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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.
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@ -402,6 +402,23 @@ void ClientEnvironment::addActiveObject(u16 id, u8 type,
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}
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}
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void ClientEnvironment::removeActiveObject(u16 id)
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{
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// Get current attachment childs to detach them visually
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std::unordered_set<int> attachment_childs;
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if (auto *obj = getActiveObject(id))
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attachment_childs = obj->getAttachmentChildIds();
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m_ao_manager.removeObject(id);
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// Perform a proper detach in Irrlicht
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for (auto c_id : attachment_childs) {
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if (ClientActiveObject *child = getActiveObject(c_id))
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child->updateAttachments();
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}
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}
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void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
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{
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ClientActiveObject *obj = getActiveObject(id);
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@ -104,10 +104,7 @@ public:
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u16 addActiveObject(ClientActiveObject *object);
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void addActiveObject(u16 id, u8 type, const std::string &init_data);
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void removeActiveObject(u16 id)
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{
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m_ao_manager.removeObject(id);
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}
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void removeActiveObject(u16 id);
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void processActiveObjectMessage(u16 id, const std::string &data);
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@ -523,7 +523,9 @@ void GenericCAO::removeFromScene(bool permanent)
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// Should be true when removing the object permanently
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// and false when refreshing (eg: updating visuals)
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if (m_env && permanent) {
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clearChildAttachments();
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// The client does not know whether this object does re-appear to
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// a later time, thus do not clear child attachments.
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clearParentAttachment();
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}
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@ -1330,10 +1332,17 @@ void GenericCAO::updateAttachments()
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m_attached_to_local = parent && parent->isLocalPlayer();
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if (!parent && m_attachment_parent_id) {
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//m_is_visible = false; maybe later. needs better handling
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return;
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}
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/*
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Following cases exist:
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m_attachment_parent_id == 0 && !parent
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This object is not attached
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m_attachment_parent_id != 0 && parent
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This object is attached
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m_attachment_parent_id != 0 && !parent
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This object will be attached as soon the parent is known
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m_attachment_parent_id == 0 && parent
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Impossible case
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*/
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if (!parent) { // Detach or don't attach
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if (m_matrixnode) {
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@ -156,6 +156,11 @@ public:
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const v3f getPosition() const;
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void setPosition(const v3f &pos)
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{
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pos_translator.val_current = pos;
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}
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inline const v3f &getRotation() const { return m_rotation; }
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const bool isImmortal();
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@ -1107,14 +1107,14 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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if (!send_recommended)
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return;
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// If the object is attached client-side, don't waste bandwidth sending its
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// position or rotation to clients.
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if (m_position_not_sent && !isAttached()) {
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if (m_position_not_sent) {
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m_position_not_sent = false;
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float update_interval = m_env->getSendRecommendedInterval();
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v3f pos;
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if (isAttached()) // Just in case we ever do send attachment position too
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pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
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// When attached, the position is only sent to clients where the
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// parent isn't known
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if (isAttached())
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pos = m_last_good_position;
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else
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pos = m_base_position;
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@ -694,19 +694,33 @@ void Server::AsyncRunStep(bool initial_step)
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// Route data to every client
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for (const auto &client_it : clients) {
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RemoteClient *client = client_it.second;
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PlayerSAO *player = getPlayerSAO(client->peer_id);
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std::string reliable_data;
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std::string unreliable_data;
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// Go through all objects in message buffer
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for (const auto &buffered_message : buffered_messages) {
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// If object is not known by client, skip it
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// If object does not exist or is not known by client, skip it
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u16 id = buffered_message.first;
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if (client->m_known_objects.find(id) == client->m_known_objects.end())
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ServerActiveObject *sao = m_env->getActiveObject(id);
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if (!sao || client->m_known_objects.find(id) == client->m_known_objects.end())
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continue;
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// Get message list of object
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std::vector<ActiveObjectMessage>* list = buffered_message.second;
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// Go through every message
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for (const ActiveObjectMessage &aom : *list) {
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// Send position updates to players who do not see the attachment
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if (aom.datastring[0] == GENERIC_CMD_UPDATE_POSITION) {
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if (sao->getId() == player->getId())
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continue;
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// Do not send position updates for attached players
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// as long the parent is known to the client
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ServerActiveObject *parent = sao->getParent();
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if (parent && client->m_known_objects.find(parent->getId()) !=
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client->m_known_objects.end())
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continue;
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}
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// Compose the full new data with header
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std::string new_data;
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// Add object id
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@ -1907,14 +1921,17 @@ void Server::SendActiveObjectRemoveAdd(RemoteClient *client, PlayerSAO *playersa
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while (!added_objects.empty()) {
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// Get object
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u16 id = added_objects.front();
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ServerActiveObject* obj = m_env->getActiveObject(id);
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ServerActiveObject *obj = m_env->getActiveObject(id);
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added_objects.pop();
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if (!obj) {
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warningstream << FUNCTION_NAME << ": NULL object id="
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<< (int)id << std::endl;
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continue;
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}
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// Get object type
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u8 type = ACTIVEOBJECT_TYPE_INVALID;
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if (!obj)
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warningstream << FUNCTION_NAME << ": NULL object" << std::endl;
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else
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type = obj->getSendType();
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u8 type = obj->getSendType();
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// Add to data buffer for sending
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writeU16((u8*)buf, id);
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@ -1922,19 +1939,13 @@ void Server::SendActiveObjectRemoveAdd(RemoteClient *client, PlayerSAO *playersa
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writeU8((u8*)buf, type);
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data.append(buf, 1);
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if (obj)
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data.append(serializeLongString(
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obj->getClientInitializationData(client->net_proto_version)));
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else
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data.append(serializeLongString(""));
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// Add to known objects
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client->m_known_objects.insert(id);
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if (obj)
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obj->m_known_by_count++;
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added_objects.pop();
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}
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NetworkPacket pkt(TOCLIENT_ACTIVE_OBJECT_REMOVE_ADD, data.size(), client->peer_id);
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