Add 'fly' and 'fast' privileges and the underlying privileges-to-client system

master
Perttu Ahola 2012-03-31 16:23:26 +03:00
parent 96ee73f790
commit 52122c342d
18 changed files with 928 additions and 740 deletions

View File

@ -870,8 +870,24 @@ end
--
minetest.registered_privileges = {}
function minetest.register_privilege(name, description)
minetest.registered_privileges[name] = description
function minetest.register_privilege(name, param)
local function fill_defaults(def)
if def.give_to_singleplayer == nil then
def.give_to_singleplayer = true
end
if def.description == nil then
def.description = "(no description)"
end
end
local def = {}
if type(param) == "table" then
def = param
else
def = {description = param}
end
fill_defaults(def)
minetest.registered_privileges[name] = def
end
minetest.register_privilege("interact", "Can interact with things and modify the world")
@ -884,6 +900,14 @@ minetest.register_privilege("shout", "Can speak in chat")
minetest.register_privilege("ban", "Can ban and unban players")
minetest.register_privilege("give", "Can use /give and /giveme")
minetest.register_privilege("password", "Can use /setpassword and /clearpassword")
minetest.register_privilege("fly", {
description = "Can fly using the free_move mode",
give_to_singleplayer = false,
})
minetest.register_privilege("fast", {
description = "Can walk fast using the fast_move mode",
give_to_singleplayer = false,
})
--
-- Chat commands
@ -929,8 +953,8 @@ minetest.register_chatcommand("help", {
end
elseif param == "privs" then
minetest.chat_send_player(name, "Available privileges:")
for priv, desc in pairs(minetest.registered_privileges) do
minetest.chat_send_player(name, priv..": "..desc)
for priv, def in pairs(minetest.registered_privileges) do
minetest.chat_send_player(name, priv..": "..def.description)
end
else
local cmd = param
@ -1004,7 +1028,7 @@ minetest.register_chatcommand("revoke", {
local revokeprivs = minetest.string_to_privs(revokeprivstr)
local privs = minetest.get_player_privs(revokename)
for priv, _ in pairs(revokeprivs) do
table.remove(privs, priv)
privs[priv] = nil
end
minetest.set_player_privs(revokename, privs)
end,
@ -1200,6 +1224,7 @@ local function read_auth_file()
end
io.close(file)
minetest.auth_table = newtable
minetest.notify_authentication_modified()
end
local function save_auth_file()
@ -1228,24 +1253,41 @@ read_auth_file()
minetest.builtin_auth_handler = {
get_auth = function(name)
assert(type(name) == "string")
-- Figure out what password to use for a new player (singleplayer
-- always has an empty password, otherwise use default, which is
-- usually empty too)
local new_password_hash = ""
if not minetest.is_singleplayer() then
new_password_hash = minetest.get_password_hash(name, minetest.setting_get("default_password"))
end
-- Add player to authentication table if not there already
if not minetest.auth_table[name] then
minetest.builtin_auth_handler.create_auth(name, minetest.get_password_hash(name, minetest.setting_get("default_password")))
end
-- Figure out what privileges the player should have.
-- Take a copy of the privilege table
local privileges = {}
for priv, _ in pairs(minetest.auth_table[name].privileges) do
privileges[priv] = true
end
-- If singleplayer, give all privileges except those marked as give_to_singleplayer = false
if minetest.is_singleplayer() then
return {
password = "",
privileges = minetest.registered_privileges
}
else
if minetest.auth_table[name] and name == minetest.setting_get("name") then
return {
password = minetest.auth_table[name].password,
privileges = minetest.registered_privileges
}
else
return minetest.auth_table[name]
for priv, def in pairs(minetest.registered_privileges) do
if def.give_to_singleplayer then
privileges[priv] = true
end
end
-- For the admin, give everything
elseif name == minetest.setting_get("name") then
for priv, def in pairs(minetest.registered_privileges) do
privileges[priv] = true
end
end
-- All done
return {
password = minetest.auth_table[name].password,
privileges = privileges,
}
end,
create_auth = function(name, password)
assert(type(name) == "string")
@ -1275,6 +1317,7 @@ minetest.builtin_auth_handler = {
minetest.builtin_auth_handler.create_auth(name, minetest.get_password_hash(name, minetest.setting_get("default_password")))
end
minetest.auth_table[name].privileges = privileges
minetest.notify_authentication_modified(name)
save_auth_file()
end
}

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@ -506,7 +506,12 @@ minetest.register_on_respawnplayer(func(ObjectRef))
^ currently called _before_ repositioning of player occurs
minetest.register_on_chat_message(func(name, message))
minetest.register_chatcommand(cmd, chatcommand definition)
minetest.register_privilege(name, description)
minetest.register_privilege(name, definition)
^ definition: "description text"
^ definition: {
description = "description text",
give_to_singleplayer = boolean, -- default: true
}
minetest.register_authentication_handler(handler)
^ See minetest.builtin_auth_handler in builtin.lua for reference
@ -516,13 +521,20 @@ minetest.setting_getbool(name) -> boolean value or nil
minetest.add_to_creative_inventory(itemstring)
Authentication:
minetest.notify_authentication_modified(name)
^ Should be called by the authentication handler if privileges change.
^ To report everybody, set name=nil.
minetest.get_password_hash(name, raw_password)
minetest.set_player_password(name, password_hash)
^ Convert a name-password pair to a password hash that minetest can use
minetest.string_to_privs(str) -> {priv1=true,...}
minetest.privs_to_string(privs) -> "priv1,priv2,..."
^ Convert between two privilege representations
minetest.set_player_password(name, password_hash)
minetest.set_player_privs(name, {priv1=true,...})
minetest.get_player_privs(name) -> {priv1=true,...}
^ These call the authentication handler
minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
^ A quickhand for checking privileges
Chat:
minetest.chat_send_all(text)

