// get_luaentity(self) int ObjectRef::l_get_luaentity(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); if (co == NULL) return 0; // Do it luaentity_get(L, co->getId()); return 1; }
// get_acceleration(self) int ObjectRef::l_get_acceleration(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); if (co == NULL) return 0; // Do it v3f v = co->getAcceleration(); pushFloatPos(L, v); return 1; }
// set_texture_mod(self, mod) int ObjectRef::l_set_texture_mod(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); if (co == NULL) return 0; // Do it std::string mod = luaL_checkstring(L, 2); co->setTextureMod(mod); return 0; }
// setyaw(self, radians) int ObjectRef::l_setyaw(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); if (co == NULL) return 0; float yaw = luaL_checknumber(L, 2) * core::RADTODEG; // Do it co->setYaw(yaw); return 0; }
// getyaw(self) int ObjectRef::l_getyaw(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); if (co == NULL) return 0; // Do it float yaw = co->getYaw() * core::DEGTORAD; lua_pushnumber(L, yaw); return 1; }
// DEPRECATED // get_entity_name(self) int ObjectRef::l_get_entity_name(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); if(co == NULL) return 0; // Do it std::string name = co->getName(); lua_pushstring(L, name.c_str()); return 1; }
// get_texture_mod(self) int ObjectRef::l_get_texture_mod(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); if (co == NULL) return 0; // Do it std::string mod = co->getTextureMod(); lua_pushstring(L, mod.c_str()); return 1; }
// set_velocity(self, {x=num, y=num, z=num}) int ObjectRef::l_set_velocity(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); if (co == NULL) return 0; v3f pos = checkFloatPos(L, 2); // Do it co->setVelocity(pos); return 0; }
// set_rotation(self, {x=num, y=num, z=num}) // Each 'num' is in radians int ObjectRef::l_set_rotation(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); if (!co) return 0; v3f rotation = check_v3f(L, 2) * core::RADTODEG; co->setRotation(rotation); return 0; }
// setacceleration(self, {x=num, y=num, z=num}) int ObjectRef::l_setacceleration(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); if (co == NULL) return 0; // pos v3f pos = checkFloatPos(L, 2); // Do it co->setAcceleration(pos); return 0; }
// get_yaw(self) int ObjectRef::l_get_yaw(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); if (!co) return 0; float yaw = co->getRotation().Y * core::DEGTORAD; lua_pushnumber(L, yaw); return 1; }
// get_rotation(self) // returns: {x=num, y=num, z=num} // Each 'num' is in radians int ObjectRef::l_get_rotation(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); if (!co) return 0; lua_newtable(L); v3f rotation = co->getRotation() * core::DEGTORAD; push_v3f(L, rotation); return 1; }
// set_yaw(self, radians) int ObjectRef::l_set_yaw(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); if (co == NULL) return 0; if (isNaN(L, 2)) throw LuaError("ObjectRef::set_yaw: NaN value is not allowed."); float yaw = readParam<float>(L, 2) * core::RADTODEG; co->setRotation(v3f(0, yaw, 0)); return 0; }
// setvelocity(self, {x=num, y=num, z=num}) int ObjectRef::l_setvelocity(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); v3f pos = checkFloatPos(L, 2); PlayerSAO* ps = getplayersao(ref); if (ps) { ps->addSpeed(pos); return 0; } LuaEntitySAO *co = getluaobject(ref); if (co == NULL) return 0; // Do it co->setVelocity(pos); return 0; }
// getvelocity(self) int ObjectRef::l_getvelocity(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); { PlayerSAO* co = getplayersao(ref); if (co) { v3f v = co->getPlayer()->getSpeed(); pushFloatPos(L, v); return 1; } } LuaEntitySAO *co = getluaobject(ref); if (co == NULL) return 0; // Do it v3f v = co->getVelocity(); pushFloatPos(L, v); return 1; }
