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{
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assert(player);
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m_player = player;
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m_privs = privs;
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m_inventory = &m_player->inventory;
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}
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std::string PlayerSAO::getDescription()
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{
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return std::string("player ") + m_player->getName();
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@ -833,10 +827,10 @@ std::string PlayerSAO::getDescription()
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void PlayerSAO::addedToEnvironment(u32 dtime_s)
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{
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ServerActiveObject::addedToEnvironment(dtime_s);
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ServerActiveObject::setBasePosition(m_player->getPosition());
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ServerActiveObject::setBasePosition(m_base_position);
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m_player->setPlayerSAO(this);
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m_player->peer_id = m_peer_id;
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m_last_good_position = m_player->getPosition();
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m_last_good_position = m_base_position;
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}
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// Called before removing from environment
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@ -844,9 +838,9 @@ void PlayerSAO::removingFromEnvironment()
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{
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ServerActiveObject::removingFromEnvironment();
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if (m_player->getPlayerSAO() == this) {
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m_player->setPlayerSAO(NULL);
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m_player->peer_id = 0;
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m_env->savePlayer(m_player);
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m_player->setPlayerSAO(NULL);
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m_env->removePlayer(m_player);
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for (UNORDERED_SET<u32>::iterator it = m_attached_particle_spawners.begin();
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it != m_attached_particle_spawners.end(); ++it) {
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@ -870,8 +864,8 @@ std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
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os<<serializeString(m_player->getName()); // name
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writeU8(os, 1); // is_player
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writeS16(os, getId()); //id
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writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
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writeF1000(os, m_player->getYaw());
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writeV3F1000(os, m_base_position + v3f(0,BS*1,0));
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writeF1000(os, m_yaw);
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writeS16(os, getHP());
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writeU8(os, 6 + m_bone_position.size() + m_attachment_child_ids.size()); // number of messages stuffed in here
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@ -900,8 +894,8 @@ std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
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writeU8(os, 0); // version
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os<<serializeString(m_player->getName()); // name
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writeU8(os, 1); // is_player
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writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
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writeF1000(os, m_player->getYaw());
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writeV3F1000(os, m_base_position + v3f(0,BS*1,0));
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writeF1000(os, m_yaw);
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writeS16(os, getHP());
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writeU8(os, 2); // number of messages stuffed in here
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os<<serializeLongString(getPropertyPacket()); // message 1
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@ -947,7 +941,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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m_attachment_bone = "";
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m_attachment_position = v3f(0,0,0);
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m_attachment_rotation = v3f(0,0,0);
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m_player->setPosition(m_last_good_position);
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setBasePosition(m_last_good_position);
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((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
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}
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@ -969,14 +963,13 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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// Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
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// If the object gets detached this comes into effect automatically from the last known origin
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if(isAttached())
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{
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if (isAttached()) {
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v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
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m_last_good_position = pos;
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m_player->setPosition(pos);
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setBasePosition(pos);
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}
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if(send_recommended == false)
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if (!send_recommended)
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return;
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// If the object is attached client-side, don't waste bandwidth sending its position to clients
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@ -988,12 +981,12 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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if(isAttached()) // Just in case we ever do send attachment position too
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pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
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else
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pos = m_player->getPosition() + v3f(0,BS*1,0);
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pos = m_base_position + v3f(0,BS*1,0);
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std::string str = gob_cmd_update_position(
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pos,
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v3f(0,0,0),
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v3f(0,0,0),
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m_player->getYaw(),
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m_yaw,
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true,
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false,
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update_interval
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@ -1003,7 +996,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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m_messages_out.push(aom);
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}
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if(m_armor_groups_sent == false) {
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if (!m_armor_groups_sent) {
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m_armor_groups_sent = true;
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std::string str = gob_cmd_update_armor_groups(
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m_armor_groups);
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@ -1012,7 +1005,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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m_messages_out.push(aom);
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}
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if(m_physics_override_sent == false){
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if (!m_physics_override_sent) {
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m_physics_override_sent = true;
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std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
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m_physics_override_jump, m_physics_override_gravity,
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@ -1022,7 +1015,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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m_messages_out.push(aom);
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}
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if(m_animation_sent == false){
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if (!m_animation_sent) {
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m_animation_sent = true;
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std::string str = gob_cmd_update_animation(
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m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
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@ -1055,16 +1048,20 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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void PlayerSAO::setBasePosition(const v3f &position)
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{
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if (m_player && position != m_base_position)
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m_player->setDirty(true);
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// This needs to be ran for attachments too
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ServerActiveObject::setBasePosition(position);
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m_position_not_sent = true;
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}
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void PlayerSAO::setPos(v3f pos)
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void PlayerSAO::setPos(const v3f &pos)
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{
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if(isAttached())
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return;
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m_player->setPosition(pos);