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@ -220,6 +220,7 @@ endif()
set(minetest_SRCS
${common_SRCS}
${sound_SRCS}
localplayer.cpp
sky.cpp
clientmap.cpp
content_cso.cpp

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@ -351,7 +351,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
if ((hypot(speed.X, speed.Z) > BS) &&
(player->touching_ground) &&
(g_settings->getBool("view_bobbing") == true) &&
(g_settings->getBool("free_move") == false))
(g_settings->getBool("free_move") == false ||
!m_gamedef->checkLocalPrivilege("fly")))
{
// Start animation
m_view_bobbing_state = 1;

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@ -1674,6 +1674,21 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
m_sound->stopSound(client_id);
}
}
else if(command == TOCLIENT_PRIVILEGES)
{
std::string datastring((char*)&data[2], datasize-2);
std::istringstream is(datastring, std::ios_base::binary);
m_privileges.clear();
infostream<<"Client: Privileges updated: ";
u16 num_privileges = readU16(is);
for(u16 i=0; i<num_privileges; i++){
std::string priv = deSerializeString(is);
m_privileges.insert(priv);
infostream<<priv<<" ";
}
infostream<<std::endl;
}
else
{
infostream<<"Client: Ignoring unknown command "

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@ -20,8 +20,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#ifndef CLIENT_HEADER
#define CLIENT_HEADER
#ifndef SERVER
#include "connection.h"
#include "environment.h"
#include "common_irrlicht.h"
@ -35,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "inventorymanager.h"
#include "filesys.h"
#include "filecache.h"
#include "localplayer.h"
struct MeshMakeData;
class MapBlockMesh;
@ -262,14 +261,8 @@ public:
u16 getHP();
float getAvgRtt()
{
try{
return m_con.GetPeerAvgRTT(PEER_ID_SERVER);
} catch(con::PeerNotFoundException){
return 1337;
}
}
bool checkPrivilege(const std::string &priv)
{ return (m_privileges.count(priv) != 0); }
bool getChatMessage(std::wstring &message);
void typeChatMessage(const std::wstring& message);
@ -312,6 +305,8 @@ public:
virtual u16 allocateUnknownNodeId(const std::string &name);
virtual ISoundManager* getSoundManager();
virtual MtEventManager* getEventManager();
virtual bool checkLocalPrivilege(const std::string &priv)
{ return checkPrivilege(priv); }
private:
@ -392,9 +387,10 @@ private:
std::map<int, s32> m_sounds_client_to_server;
// And relations to objects
std::map<int, u16> m_sounds_to_objects;
};
#endif // !SERVER
// Privileges
std::set<std::string> m_privileges;
};
#endif // !CLIENT_HEADER

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@ -50,9 +50,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
PROTOCOL_VERSION 9:
ContentFeatures and NodeDefManager use a different serialization
format; better for future version cross-compatibility
Many things
PROTOCOL_VERSION 10:
TOCLIENT_PRIVILEGES
Version raised to force 'fly' and 'fast' privileges into effect.
*/
#define PROTOCOL_VERSION 9
#define PROTOCOL_VERSION 10
#define PROTOCOL_ID 0x4f457403
@ -291,6 +295,15 @@ enum ToClientCommand
u16 command
s32 sound_id
*/
TOCLIENT_PRIVILEGES = 0x41,
/*
u16 command
u16 number of privileges
for each privilege
u16 len
u8[len] privilege
*/
};
enum ToServerCommand

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@ -36,6 +36,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "content_cso.h"
#include "sound.h"
#include "nodedef.h"
#include "localplayer.h"
class Settings;
struct ToolCapabilities;

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@ -39,6 +39,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "gamedef.h"
#ifndef SERVER
#include "clientmap.h"
#include "localplayer.h"
#endif
#include "daynightratio.h"
@ -1888,7 +1889,8 @@ void ClientEnvironment::step(float dtime)
stepTimeOfDay(dtime);
// Get some settings
bool free_move = g_settings->getBool("free_move");
bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
bool free_move = fly_allowed && g_settings->getBool("free_move");
// Get local player
LocalPlayer *lplayer = getLocalPlayer();

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@ -1636,6 +1636,8 @@ void the_game(
g_settings->set("free_move","true");
statustext = L"free_move enabled";
statustext_time = 0;
if(!client.checkPrivilege("fly"))
statustext += L" (note: no 'fly' privilege)";
}
}
else if(input->wasKeyDown(getKeySetting("keymap_fastmove")))
@ -1651,6 +1653,8 @@ void the_game(
g_settings->set("fast_move","true");
statustext = L"fast_move enabled";
statustext_time = 0;
if(!client.checkPrivilege("fast"))
statustext += L" (note: no 'fast' privilege)";
}
}
else if(input->wasKeyDown(getKeySetting("keymap_screenshot")))

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@ -50,10 +50,15 @@ public:
// Used for keeping track of names/ids of unknown nodes
virtual u16 allocateUnknownNodeId(const std::string &name)=0;
// Only usable on the client
virtual ISoundManager* getSoundManager()=0;
virtual MtEventManager* getEventManager()=0;
// Used on the client
virtual bool checkLocalPrivilege(const std::string &priv)
{ return false; }
// Shorthands
IItemDefManager* idef(){return getItemDefManager();}
INodeDefManager* ndef(){return getNodeDefManager();}