// set_sprite(self, p={x=0,y=0}, num_frames=1, framelength=0.2, // select_horiz_by_yawpitch=false) int ObjectRef::l_set_sprite(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); if (co == NULL) return 0; // Do it v2s16 p(0,0); if (!lua_isnil(L, 2)) p = readParam<v2s16>(L, 2); int num_frames = 1; if (!lua_isnil(L, 3)) num_frames = lua_tonumber(L, 3); float framelength = 0.2; if (!lua_isnil(L, 4)) framelength = lua_tonumber(L, 4); bool select_horiz_by_yawpitch = false; if (!lua_isnil(L, 5)) select_horiz_by_yawpitch = readParam<bool>(L, 5); co->setSprite(p, num_frames, framelength, select_horiz_by_yawpitch); return 0; }
void RemoteClient::GetNextBlocks ( ServerEnvironment *env, EmergeManager * emerge, float dtime, std::vector<PrioritySortedBlockTransfer> &dest) { // Increment timers m_nothing_to_send_pause_timer -= dtime; m_nearest_unsent_reset_timer += dtime; if (m_nothing_to_send_pause_timer >= 0) return; RemotePlayer *player = env->getPlayer(peer_id); // This can happen sometimes; clients and players are not in perfect sync. if (!player) return; PlayerSAO *sao = player->getPlayerSAO(); if (!sao) return; // Won't send anything if already sending if (m_blocks_sending.size() >= m_max_simul_sends) { //infostream<<"Not sending any blocks, Queue full."<<std::endl; return; } v3f playerpos = sao->getBasePosition(); // if the player is attached, get the velocity from the attached object LuaEntitySAO *lsao = getAttachedObject(sao, env); const v3f &playerspeed = lsao? lsao->getVelocity() : player->getSpeed(); v3f playerspeeddir(0,0,0); if (playerspeed.getLength() > 1.0f * BS) playerspeeddir = playerspeed / playerspeed.getLength(); // Predict to next block v3f playerpos_predicted = playerpos + playerspeeddir * (MAP_BLOCKSIZE * BS); v3s16 center_nodepos = floatToInt(playerpos_predicted, BS); v3s16 center = getNodeBlockPos(center_nodepos); // Camera position and direction v3f camera_pos = sao->getEyePosition(); v3f camera_dir = v3f(0,0,1); camera_dir.rotateYZBy(sao->getPitch()); camera_dir.rotateXZBy(sao->getYaw()); /*infostream<<"camera_dir=("<<camera_dir.X<<","<<camera_dir.Y<<"," <<camera_dir.Z<<")"<<std::endl;*/ /* Get the starting value of the block finder radius. */ if (m_last_center != center) { m_nearest_unsent_d = 0; m_last_center = center; } /*infostream<<"m_nearest_unsent_reset_timer=" <<m_nearest_unsent_reset_timer<<std::endl;*/ // Reset periodically to workaround for some bugs or stuff if (m_nearest_unsent_reset_timer > 20.0f) { m_nearest_unsent_reset_timer = 0.0f; m_nearest_unsent_d = 0; //infostream<<"Resetting m_nearest_unsent_d for " // <<server->getPlayerName(peer_id)<<std::endl; } //s16 last_nearest_unsent_d = m_nearest_unsent_d; s16 d_start = m_nearest_unsent_d; //infostream<<"d_start="<<d_start<<std::endl; u16 max_simul_sends_usually = m_max_simul_sends; /* Check the time from last addNode/removeNode. Decrease send rate if player is building stuff. */ m_time_from_building += dtime; if (m_time_from_building < m_min_time_from_building) { max_simul_sends_usually = LIMITED_MAX_SIMULTANEOUS_BLOCK_SENDS; } /* Number of blocks sending + number of blocks selected for sending */ u32 num_blocks_selected = m_blocks_sending.size(); /* next time d will be continued from the d from which the nearest unsent block was found this time. This is because not necessarily any of the blocks found this time are actually sent. */ s32 new_nearest_unsent_d = -1; // get view range and camera fov from the client s16 wanted_range = sao->getWantedRange() + 1; float camera_fov = sao->getFov(); const s16 full_d_max = std::min(adjustDist(m_max_send_distance, camera_fov), wanted_range); const s16 d_opt = std::min(adjustDist(m_block_optimize_distance, camera_fov), wanted_range); const s16 d_blocks_in_sight = full_d_max * BS * MAP_BLOCKSIZE; //infostream << "Fov from client " << camera_fov << " full_d_max " << full_d_max << std::endl; s16 d_max = full_d_max; s16 d_max_gen = std::min(adjustDist(m_max_gen_distance, camera_fov), wanted_range); // Don't loop very much at a time, adjust with distance, // do more work per RTT with greater distances. s16 max_d_increment_at_time = full_d_max / 9 + 1; if (d_max > d_start + max_d_increment_at_time) d_max = d_start + max_d_increment_at_time; // cos(angle between velocity and camera) * |velocity| // Limit to 0.0f in case player moves backwards. f32 dot = rangelim(camera_dir.dotProduct(playerspeed), 