void Server::handleCommand_Breath(NetworkPacket* pkt) { const auto peer_id = pkt->getPeerId(); auto & packet = *(pkt->packet); auto player = m_env->getPlayer(pkt->getPeerId()); if (!player) { m_con.DisconnectPeer(pkt->getPeerId()); return; } auto playersao = player->getPlayerSAO(); if (!playersao) { m_con.DisconnectPeer(pkt->getPeerId()); return; } /* * If player is dead, we don't need to update the breath * He is dead ! */ if (!player->isDead()) { playersao->setBreath(packet[TOSERVER_BREATH_VALUE].as<u16>()); SendPlayerBreath(peer_id); } }
void PlayerSAO::step(float dtime, bool send_recommended) { if (m_drowning_interval.step(dtime, 2.0)) { // get head position v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS); MapNode n = m_env->getMap().getNodeNoEx(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) { setHP(m_hp - c.drowning); m_env->getGameDef()->SendPlayerHPOrDie(this); } } } if (m_breathing_interval.step(dtime, 0.5)) { // get head position v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS); MapNode n = m_env->getMap().getNodeNoEx(p); const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n); // If player is alive & no drowning, breath if (m_hp > 0 && m_breath < PLAYER_MAX_BREATH && c.drowning == 0) setBreath(m_breath + 1); } if (m_node_hurt_interval.step(dtime, 1.0)) { // Feet, middle and head v3s16 p1 = floatToInt(m_base_position + v3f(0, BS*0.1, 0), BS); MapNode n1 = m_env->getMap().getNodeNoEx(p1); v3s16 p2 = floatToInt(m_base_position + v3f(0, BS*0.8, 0), BS); MapNode n2 = m_env->getMap().getNodeNoEx(p2); v3s16 p3 = floatToInt(m_base_position + v3f(0, BS*1.6, 0), BS); MapNode n3 = m_env->getMap().getNodeNoEx(p3); u32 damage_per_second = 0; damage_per_second = MYMAX(damage_per_second, m_env->getGameDef()->ndef()->get(n1).damage_per_second); damage_per_second = MYMAX(damage_per_second, m_env->getGameDef()->ndef()->get(n2).damage_per_second); damage_per_second = MYMAX(damage_per_second, m_env->getGameDef()->ndef()->get(n3).damage_per_second); if (damage_per_second != 0 && m_hp > 0) { s16 newhp = ((s32) damage_per_second > m_hp ? 0 : m_hp - damage_per_second); setHP(newhp); m_env->getGameDef()->SendPlayerHPOrDie(this); } } 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); } // 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(0,0,0); m_attachment_rotation = v3f(0,0,0); 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 = 5.0; float lag_pool_max = m_env->getMaxLagEstimate() * 2.0; 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; // 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 the object is attached client-side, don't waste bandwidth sending its position to clients if(m_position_not_sent && !isAttached()) { m_position_not_sent = false; float update_interval = m_env->getSendRecommendedInterval(); v3f pos; if(isAttached()) // Just in case we ever do send attachment position too pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition(); else pos = m_base_position + v3f(0,BS*1,0); std::string str = gob_cmd_update_position( pos, v3f(0,0,0), v3f(0,0,0), m_yaw, true, false, update_interval ); // create message and add to list ActiveObjectMessage aom(getId(), false, str); m_messages_out.push(aom); } if (!m_armor_groups_sent) { m_armor_groups_sent = true; std::string str = gob_cmd_update_armor_groups( m_armor_groups); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push(aom); } if (!m_physics_override_sent) { m_physics_override_sent = true; std::string str = gob_cmd_update_physics_override(m_physics_override_speed, m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak, m_physics_override_sneak_glitch, m_physics_override_new_move); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push(aom); } if (!m_animation_sent) { m_animation_sent = true; std::string str = gob_cmd_update_animation( m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push(aom); } if (!m_bone_position_sent) { m_bone_position_sent = true; for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) { std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push(aom); } } if (!m_attachment_sent){ m_attachment_sent = true; std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push(aom); } }
void PlayerSAO::step(float dtime, bool send_recommended) { if (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().getNodeNoEx(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)) { // Get nose/mouth position, approximate with eye position v3s16 p = floatToInt(getEyePosition(), BS); MapNode n = m_env->getMap().getNodeNoEx(p); const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n); // If player is alive & no drowning, breathe if (m_hp > 0 && m_breath < m_prop.breath_max && c.drowning == 0) setBreath(m_breath + 1); } if (m_node_hurt_interval.step(dtime, 1.0f)) { u32 damage_per_second = 0; // 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().getNodeNoEx(p); damage_per_second = std::max(damage_per_second, m_env->getGameDef()->ndef()->get(n).damage_per_second); } // Top damage point v3s16 ptop = floatToInt(m_base_position + v3f(0.0f, dam_top * BS, 0.0f), BS); MapNode ntop = m_env->getMap().getNodeNoEx(ptop); damage_per_second = std::max(damage_per_second, m_env->getGameDef()->ndef()->get(ntop).damage_per_second); if (damage_per_second != 0 && m_hp > 0) { s16 newhp = ((s32) damage_per_second > m_hp ? 0 : m_hp - damage_per_second); PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE); 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); } // 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; // 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 the object is attached client-side, don't waste bandwidth sending its // position to clients. if (m_position_not_sent && !isAttached()) { m_position_not_sent = false; float update_interval = m_env->getSendRecommendedInterval(); v3f pos; if (isAttached()) // Just in case we ever do send attachment position too pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition(); else pos = m_base_position; std::string str = gob_cmd_update_position( pos, v3f(0.0f, 0.0f, 0.0f), v3f(0.0f, 0.0f, 0.0f), m_yaw, true, false, update_interval ); // create message and add to list ActiveObjectMessage aom(getId(), false, str); m_messages_out.push(aom); } if (!m_armor_groups_sent) { m_armor_groups_sent = true; std::string str = gob_cmd_update_armor_groups( m_armor_groups); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push(aom); } if (!m_physics_override_sent) { m_physics_override_sent = true; std::string str = gob_cmd_update_physics_override(m_physics_override_speed, m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak, m_physics_override_sneak_glitch, m_physics_override_new_move); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push(aom); } if (!m_animation_sent) { m_animation_sent = true; std::string str = gob_cmd_update_animation( m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push(aom); } 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 = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push(aom); } } if (!m_attachment_sent) { m_attachment_sent = true; std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push(aom); } }