638
src/localplayer.cpp Normal file
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@ -0,0 +1,638 @@
/*
Minetest-c55
Copyright (C) 2010-2012 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 General Public License as published by
the Free Software Foundation; either version 2 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 General Public License for more details.
You should have received a copy of the GNU 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.
*/
#include "localplayer.h"
#include "main.h" // For g_settings
#include "event.h"
#include "collision.h"
#include "gamedef.h"
#include "nodedef.h"
#include "settings.h"
#include "map.h"
/*
LocalPlayer
*/
LocalPlayer::LocalPlayer(IGameDef *gamedef):
Player(gamedef),
m_sneak_node(32767,32767,32767),
m_sneak_node_exists(false)
{
// Initialize hp to 0, so that no hearts will be shown if server
// doesn't support health points
hp = 0;
}
LocalPlayer::~LocalPlayer()
{
}
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
core::list<CollisionInfo> *collision_info)
{
INodeDefManager *nodemgr = m_gamedef->ndef();
v3f position = getPosition();
v3f oldpos = position;
v3s16 oldpos_i = floatToInt(oldpos, BS);
v3f old_speed = m_speed;
/*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
<<oldpos_i.Z<<")"<<std::endl;*/
/*
Calculate new position
*/
position += m_speed * dtime;
// Skip collision detection if a special movement mode is used
bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
bool free_move = fly_allowed && g_settings->getBool("free_move");
if(free_move)
{
setPosition(position);
return;
}
/*
Collision detection
*/
// Player position in nodes
v3s16 pos_i = floatToInt(position, BS);
/*
Check if player is in water (the oscillating value)
*/
try{
// If in water, the threshold of coming out is at higher y
if(in_water)
{
v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
}
// If not in water, the threshold of going in is at lower y
else
{
v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
}
}
catch(InvalidPositionException &e)
{
in_water = false;
}
/*
Check if player is in water (the stable value)
*/
try{
v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
in_water_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
}
catch(InvalidPositionException &e)
{
in_water_stable = false;
}
/*
Check if player is climbing
*/
try {
v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
is_climbing = ((nodemgr->get(map.getNode(pp).getContent()).climbable ||
nodemgr->get(map.getNode(pp2).getContent()).climbable) && !free_move);
}
catch(InvalidPositionException &e)
{
is_climbing = false;
}
/*
Collision uncertainty radius
Make it a bit larger than the maximum distance of movement
*/
//f32 d = pos_max_d * 1.1;
// A fairly large value in here makes moving smoother
f32 d = 0.15*BS;
// This should always apply, otherwise there are glitches
assert(d > pos_max_d);
float player_radius = BS*0.30;
float player_height = BS*1.55;
// Maximum distance over border for sneaking
f32 sneak_max = BS*0.4;
/*
If sneaking, player has larger collision radius to keep from
falling
*/
/*if(control.sneak)
player_radius = sneak_max + d*1.1;*/
/*
If sneaking, keep in range from the last walked node and don't
fall off from it
*/
if(control.sneak && m_sneak_node_exists)
{
f32 maxd = 0.5*BS + sneak_max;
v3f lwn_f = intToFloat(m_sneak_node, BS);
position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
f32 min_y = lwn_f.Y + 0.5*BS;
if(position.Y < min_y)
{
position.Y = min_y;
//v3f old_speed = m_speed;
if(m_speed.Y < 0)
m_speed.Y = 0;
/*if(collision_info)
{
// Report fall collision
if(old_speed.Y < m_speed.Y - 0.1)
{
CollisionInfo info;
info.t = COLLISION_FALL;
info.speed = m_speed.Y - old_speed.Y;
collision_info->push_back(info);
}
}*/
}
}
/*
Calculate player collision box (new and old)
*/
core::aabbox3d<f32> playerbox(
position.X - player_radius,
position.Y - 0.0,
position.Z - player_radius,
position.X + player_radius,
position.Y + player_height,
position.Z + player_radius
);
core::aabbox3d<f32> playerbox_old(
oldpos.X - player_radius,
oldpos.Y - 0.0,
oldpos.Z - player_radius,
oldpos.X + player_radius,
oldpos.Y + player_height,
oldpos.Z + player_radius
);
/*
If the player's feet touch the topside of any node, this is
set to true.
Player is allowed to jump when this is true.
*/
bool touching_ground_was = touching_ground;
touching_ground = false;
/*std::cout<<"Checking collisions for ("
<<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
<<") -> ("
<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
<<"):"<<std::endl;*/
bool standing_on_unloaded = false;
/*
Go through every node around the player
*/
for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
{
bool is_unloaded = false;
try{
// Player collides into walkable nodes
if(nodemgr->get(map.getNode(v3s16(x,y,z))).walkable == false)
continue;
}
catch(InvalidPositionException &e)
{
is_unloaded = true;
// Doing nothing here will block the player from
// walking over map borders
}
core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
/*
See if the player is touching ground.
Player touches ground if player's minimum Y is near node's
maximum Y and player's X-Z-area overlaps with the node's
X-Z-area.
Use 0.15*BS so that it is easier to get on a node.
*/
if(
//fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
&& nodebox.MaxEdge.X-d > playerbox.MinEdge.X
&& nodebox.MinEdge.X+d < playerbox.MaxEdge.X
&& nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
&& nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
){
touching_ground = true;
if(is_unloaded)
standing_on_unloaded = true;
}
// If player doesn't intersect with node, ignore node.
if(playerbox.intersectsWithBox(nodebox) == false)
continue;
/*
Go through every axis
*/
v3f dirs[3] = {
v3f(0,0,1), // back-front
v3f(0,1,0), // top-bottom
v3f(1,0,0), // right-left
};
for(u16 i=0; i<3; i++)
{
/*
Calculate values along the axis
*/
f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
/*
Check collision for the axis.
Collision happens when player is going through a surface.
*/
/*f32 neg_d = d;
f32 pos_d = d;
// Make it easier to get on top of a node
if(i == 1)
neg_d = 0.15*BS;
bool negative_axis_collides =
(nodemax > playermin && nodemax <= playermin_old + neg_d
&& m_speed.dotProduct(dirs[i]) < 0);
bool positive_axis_collides =
(nodemin < playermax && nodemin >= playermax_old - pos_d
&& m_speed.dotProduct(dirs[i]) > 0);*/
bool negative_axis_collides =
