Attachments: Fix attachments to temporary removed objects (#8989)

Does not clear the parent's attachment information when the child is deleted locally.
Either it was removed permanently, or just temporary - we don't know, but it's up to the server to send a *detach from child" packet for the parent.
This commit is contained in:
SmallJoker 2019-10-02 19:11:27 +02:00 committed by GitHub
parent 251038e136
commit 81c2370c8b
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 70 additions and 31 deletions

@ -402,6 +402,23 @@ void ClientEnvironment::addActiveObject(u16 id, u8 type,
} }
} }
void ClientEnvironment::removeActiveObject(u16 id)
{
// Get current attachment childs to detach them visually
std::unordered_set<int> attachment_childs;
if (auto *obj = getActiveObject(id))
attachment_childs = obj->getAttachmentChildIds();
m_ao_manager.removeObject(id);
// Perform a proper detach in Irrlicht
for (auto c_id : attachment_childs) {
if (ClientActiveObject *child = getActiveObject(c_id))
child->updateAttachments();
}
}
void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data) void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
{ {
ClientActiveObject *obj = getActiveObject(id); ClientActiveObject *obj = getActiveObject(id);

@ -104,10 +104,7 @@ public:
u16 addActiveObject(ClientActiveObject *object); u16 addActiveObject(ClientActiveObject *object);
void addActiveObject(u16 id, u8 type, const std::string &init_data); void addActiveObject(u16 id, u8 type, const std::string &init_data);
void removeActiveObject(u16 id) void removeActiveObject(u16 id);
{
m_ao_manager.removeObject(id);
}
void processActiveObjectMessage(u16 id, const std::string &data); void processActiveObjectMessage(u16 id, const std::string &data);

@ -523,7 +523,9 @@ void GenericCAO::removeFromScene(bool permanent)
// Should be true when removing the object permanently // Should be true when removing the object permanently
// and false when refreshing (eg: updating visuals) // and false when refreshing (eg: updating visuals)
if (m_env && permanent) { if (m_env && permanent) {
clearChildAttachments(); // The client does not know whether this object does re-appear to
// a later time, thus do not clear child attachments.
clearParentAttachment(); clearParentAttachment();
} }
@ -1330,10 +1332,17 @@ void GenericCAO::updateAttachments()
m_attached_to_local = parent && parent->isLocalPlayer(); m_attached_to_local = parent && parent->isLocalPlayer();
if (!parent && m_attachment_parent_id) { /*
//m_is_visible = false; maybe later. needs better handling Following cases exist:
return; m_attachment_parent_id == 0 && !parent
} This object is not attached
m_attachment_parent_id != 0 && parent
This object is attached
m_attachment_parent_id != 0 && !parent
This object will be attached as soon the parent is known
m_attachment_parent_id == 0 && parent
Impossible case
*/
if (!parent) { // Detach or don't attach if (!parent) { // Detach or don't attach
if (m_matrixnode) { if (m_matrixnode) {

@ -156,6 +156,11 @@ public:
const v3f getPosition() const; const v3f getPosition() const;
void setPosition(const v3f &pos)
{
pos_translator.val_current = pos;
}
inline const v3f &getRotation() const { return m_rotation; } inline const v3f &getRotation() const { return m_rotation; }
const bool isImmortal(); const bool isImmortal();

@ -1107,14 +1107,14 @@ void PlayerSAO::step(float dtime, bool send_recommended)
if (!send_recommended) if (!send_recommended)
return; return;
// If the object is attached client-side, don't waste bandwidth sending its if (m_position_not_sent) {
// position or rotation to clients.
if (m_position_not_sent && !isAttached()) {
m_position_not_sent = false; m_position_not_sent = false;
float update_interval = m_env->getSendRecommendedInterval(); float update_interval = m_env->getSendRecommendedInterval();
v3f pos; v3f pos;
if (isAttached()) // Just in case we ever do send attachment position too // When attached, the position is only sent to clients where the
pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition(); // parent isn't known
if (isAttached())
pos = m_last_good_position;
else else
pos = m_base_position; pos = m_base_position;