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setBasePosition(pos);
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// Movement caused by this command is always valid
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m_last_good_position = pos;
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((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
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@ -1074,22 +1071,34 @@ void PlayerSAO::moveTo(v3f pos, bool continuous)
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{
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if(isAttached())
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return;
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m_player->setPosition(pos);
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setBasePosition(pos);
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// Movement caused by this command is always valid
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m_last_good_position = pos;
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((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
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}
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void PlayerSAO::setYaw(float yaw)
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void PlayerSAO::setYaw(const float yaw, bool send_data)
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{
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m_player->setYaw(yaw);
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((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
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if (m_player && yaw != m_yaw)
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m_player->setDirty(true);
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UnitSAO::setYaw(yaw);
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// Datas should not be sent at player initialization
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if (send_data)
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((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
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}
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void PlayerSAO::setPitch(float pitch)
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void PlayerSAO::setPitch(const float pitch, bool send_data)
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{
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m_player->setPitch(pitch);
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((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
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if (m_player && pitch != m_pitch)
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m_player->setDirty(true);
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m_pitch = pitch;
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if (send_data)
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((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
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}
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int PlayerSAO::punch(v3f dir,
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@ -1153,15 +1162,10 @@ int PlayerSAO::punch(v3f dir,
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return hitparams.wear;
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}
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void PlayerSAO::rightClick(ServerActiveObject *clicker)
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void PlayerSAO::rightClick(ServerActiveObject *)
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{
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}
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s16 PlayerSAO::getHP() const
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{
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return m_player->hp;
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}
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s16 PlayerSAO::readDamage()
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{
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s16 damage = m_damage;
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@ -1169,12 +1173,16 @@ s16 PlayerSAO::readDamage()
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return damage;
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}
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void PlayerSAO::setHP(s16 hp)
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void PlayerSAO::setHP(s16 hp, bool direct)
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{
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s16 oldhp = m_player->hp;
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if (direct) {
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m_hp = hp;
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return;
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}
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s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this,
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hp - oldhp);
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s16 oldhp = m_hp;
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s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp);
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if (hp_change == 0)
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return;
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hp = oldhp + hp_change;
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@ -1184,11 +1192,11 @@ void PlayerSAO::setHP(s16 hp)
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else if (hp > PLAYER_MAX_HP)
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hp = PLAYER_MAX_HP;
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if(hp < oldhp && g_settings->getBool("enable_damage") == false) {
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if (hp < oldhp && !g_settings->getBool("enable_damage")) {
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return;
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}
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m_player->hp = hp;
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m_hp = hp;
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if (oldhp > hp)
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m_damage += (oldhp - hp);
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@ -1198,14 +1206,12 @@ void PlayerSAO::setHP(s16 hp)
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m_properties_sent = false;
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}
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u16 PlayerSAO::getBreath() const
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void PlayerSAO::setBreath(const u16 breath)
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{
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return m_player->getBreath();
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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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void PlayerSAO::setBreath(u16 breath)
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{
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m_player->setBreath(breath);
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m_breath = breath;
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}
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void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
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@ -1355,7 +1361,7 @@ bool PlayerSAO::checkMovementCheat()
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{
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if (isAttached() || m_is_singleplayer ||
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g_settings->getBool("disable_anticheat")) {
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m_last_good_position = m_player->getPosition();
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m_last_good_position = m_base_position;
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return false;
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}
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@ -1382,7 +1388,7 @@ bool PlayerSAO::checkMovementCheat()
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// Tolerance. The lag pool does this a bit.
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//player_max_speed *= 2.5;
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v3f diff = (m_player->getPosition() - m_last_good_position);
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v3f diff = (m_base_position - m_last_good_position);
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float d_vert = diff.Y;
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diff.Y = 0;
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float d_horiz = diff.getLength();
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@ -1392,27 +1398,26 @@ bool PlayerSAO::checkMovementCheat()
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required_time = d_vert / player_max_speed; // Moving upwards
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if (m_move_pool.grab(required_time)) {
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m_last_good_position = m_player->getPosition();
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m_last_good_position = m_base_position;
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} else {
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actionstream << "Player " << m_player->getName()
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<< " moved too fast; resetting position"
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<< std::endl;
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m_player->setPosition(m_last_good_position);
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setBasePosition(m_last_good_position);
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cheated = true;
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}
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return cheated;
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}
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bool PlayerSAO::getCollisionBox(aabb3f *toset) {
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//update collision box
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*toset = m_player->getCollisionbox();
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bool PlayerSAO::getCollisionBox(aabb3f *toset)
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{
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*toset = aabb3f(-BS * 0.30, 0.0, -BS * 0.30, BS * 0.30, BS * 1.75, BS * 0.30);
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toset->MinEdge += m_base_position;
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toset->MaxEdge += m_base_position;
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return true;
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}
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bool PlayerSAO::collideWithObjects(){
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bool PlayerSAO::collideWithObjects()
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{
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return true;
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}
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