(nodemax > playermin && nodemax <= playermin_old + d
&& m_speed.dotProduct(dirs[i]) < 0);
bool positive_axis_collides =
(nodemin < playermax && nodemin >= playermax_old - d
&& m_speed.dotProduct(dirs[i]) > 0);
bool main_axis_collides =
negative_axis_collides || positive_axis_collides;
/*
Check overlap of player and node in other axes
*/
bool other_axes_overlap = true;
for(u16 j=0; j<3; j++)
{
if(j == i)
continue;
f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
if(!(nodemax - d > playermin && nodemin + d < playermax))
{
other_axes_overlap = false;
break;
}
}
/*
If this is a collision, revert the position in the main
direction.
*/
if(other_axes_overlap && main_axis_collides)
{
//v3f old_speed = m_speed;
m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
position -= position.dotProduct(dirs[i]) * dirs[i];
position += oldpos.dotProduct(dirs[i]) * dirs[i];
/*if(collision_info)
{
// Report fall collision
if(old_speed.Y < m_speed.Y - 0.1)
{
CollisionInfo info;
info.t = COLLISION_FALL;
info.speed = m_speed.Y - old_speed.Y;
collision_info->push_back(info);
}
}*/
}
}
} // xyz
/*
Check the nodes under the player to see from which node the
player is sneaking from, if any.
*/
{
v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
v2f player_p2df(position.X, position.Z);
f32 min_distance_f = 100000.0*BS;
// If already seeking from some node, compare to it.
/*if(m_sneak_node_exists)
{
v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
// Ignore if player is not on the same level (likely dropped)
if(d_vert_f < 0.15*BS)
min_distance_f = d_horiz_f;
}*/
v3s16 new_sneak_node = m_sneak_node;
for(s16 x=-1; x<=1; x++)
for(s16 z=-1; z<=1; z++)
{
v3s16 p = pos_i_bottom + v3s16(x,0,z);
v3f pf = intToFloat(p, BS);
v2f node_p2df(pf.X, pf.Z);
f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
f32 max_axis_distance_f = MYMAX(
fabs(player_p2df.X-node_p2df.X),
fabs(player_p2df.Y-node_p2df.Y));
if(distance_f > min_distance_f ||
max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
continue;
try{
// The node to be sneaked on has to be walkable
if(nodemgr->get(map.getNode(p)).walkable == false)
continue;
// And the node above it has to be nonwalkable
if(nodemgr->get(map.getNode(p+v3s16(0,1,0))).walkable == true)
continue;
}
catch(InvalidPositionException &e)
{
continue;
}
min_distance_f = distance_f;
new_sneak_node = p;
}
bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
if(control.sneak && m_sneak_node_exists)
{
if(sneak_node_found)
m_sneak_node = new_sneak_node;
}
else
{
m_sneak_node = new_sneak_node;
m_sneak_node_exists = sneak_node_found;
}
/*
If sneaking, the player's collision box can be in air, so
this has to be set explicitly
*/
if(sneak_node_found && control.sneak)
touching_ground = true;
}
/*
Set new position
*/
setPosition(position);
/*
Report collisions
*/
if(collision_info)
{
// Report fall collision
if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
{
CollisionInfo info;
info.t = COLLISION_FALL;
info.speed = m_speed.Y - old_speed.Y;
collision_info->push_back(info);
}
}
if(!touching_ground_was && touching_ground){
MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
m_gamedef->event()->put(e);
}
{
camera_barely_in_ceiling = false;
v3s16 camera_np = floatToInt(getEyePosition(), BS);
MapNode n = map.getNodeNoEx(camera_np);
if(n.getContent() != CONTENT_IGNORE){
if(nodemgr->get(n).walkable){
camera_barely_in_ceiling = true;
}
}
}
}
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
{
move(dtime, map, pos_max_d, NULL);
}
void LocalPlayer::applyControl(float dtime)
{
// Clear stuff
swimming_up = false;
// Random constants
f32 walk_acceleration = 4.0 * BS;
f32 walkspeed_max = 4.0 * BS;
setPitch(control.pitch);
setYaw(control.yaw);
v3f move_direction = v3f(0,0,1);
move_direction.rotateXZBy(getYaw());
v3f speed = v3f(0,0,0);
bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
bool fast_allowed = m_gamedef->checkLocalPrivilege("fly");
bool free_move = fly_allowed && g_settings->getBool("free_move");
bool fast_move = fast_allowed && g_settings->getBool("fast_move");
bool continuous_forward = g_settings->getBool("continuous_forward");
if(free_move || is_climbing)
{
v3f speed = getSpeed();
speed.Y = 0;
setSpeed(speed);
}
// Whether superspeed mode is used or not
bool superspeed = false;
// If free movement and fast movement, always move fast
if(free_move && fast_move)
superspeed = true;
// Auxiliary button 1 (E)
if(control.aux1)
{
if(free_move)
{
// In free movement mode, aux1 descends
v3f speed = getSpeed();
if(fast_move)
speed.Y = -20*BS;
else
speed.Y = -walkspeed_max;
setSpeed(speed);
}
else if(is_climbing)
{
v3f speed = getSpeed();
speed.Y = -3*BS;
setSpeed(speed);
}
else
{
// If not free movement but fast is allowed, aux1 is
// "Turbo button"
if(fast_move)
superspeed = true;
}
}
if(continuous_forward)
speed += move_direction;
if(control.up)
{
if(continuous_forward)
superspeed = true;
else
speed += move_direction;
}
if(control.down)
{
speed -= move_direction;
}
if(control.left)
{
speed += move_direction.crossProduct(v3f(0,1,0));
}
if(control.right)
{
speed += move_direction.crossProduct(v3f(0,-1,0));
}
if(control.jump)
{
if(free_move)
{
v3f speed = getSpeed();
if(fast_move)
speed.Y = 20*BS;
else
speed.Y = walkspeed_max;
setSpeed(speed);
}
else if(touching_ground)
{
/*
NOTE: The d value in move() affects jump height by
raising the height at which the jump speed is kept
at its starting value
*/
v3f speed = getSpeed();
if(speed.Y >= -0.5*BS)
{
speed.Y = 6.5*BS;
setSpeed(speed);
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
m_gamedef->event()->put(e);
}
}
// Use the oscillating value for getting out of water
// (so that the player doesn't fly on the surface)
else if(in_water)
{
v3f speed = getSpeed();
speed.Y = 1.5*BS;
setSpeed(speed);
swimming_up = true;
}
else if(is_climbing)
{
v3f speed = getSpeed();
speed.Y = 3*BS;
setSpeed(speed);
}
}
// The speed of the player (Y is ignored)
if(superspeed)
speed = speed.normalize() * walkspeed_max * 5.0;
else if(control.sneak)
speed = speed.normalize() * walkspeed_max / 3.0;
else
speed = speed.normalize() * walkspeed_max;
f32 inc = walk_acceleration * BS * dtime;
// Faster acceleration if fast and free movement
if(free_move && fast_move)
inc = walk_acceleration * BS * dtime * 10;
// Accelerate to target speed with maximum increment
accelerate(speed, inc);
}
v3s16 LocalPlayer::getStandingNodePos()
{
if(m_sneak_node_exists)
return m_sneak_node;
return floatToInt(getPosition(), BS);
}