@ -694,19 +694,33 @@ void Server::AsyncRunStep(bool initial_step)
// Route data to every client // Route data to every client
for (const auto &client_it : clients) { for (const auto &client_it : clients) {
RemoteClient *client = client_it.second; RemoteClient *client = client_it.second;
PlayerSAO *player = getPlayerSAO(client->peer_id);
std::string reliable_data; std::string reliable_data;
std::string unreliable_data; std::string unreliable_data;
// Go through all objects in message buffer // Go through all objects in message buffer
for (const auto &buffered_message : buffered_messages) { for (const auto &buffered_message : buffered_messages) {
// If object is not known by client, skip it // If object does not exist or is not known by client, skip it
u16 id = buffered_message.first; u16 id = buffered_message.first;
if (client->m_known_objects.find(id) == client->m_known_objects.end()) ServerActiveObject *sao = m_env->getActiveObject(id);
if (!sao || client->m_known_objects.find(id) == client->m_known_objects.end())
continue; continue;
// Get message list of object // Get message list of object
std::vector<ActiveObjectMessage>* list = buffered_message.second; std::vector<ActiveObjectMessage>* list = buffered_message.second;
// Go through every message // Go through every message
for (const ActiveObjectMessage &aom : *list) { for (const ActiveObjectMessage &aom : *list) {
// Send position updates to players who do not see the attachment
if (aom.datastring[0] == GENERIC_CMD_UPDATE_POSITION) {
if (sao->getId() == player->getId())
continue;
// Do not send position updates for attached players
// as long the parent is known to the client
ServerActiveObject *parent = sao->getParent();
if (parent && client->m_known_objects.find(parent->getId()) !=
client->m_known_objects.end())
continue;
}
// Compose the full new data with header // Compose the full new data with header
std::string new_data; std::string new_data;
// Add object id // Add object id
@ -1908,13 +1922,16 @@ void Server::SendActiveObjectRemoveAdd(RemoteClient *client, PlayerSAO *playersa
// Get object // Get object
u16 id = added_objects.front(); u16 id = added_objects.front();
ServerActiveObject *obj = m_env->getActiveObject(id); ServerActiveObject *obj = m_env->getActiveObject(id);
added_objects.pop();
if (!obj) {
warningstream << FUNCTION_NAME << ": NULL object id="
<< (int)id << std::endl;
continue;
}
// Get object type // Get object type
u8 type = ACTIVEOBJECT_TYPE_INVALID; u8 type = obj->getSendType();
if (!obj)
warningstream << FUNCTION_NAME << ": NULL object" << std::endl;
else
type = obj->getSendType();
// Add to data buffer for sending // Add to data buffer for sending
writeU16((u8*)buf, id); writeU16((u8*)buf, id);
@ -1922,19 +1939,13 @@ void Server::SendActiveObjectRemoveAdd(RemoteClient *client, PlayerSAO *playersa
writeU8((u8*)buf, type); writeU8((u8*)buf, type);
data.append(buf, 1); data.append(buf, 1);
if (obj)
data.append(serializeLongString( data.append(serializeLongString(
obj->getClientInitializationData(client->net_proto_version))); obj->getClientInitializationData(client->net_proto_version)));
else
data.append(serializeLongString(""));
// Add to known objects // Add to known objects
client->m_known_objects.insert(id); client->m_known_objects.insert(id);
if (obj)
obj->m_known_by_count++; obj->m_known_by_count++;
added_objects.pop();
} }
NetworkPacket pkt(TOCLIENT_ACTIVE_OBJECT_REMOVE_ADD, data.size(), client->peer_id); NetworkPacket pkt(TOCLIENT_ACTIVE_OBJECT_REMOVE_ADD, data.size(), client->peer_id);