0.0f, 300.0f); // Reduce the field of view when a player moves and looks forward. // limit max fov effect to 50%, 60% at 20n/s fly speed camera_fov = camera_fov / (1 + dot / 300.0f); s32 nearest_emerged_d = -1; s32 nearest_emergefull_d = -1; s32 nearest_sent_d = -1; //bool queue_is_full = false; const v3s16 cam_pos_nodes = floatToInt(camera_pos, BS); s16 d; for (d = d_start; d <= d_max; d++) { /* Get the border/face dot coordinates of a "d-radiused" box */ std::vector<v3s16> list = FacePositionCache::getFacePositions(d); std::vector<v3s16>::iterator li; for (li = list.begin(); li != list.end(); ++li) { v3s16 p = *li + center; /* Send throttling - Don't allow too many simultaneous transfers - EXCEPT when the blocks are very close Also, don't send blocks that are already flying. */ // Start with the usual maximum u16 max_simul_dynamic = max_simul_sends_usually; // If block is very close, allow full maximum if (d <= BLOCK_SEND_DISABLE_LIMITS_MAX_D) max_simul_dynamic = m_max_simul_sends; // Don't select too many blocks for sending if (num_blocks_selected >= max_simul_dynamic) { //queue_is_full = true; goto queue_full_break; } // Don't send blocks that are currently being transferred if (m_blocks_sending.find(p) != m_blocks_sending.end()) continue; /* Do not go over max mapgen limit */ if (blockpos_over_max_limit(p)) continue; // If this is true, inexistent block will be made from scratch bool generate = d <= d_max_gen; /* Don't generate or send if not in sight FIXME This only works if the client uses a small enough FOV setting. The default of 72 degrees is fine. Also retrieve a smaller view cone in the direction of the player's movement. (0.1 is about 4 degrees) */ f32 dist; if (!(isBlockInSight(p, camera_pos, camera_dir, camera_fov, d_blocks_in_sight, &dist) || (playerspeed.getLength() > 1.0f * BS && isBlockInSight(p, camera_pos, playerspeeddir, 0.1f, d_blocks_in_sight)))) { continue; } /* Don't send already sent blocks */ if (m_blocks_sent.find(p) != m_blocks_sent.end()) continue; /* Check if map has this block */ MapBlock *block = env->getMap().getBlockNoCreateNoEx(p); bool surely_not_found_on_disk = false; bool block_is_invalid = false; if (block) { // Reset usage timer, this block will be of use in the future. block->resetUsageTimer(); // Block is dummy if data doesn't exist. // It means it has been not found from disk and not generated if (block->isDummy()) { surely_not_found_on_disk = true; } if (!block->isGenerated()) block_is_invalid = true; /* If block is not close, don't send it unless it is near ground level. Block is near ground level if night-time mesh differs from day-time mesh. */ if (d >= d_opt) { if (!block->getDayNightDiff()) continue; } if (m_occ_cull && !block_is_invalid && env->getMap().isBlockOccluded(block, cam_pos_nodes)) { continue; } } /* If block has been marked to not exist on disk (dummy) and generating new ones is not wanted, skip block. */ if (!generate && surely_not_found_on_disk) { // get next one. continue; } /* Add inexistent block to emerge queue. */ if (block == NULL || surely_not_found_on_disk || block_is_invalid) { if (emerge->enqueueBlockEmerge(peer_id, p, generate)) { if (nearest_emerged_d == -1) nearest_emerged_d = d; } else { if (nearest_emergefull_d == -1) nearest_emergefull_d = d; goto queue_full_break; } // get next one. continue; } if (nearest_sent_d == -1) nearest_sent_d = d; /* Add block to send queue */ PrioritySortedBlockTransfer q((float)dist, p, peer_id); dest.push_back(q); num_blocks_selected += 1; } } queue_full_break: // If nothing was found for sending and nothing was queued for // emerging, continue next time browsing from here if (nearest_emerged_d != -1) { new_nearest_unsent_d = nearest_emerged_d; } else if (nearest_emergefull_d != -1) { new_nearest_unsent_d = nearest_emergefull_d; } else { if (d > full_d_max) { new_nearest_unsent_d = 0; m_nothing_to_send_pause_timer = 2.0f; } else { if (nearest_sent_d != -1) new_nearest_unsent_d = nearest_sent_d; else new_nearest_unsent_d = d; } } if (new_nearest_unsent_d != -1) m_nearest_unsent_d = new_nearest_unsent_d; }