101
src/localplayer.h Normal file
View File

@ -0,0 +1,101 @@
/*
Minetest-c55
Copyright (C) 2010-2012 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 General Public License as published by
the Free Software Foundation; either version 2 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 General Public License for more details.
You should have received a copy of the GNU 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 LOCALPLAYER_HEADER
#define LOCALPLAYER_HEADER
#include "player.h"
struct PlayerControl
{
PlayerControl()
{
up = false;
down = false;
left = false;
right = false;
jump = false;
aux1 = false;
sneak = false;
pitch = 0;
yaw = 0;
}
PlayerControl(
bool a_up,
bool a_down,
bool a_left,
bool a_right,
bool a_jump,
bool a_aux1,
bool a_sneak,
float a_pitch,
float a_yaw
)
{
up = a_up;
down = a_down;
left = a_left;
right = a_right;
jump = a_jump;
aux1 = a_aux1;
sneak = a_sneak;
pitch = a_pitch;
yaw = a_yaw;
}
bool up;
bool down;
bool left;
bool right;
bool jump;
bool aux1;
bool sneak;
float pitch;
float yaw;
};
class LocalPlayer : public Player
{
public:
LocalPlayer(IGameDef *gamedef);
virtual ~LocalPlayer();
bool isLocal() const
{
return true;
}
void move(f32 dtime, Map &map, f32 pos_max_d,
core::list<CollisionInfo> *collision_info);
void move(f32 dtime, Map &map, f32 pos_max_d);
void applyControl(float dtime);
v3s16 getStandingNodePos();
PlayerControl control;
private:
// This is used for determining the sneaking range
v3s16 m_sneak_node;
// Whether the player is allowed to sneak
bool m_sneak_node_exists;
};
#endif

