forked from Mirrorlandia_minetest/minetest
4aa9a669cb
What happened: 1) Object data is received. Client begins to read the data 2) Client initializes all its children (gob_cmd_update_infant) 3) Children try to attach to parent (yet not added) 4) Parent initializes, is added to the environment And somewhere in between, Irrlicht wrecks up the attachments due to the missing matrix node. The solution here is to: 1) Use the same structure as ServerActiveObject 2) Attach all children after the parent is really initialized
263 lines
7.8 KiB
C++
263 lines
7.8 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include <unordered_set>
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#include "irrlichttypes_bloated.h"
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#include "activeobject.h"
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#include "inventorymanager.h"
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#include "itemgroup.h"
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#include "util/container.h"
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/*
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Some planning
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-------------
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* Server environment adds an active object, which gets the id 1
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* The active object list is scanned for each client once in a while,
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and it finds out what objects have been added that are not known
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by the client yet. This scan is initiated by the Server class and
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the result ends up directly to the server.
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* A network packet is created with the info and sent to the client.
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* Environment converts objects to static data and static data to
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objects, based on how close players are to them.
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*/
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class ServerEnvironment;
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struct ItemStack;
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struct ToolCapabilities;
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struct ObjectProperties;
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struct PlayerHPChangeReason;
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class ServerActiveObject : public ActiveObject
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{
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public:
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/*
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NOTE: m_env can be NULL, but step() isn't called if it is.
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Prototypes are used that way.
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*/
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ServerActiveObject(ServerEnvironment *env, v3f pos);
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virtual ~ServerActiveObject() = default;
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virtual ActiveObjectType getSendType() const
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{ return getType(); }
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// Called after id has been set and has been inserted in environment
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virtual void addedToEnvironment(u32 dtime_s){};
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// Called before removing from environment
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virtual void removingFromEnvironment(){};
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// Returns true if object's deletion is the job of the
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// environment
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virtual bool environmentDeletes() const
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{ return true; }
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// Create a certain type of ServerActiveObject
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static ServerActiveObject* create(ActiveObjectType type,
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ServerEnvironment *env, u16 id, v3f pos,
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const std::string &data);
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/*
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Some simple getters/setters
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*/
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v3f getBasePosition() const { return m_base_position; }
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void setBasePosition(v3f pos){ m_base_position = pos; }
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ServerEnvironment* getEnv(){ return m_env; }
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/*
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Some more dynamic interface
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*/
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virtual void setPos(const v3f &pos)
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{ setBasePosition(pos); }
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// continuous: if true, object does not stop immediately at pos
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virtual void moveTo(v3f pos, bool continuous)
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{ setBasePosition(pos); }
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// If object has moved less than this and data has not changed,
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// saving to disk may be omitted
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virtual float getMinimumSavedMovement();
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virtual std::string getDescription(){return "SAO";}
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/*
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Step object in time.
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Messages added to messages are sent to client over network.
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send_recommended:
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True at around 5-10 times a second, same for all objects.
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This is used to let objects send most of the data at the
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same time so that the data can be combined in a single
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packet.
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*/
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virtual void step(float dtime, bool send_recommended){}
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/*
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The return value of this is passed to the client-side object
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when it is created
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*/
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virtual std::string getClientInitializationData(u16 protocol_version){return "";}
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/*
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The return value of this is passed to the server-side object
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when it is created (converted from static to active - actually
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the data is the static form)
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*/
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virtual void getStaticData(std::string *result) const
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{
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assert(isStaticAllowed());
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*result = "";
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}
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/*
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Return false in here to never save and instead remove object
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on unload. getStaticData() will not be called in that case.