View File

@ -18,20 +18,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
#include "player.h"
#include "map.h"
#include "connection.h"
#include "constants.h"
#include "utility.h"
#ifndef SERVER
#include <ITextSceneNode.h>
#endif
#include "main.h" // For g_settings
#include "settings.h"
#include "nodedef.h"
#include "collision.h"
#include "environment.h"
#include "gamedef.h"
#include "event.h"
#include "connection.h" // PEER_ID_INEXISTENT
#include "settings.h"
#include "content_sao.h"
Player::Player(IGameDef *gamedef):
@ -171,615 +162,6 @@ void Player::deSerialize(std::istream &is)
}
}
#ifndef SERVER
/*
LocalPlayer
*/
LocalPlayer::LocalPlayer(IGameDef *gamedef):
Player(gamedef),
m_sneak_node(32767,32767,32767),
m_sneak_node_exists(false)
{
// Initialize hp to 0, so that no hearts will be shown if server
// doesn't support health points
hp = 0;
}
LocalPlayer::~LocalPlayer()
{
}
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
core::list<CollisionInfo> *collision_info)
{
INodeDefManager *nodemgr = m_gamedef->ndef();
v3f position = getPosition();
v3f oldpos = position;
v3s16 oldpos_i = floatToInt(oldpos, BS);
v3f old_speed = m_speed;
/*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
<<oldpos_i.Z<<")"<<std::endl;*/
/*
Calculate new position
*/
position += m_speed * dtime;
// Skip collision detection if a special movement mode is used
bool free_move = g_settings->getBool("free_move");
if(free_move)
{
setPosition(position);
return;
}
/*
Collision detection
*/
// Player position in nodes
v3s16 pos_i = floatToInt(position, BS);
/*
Check if player is in water (the oscillating value)
*/
try{
// If in water, the threshold of coming out is at higher y
if(in_water)
{
v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
}
// If not in water, the threshold of going in is at lower y
else
{
v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
}
}
catch(InvalidPositionException &e)
{
in_water = false;
}
/*
Check if player is in water (the stable value)
*/
try{
v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
in_water_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
}
catch(InvalidPositionException &e)
{
in_water_stable = false;
}
/*
Check if player is climbing
*/
try {
v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
is_climbing = ((nodemgr->get(map.getNode(pp).getContent()).climbable ||
nodemgr->get(map.getNode(pp2).getContent()).climbable) && !free_move);
}
catch(InvalidPositionException &e)
{
is_climbing = false;
}
/*
Collision uncertainty radius
Make it a bit larger than the maximum distance of movement
*/
//f32 d = pos_max_d * 1.1;
// A fairly large value in here makes moving smoother
f32 d = 0.15*BS;
// This should always apply, otherwise there are glitches
assert(d > pos_max_d);
float player_radius = BS*0.30;
float player_height = BS*1.55;
// Maximum distance over border for sneaking
f32 sneak_max = BS*0.4;
/*
If sneaking, player has larger collision radius to keep from
falling
*/
/*if(control.sneak)
player_radius = sneak_max + d*1.1;*/
/*
If sneaking, keep in range from the last walked node and don't
fall off from it
*/
if(control.sneak && m_sneak_node_exists)
{
f32 maxd = 0.5*BS + sneak_max;
v3f lwn_f = intToFloat(m_sneak_node, BS);
position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
f32 min_y = lwn_f.Y + 0.5*BS;
if(position.Y < min_y)
{
position.Y = min_y;
//v3f old_speed = m_speed;
if(m_speed.Y < 0)
m_speed.Y = 0;
/*if(collision_info)
{
// Report fall collision
if(old_speed.Y < m_speed.Y - 0.1)
{
CollisionInfo info;
info.t = COLLISION_FALL;
info.speed = m_speed.Y - old_speed.Y;
collision_info->push_back(info);
}
}*/
}
}
/*
Calculate player collision box (new and old)
*/
core::aabbox3d<f32> playerbox(
position.X - player_radius,
position.Y - 0.0,
position.Z - player_radius,
position.X + player_radius,
position.Y + player_height,
position.Z + player_radius
);
core::aabbox3d<f32> playerbox_old(
oldpos.X - player_radius,
oldpos.Y - 0.0,
oldpos.Z - player_radius,
oldpos.X + player_radius,
oldpos.Y + player_height,
oldpos.Z + player_radius
);
/*
If the player's feet touch the topside of any node, this is
set to true.
Player is allowed to jump when this is true.
*/
bool touching_ground_was = touching_ground;
touching_ground = false;
/*std::cout<<"Checking collisions for ("
<<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
<<") -> ("
<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
<<"):"<<std::endl;*/
bool standing_on_unloaded = false;
/*
Go through every node around the player
*/
for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
{
bool is_unloaded = false;
try{
// Player collides into walkable nodes
if(nodemgr->get(map.getNode(v3s16(x,y,z))).walkable == false)
continue;
}
catch(InvalidPositionException &e)
{
is_unloaded = true;
// Doing nothing here will block the player from
// walking over map borders
}
core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
/*
See if the player is touching ground.
Player touches ground if player's minimum Y is near node's
maximum Y and player's X-Z-area overlaps with the node's
X-Z-area.
Use 0.15*BS so that it is easier to get on a node.
*/
if(
//fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
&& nodebox.MaxEdge.X-d > playerbox.MinEdge.X
&& nodebox.MinEdge.X+d < playerbox.MaxEdge.X
&& nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
&& nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
){
touching_ground = true;
if(is_unloaded)
standing_on_unloaded = true;
}
// If player doesn't intersect with node, ignore node.
if(playerbox.intersectsWithBox(nodebox) == false)
continue;
/*
Go through every axis
*/
v3f dirs[3] = {
v3f(0,0,1), // back-front
v3f(0,1,0), // top-bottom
v3f(1,0,0), // right-left
};
for(u16 i=0; i<3; i++)
{
/*
Calculate values along the axis
*/
f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
/*
Check collision for the axis.
Collision happens when player is going through a surface.
*/
/*f32 neg_d = d;
f32 pos_d = d;
// Make it easier to get on top of a node
if(i == 1)
neg_d = 0.15*BS;
bool negative_axis_collides =
(nodemax > playermin && nodemax <= playermin_old + neg_d
&& m_speed.dotProduct(dirs[i]) < 0);
bool positive_axis_collides =
(nodemin < playermax && nodemin >= playermax_old - pos_d
&& m_speed.dotProduct(dirs[i]) > 0);*/
bool negative_axis_collides =
(nodemax > playermin && nodemax <= playermin_old + d
&& m_speed.dotProduct(dirs[i]) < 0);
bool positive_axis_collides =
(nodemin < playermax && nodemin >= playermax_old - d
&& m_speed.dotProduct(dirs[i]) > 0);
bool main_axis_collides =
negative_axis_collides || positive_axis_collides;
/*
Check overlap of player and node in other axes
*/
bool other_axes_overlap = true;
for(u16 j=0; j<3; j++)
{
if(j == i)
continue;
f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
if(!(nodemax - d > playermin && nodemin + d < playermax))
{
other_axes_overlap = false;
break;
}
}
/*
If this is a collision, revert the position in the main
direction.
*/
if(other_axes_overlap && main_axis_collides)
{
//v3f old_speed = m_speed;
m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
position -= position.dotProduct(dirs[i]) * dirs[i];
position += oldpos.dotProduct(dirs[i]) * dirs[i];
/*if(collision_info)
{
// Report fall collision
if(old_speed.Y < m_speed.Y - 0.1)
{
CollisionInfo info;
info.t = COLLISION_FALL;
info.speed = m_speed.Y - old_speed.Y;
collision_info->push_back(info);
}
}*/
}
}
} // xyz
/*
Check the nodes under the player to see from which node the
player is sneaking from, if any.
*/
{
v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
v2f player_p2df(position.X, position.Z);
f32 min_distance_f = 100000.0*BS;
// If already seeking from some node, compare to it.
/*if(m_sneak_node_exists)
{
v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
// Ignore if player is not on the same level (likely dropped)
if(d_vert_f < 0.15*BS)
min_distance_f = d_horiz_f;
}*/
v3s16 new_sneak_node = m_sneak_node;
for(s16 x=-1; x<=1; x++)
for(s16 z=-1; z<=1; z++)
{
v3s16 p = pos_i_bottom + v3s16(x,0,z);
v3f pf = intToFloat(p, BS);
v2f node_p2df(pf.X, pf.Z);
f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
f32 max_axis_distance_f = MYMAX(
fabs(player_p2df.X-node_p2df.X),
fabs(player_p2df.Y-node_p2df.Y));
if(distance_f > min_distance_f ||
max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
continue;
try{
// The node to be sneaked on has to be walkable
if(nodemgr->get(map.getNode(p)).walkable == false)
continue;
// And the node above it has to be nonwalkable
if(nodemgr->get(map.getNode(p+v3s16(0,1,0))).walkable == true)
continue;
}
catch(InvalidPositionException &e)
{
continue;
}
min_distance_f = distance_f;
new_sneak_node = p;
}
bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
if(control.sneak && m_sneak_node_exists)
{
if(sneak_node_found)
m_sneak_node = new_sneak_node;
}
else
{
m_sneak_node = new_sneak_node;
m_sneak_node_exists = sneak_node_found;
}
/*
If sneaking, the player's collision box can be in air, so
this has to be set explicitly
*/
if(sneak_node_found && control.sneak)
touching_ground = true;
}
/*
Set new position
*/
setPosition(position);
/*
Report collisions
*/
if(collision_info)
{
// Report fall collision
if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
{
CollisionInfo info;
info.t = COLLISION_FALL;
info.speed = m_speed.Y - old_speed.Y;
collision_info->push_back(info);
}
}
if(!touching_ground_was && touching_ground){
MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
m_gamedef->event()->put(e);
}
{
camera_barely_in_ceiling = false;
v3s16 camera_np = floatToInt(getEyePosition(), BS);
MapNode n = map.getNodeNoEx(camera_np);
if(n.getContent() != CONTENT_IGNORE){
if(nodemgr->get(n).walkable){
camera_barely_in_ceiling = true;
}
}
}
}
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
{
move(dtime, map, pos_max_d, NULL);
}
void LocalPlayer::applyControl(float dtime)
{
// Clear stuff
swimming_up = false;
// Random constants
f32 walk_acceleration = 4.0 * BS;
f32 walkspeed_max = 4.0 * BS;
setPitch(control.pitch);
setYaw(control.yaw);
v3f move_direction = v3f(0,0,1);
move_direction.rotateXZBy(getYaw());
v3f speed = v3f(0,0,0);
bool free_move = g_settings->getBool("free_move");
bool fast_move = g_settings->getBool("fast_move");
bool continuous_forward = g_settings->getBool("continuous_forward");
if(free_move || is_climbing)
{
v3f speed = getSpeed();
speed.Y = 0;
setSpeed(speed);
}
// Whether superspeed mode is used or not
bool superspeed = false;
// If free movement and fast movement, always move fast
if(free_move && fast_move)
superspeed = true;
// Auxiliary button 1 (E)
if(control.aux1)
{
if(free_move)
{
// In free movement mode, aux1 descends
v3f speed = getSpeed();
if(fast_move)
speed.Y = -20*BS;
else
speed.Y = -walkspeed_max;
setSpeed(speed);
}
else if(is_climbing)
{
v3f speed = getSpeed();
speed.Y = -3*BS;
setSpeed(speed);
}
else
{
// If not free movement but fast is allowed, aux1 is
// "Turbo button"
if(fast_move)
superspeed = true;
}
}
if(continuous_forward)
speed += move_direction;
if(control.up)
{
if(continuous_forward)
superspeed = true;
else
speed += move_direction;
}
if(control.down)
{
speed -= move_direction;
}
if(control.left)
{
speed += move_direction.crossProduct(v3f(0,1,0));
}
if(control.right)
{
speed += move_direction.crossProduct(v3f(0,-1,0));
}
if(control.jump)
{
if(free_move)
{
v3f speed = getSpeed();
if(fast_move)
speed.Y = 20*BS;
else
speed.Y = walkspeed_max;
setSpeed(speed);
}
else if(touching_ground)
{
/*
NOTE: The d value in move() affects jump height by
raising the height at which the jump speed is kept
at its starting value
*/
v3f speed = getSpeed();
if(speed.Y >= -0.5*BS)
{
speed.Y = 6.5*BS;
setSpeed(speed);
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
m_gamedef->event()->put(e);
}
}
// Use the oscillating value for getting out of water
// (so that the player doesn't fly on the surface)
else if(in_water)
{
v3f speed = getSpeed();
speed.Y = 1.5*BS;
setSpeed(speed);
swimming_up = true;
}
else if(is_climbing)
{
v3f speed = getSpeed();
speed.Y = 3*BS;
setSpeed(speed);
}
}
// The speed of the player (Y is ignored)
if(superspeed)
speed = speed.normalize() * walkspeed_max * 5.0;
else if(control.sneak)
speed = speed.normalize() * walkspeed_max / 3.0;
else
speed = speed.normalize() * walkspeed_max;
f32 inc = walk_acceleration * BS * dtime;
// Faster acceleration if fast and free movement
if(free_move && fast_move)
inc = walk_acceleration * BS * dtime * 10;
// Accelerate to target speed with maximum increment
accelerate(speed, inc);
}
v3s16 LocalPlayer::getStandingNodePos()
{
if(m_sneak_node_exists)
return m_sneak_node;
return floatToInt(getPosition(), BS);
}
#endif
/*
RemotePlayer
*/