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*/
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virtual bool isStaticAllowed() const
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{return true;}
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// Returns tool wear
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virtual int punch(v3f dir,
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const ToolCapabilities *toolcap=NULL,
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ServerActiveObject *puncher=NULL,
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float time_from_last_punch=1000000)
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{ return 0; }
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virtual void rightClick(ServerActiveObject *clicker)
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{}
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virtual void setHP(s32 hp, const PlayerHPChangeReason &reason)
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{}
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virtual u16 getHP() const
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{ return 0; }
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virtual void setArmorGroups(const ItemGroupList &armor_groups)
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{}
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virtual const ItemGroupList &getArmorGroups()
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{ static ItemGroupList rv; return rv; }
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virtual void setPhysicsOverride(float physics_override_speed, float physics_override_jump, float physics_override_gravity)
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{}
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virtual void setAnimation(v2f frames, float frame_speed, float frame_blend, bool frame_loop)
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{}
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virtual void getAnimation(v2f *frames, float *frame_speed, float *frame_blend, bool *frame_loop)
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{}
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virtual void setAnimationSpeed(float frame_speed)
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{}
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virtual void setBonePosition(const std::string &bone, v3f position, v3f rotation)
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{}
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virtual void getBonePosition(const std::string &bone, v3f *position, v3f *lotation)
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{}
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virtual const std::unordered_set<int> &getAttachmentChildIds() const
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{ static std::unordered_set<int> rv; return rv; }
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virtual ServerActiveObject *getParent() const { return nullptr; }
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virtual ObjectProperties* accessObjectProperties()
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{ return NULL; }
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virtual void notifyObjectPropertiesModified()
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{}
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// Inventory and wielded item
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virtual Inventory* getInventory()
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{ return NULL; }
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virtual const Inventory* getInventory() const
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{ return NULL; }
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virtual InventoryLocation getInventoryLocation() const
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{ return InventoryLocation(); }
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virtual void setInventoryModified()
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{}
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virtual std::string getWieldList() const
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{ return ""; }
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virtual int getWieldIndex() const
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{ return 0; }
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virtual ItemStack getWieldedItem() const;
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virtual bool setWieldedItem(const ItemStack &item);
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inline void attachParticleSpawner(u32 id)
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{
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m_attached_particle_spawners.insert(id);
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}
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inline void detachParticleSpawner(u32 id)
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{
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m_attached_particle_spawners.erase(id);
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}
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/*
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Number of players which know about this object. Object won't be
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deleted until this is 0 to keep the id preserved for the right
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object.
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*/
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u16 m_known_by_count = 0;
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/*
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- Whether this object is to be removed when nobody knows about
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it anymore.
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- Removal is delayed to preserve the id for the time during which
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it could be confused to some other object by some client.
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- This is usually set to true by the step() method when the object wants
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to be deleted but can be set by anything else too.
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*/
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bool m_pending_removal = false;
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/*
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Same purpose as m_pending_removal but for deactivation.
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deactvation = save static data in block, remove active object
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If this is set alongside with m_pending_removal, removal takes
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priority.
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*/
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bool m_pending_deactivation = false;
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/*
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A getter that unifies the above to answer the question:
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"Can the environment still interact with this object?"
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*/
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inline bool isGone() const
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{ return m_pending_removal || m_pending_deactivation; }
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/*
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Whether the object's static data has been stored to a block
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*/
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bool m_static_exists = false;
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/*
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The block from which the object was loaded from, and in which
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a copy of the static data resides.
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*/
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v3s16 m_static_block = v3s16(1337,1337,1337);
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/*
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Queue of messages to be sent to the client
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*/
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std::queue<ActiveObjectMessage> m_messages_out;
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protected:
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virtual void onAttach(int parent_id) {}
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virtual void onDetach(int parent_id) {}
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// Used for creating objects based on type
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typedef ServerActiveObject* (*Factory)
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(ServerEnvironment *env, v3f pos,
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const std::string &data);
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static void registerType(u16 type, Factory f);
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ServerEnvironment *m_env;
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v3f m_base_position;
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std::unordered_set<u32> m_attached_particle_spawners;
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private:
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// Used for creating objects based on type
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static std::map<u16, Factory> m_types;
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};
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