View File

@ -20,14 +20,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#ifndef PLAYER_HEADER
#define PLAYER_HEADER
#include "common_irrlicht.h"
#include "irrlichttypes.h"
#include "inventory.h"
#define PLAYERNAME_SIZE 20
#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
class Map;
class IGameDef;
struct CollisionInfo;
@ -167,83 +166,6 @@ protected:
v3f m_position;
};
#ifndef SERVER
struct PlayerControl
{
PlayerControl()
{
up = false;
down = false;
left = false;
right = false;
jump = false;
aux1 = false;
sneak = false;
pitch = 0;
yaw = 0;
}
PlayerControl(
bool a_up,
bool a_down,
bool a_left,
bool a_right,
bool a_jump,
bool a_aux1,
bool a_sneak,
float a_pitch,
float a_yaw
)
{
up = a_up;
down = a_down;
left = a_left;
right = a_right;
jump = a_jump;
aux1 = a_aux1;
sneak = a_sneak;
pitch = a_pitch;
yaw = a_yaw;
}
bool up;
bool down;
bool left;
bool right;
bool jump;
bool aux1;
bool sneak;
float pitch;
float yaw;
};
class LocalPlayer : public Player
{
public:
LocalPlayer(IGameDef *gamedef);
virtual ~LocalPlayer();
bool isLocal() const
{
return true;
}
void move(f32 dtime, Map &map, f32 pos_max_d,
core::list<CollisionInfo> *collision_info);
void move(f32 dtime, Map &map, f32 pos_max_d);
void applyControl(float dtime);
v3s16 getStandingNodePos();
PlayerControl control;
private:
// This is used for determining the sneaking range
v3s16 m_sneak_node;
// Whether the player is allowed to sneak
bool m_sneak_node_exists;
};
#endif // !SERVER
/*
Player on the server
*/

View File

@ -3985,6 +3985,16 @@ static int l_get_password_hash(lua_State *L)
return 1;
}
// notify_authentication_modified(name)
static int l_notify_authentication_modified(lua_State *L)
{
std::string name = "";
if(lua_isstring(L, 1))
name = lua_tostring(L, 1);
get_server(L)->reportPrivsModified(name);
return 0;
}
static const struct luaL_Reg minetest_f [] = {
{"debug", l_debug},
{"log", l_log},
@ -4006,6 +4016,7 @@ static const struct luaL_Reg minetest_f [] = {
{"sound_stop", l_sound_stop},
{"is_singleplayer", l_is_singleplayer},
{"get_password_hash", l_get_password_hash},
{"notify_authentication_modified", l_notify_authentication_modified},
{NULL, NULL}
};

View File

@ -2194,13 +2194,13 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
// Send node definitions
SendNodeDef(m_con, peer_id, m_nodedef);
// Send texture announcement
// Send media announcement
sendMediaAnnouncement(peer_id);
// Send player info to all players
//SendPlayerInfos();
// Send inventory to player
// Send privileges
SendPlayerPrivileges(peer_id);
// Send inventory
UpdateCrafting(peer_id);
SendInventory(peer_id);
@ -3544,6 +3544,28 @@ void Server::SendMovePlayer(u16 peer_id)
m_con.Send(peer_id, 0, data, true);
}
void Server::SendPlayerPrivileges(u16 peer_id)
{
Player *player = m_env->getPlayer(peer_id);
assert(player);
std::set<std::string> privs;
scriptapi_get_auth(m_lua, player->getName(), NULL, &privs);
std::ostringstream os(std::ios_base::binary);
writeU16(os, TOCLIENT_PRIVILEGES);
writeU16(os, privs.size());
for(std::set<std::string>::const_iterator i = privs.begin();
i != privs.end(); i++){
os<<serializeString(*i);
}
// Make data buffer
std::string s = os.str();
SharedBuffer<u8> data((u8*)s.c_str(), s.size());
// Send as reliable
m_con.Send(peer_id, 0, data, true);
}
s32 Server::playSound(const SimpleSoundSpec &spec,
const ServerSoundParams &params)
{
@ -4286,6 +4308,23 @@ bool Server::checkPriv(const std::string &name, const std::string &priv)
return (privs.count(priv) != 0);
}
void Server::reportPrivsModified(const std::string &name)
{
if(name == ""){
for(core::map<u16, RemoteClient*>::Iterator
i = m_clients.getIterator();
i.atEnd() == false; i++){
RemoteClient *client = i.getNode()->getValue();
SendPlayerPrivileges(client->peer_id);
}
} else {
Player *player = m_env->getPlayer(name.c_str());
if(!player)
return;
SendPlayerPrivileges(player->peer_id);
}
}
// Saves g_settings to configpath given at initialization
void Server::saveConfig()
{

View File

@ -502,6 +502,7 @@ public:
// Envlock + conlock
std::set<std::string> getPlayerEffectivePrivs(const std::string &name);
bool checkPriv(const std::string &name, const std::string &priv);
void reportPrivsModified(const std::string &name=""); // ""=all
// Saves g_settings to configpath given at initialization
void saveConfig();
@ -592,11 +593,12 @@ private:
*/
// Envlock and conlock should be locked when calling these
void SendMovePlayer(u16 peer_id);
void SendInventory(u16 peer_id);
void SendChatMessage(u16 peer_id, const std::wstring &message);
void BroadcastChatMessage(const std::wstring &message);
void SendPlayerHP(u16 peer_id);
void SendMovePlayer(u16 peer_id);
void SendPlayerPrivileges(u16 peer_id);
/*
Send a node removal/addition event to all clients except ignore_id.
Additionally, if far_players!=NULL, players further away than