Rework object attachment handling to fix bugs (#14825)

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sfan5 2024-08-12 15:32:18 +02:00 committed by GitHub
parent a0e33ba9ea
commit 85e717fcd1
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GPG Key ID: B5690EEEBB952194
17 changed files with 245 additions and 172 deletions

@ -5100,12 +5100,15 @@ Callbacks:
to the object (not necessarily an actual rightclick)
* `clicker`: an `ObjectRef` (may or may not be a player)
* `on_attach_child(self, child)`
* `child`: an `ObjectRef` of the child that attaches
* Called after another object is attached to this object.
* `child`: an `ObjectRef` of the child
* `on_detach_child(self, child)`
* `child`: an `ObjectRef` of the child that detaches
* Called after another object has detached from this object.
* `child`: an `ObjectRef` of the child
* `on_detach(self, parent)`
* `parent`: an `ObjectRef` (can be `nil`) from where it got detached
* This happens before the parent object is removed from the world
* Called after detaching from another object.
* `parent`: an `ObjectRef` from where it got detached
* Note: this is also called before removal from the world.
* `get_staticdata(self)`
* Should return a string that will be passed to `on_activate` when the
object is instantiated the next time.

@ -40,12 +40,36 @@ core.register_entity("unittests:callbacks", {
end,
on_attach_child = function(self, child)
insert_log("on_attach_child(%s)", objref_str(self, child))
assert(child:get_attach() == self.object)
local ok = false
for _, obj in ipairs(self.object:get_children()) do
if obj == child then
ok = true
end
end
assert(ok, "Child not found in get_children")
end,
on_detach_child = function(self, child)
insert_log("on_detach_child(%s)", objref_str(self, child))
assert(child:get_attach() == nil)
local ok = true
for _, obj in ipairs(self.object:get_children()) do
if obj == child then
ok = false
end
end
assert(ok, "Former child found in get_children")
end,
on_detach = function(self, parent)
insert_log("on_detach(%s)", objref_str(self, parent))
assert(self.object:get_attach() == nil)
local ok = true
for _, obj in ipairs(parent:get_children()) do
if obj == self.object then
ok = false
end
end
assert(ok, "Former child found in get_children")
end,
get_staticdata = function(self)
assert(false)
@ -118,19 +142,25 @@ local function test_entity_attach(player, pos)
-- attach player to entity
player:set_attach(obj)
check_log({"on_attach_child(player)"})
assert(player:get_attach() == obj)
player:set_detach()
check_log({"on_detach_child(player)"})
assert(player:get_attach() == nil)
-- attach entity to player
obj:set_attach(player)
check_log({})
assert(obj:get_attach() == player)
obj:set_detach()
check_log({"on_detach(player)"})
assert(obj:get_attach() == nil)
obj:remove()
end
unittests.register("test_entity_attach", test_entity_attach, {player=true, map=true})
---------
core.register_entity("unittests:dummy", {
initial_properties = {
hp_max = 1,

@ -152,17 +152,19 @@ typedef std::unordered_map<std::string, BoneOverride> BoneOverrideMap;
class ActiveObject
{
public:
ActiveObject(u16 id):
typedef u16 object_t;
ActiveObject(object_t id):
m_id(id)
{
}
u16 getId() const
object_t getId() const
{
return m_id;
}
void setId(u16 id)
void setId(object_t id)
{
m_id = id;
}
@ -193,14 +195,22 @@ public:
virtual bool collideWithObjects() const = 0;
virtual void setAttachment(int parent_id, const std::string &bone, v3f position,
virtual void setAttachment(object_t parent_id, const std::string &bone, v3f position,
v3f rotation, bool force_visible) {}
virtual void getAttachment(int *parent_id, std::string *bone, v3f *position,
virtual void getAttachment(object_t *parent_id, std::string *bone, v3f *position,
v3f *rotation, bool *force_visible) const {}
// Detach all children
virtual void clearChildAttachments() {}
virtual void clearParentAttachment() {}
virtual void addAttachmentChild(int child_id) {}
virtual void removeAttachmentChild(int child_id) {}
// Detach from parent
virtual void clearParentAttachment()
{
setAttachment(0, "", v3f(), v3f(), false);
}
// To be be called from setAttachment() and descendants, but not manually!
virtual void addAttachmentChild(object_t child_id) {}
virtual void removeAttachmentChild(object_t child_id) {}
protected:
u16 m_id; // 0 is invalid, "no id"
object_t m_id; // 0 is invalid, "no id"
};

@ -368,7 +368,7 @@ 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;
std::unordered_set<ClientActiveObject::object_t> attachment_childs;
if (auto *obj = getActiveObject(id))
attachment_childs = obj->getAttachmentChildIds();

@ -57,8 +57,8 @@ public:
virtual bool isLocalPlayer() const { return false; }
virtual ClientActiveObject *getParent() const { return nullptr; };
virtual const std::unordered_set<int> &getAttachmentChildIds() const
{ static std::unordered_set<int> rv; return rv; }
virtual const std::unordered_set<object_t> &getAttachmentChildIds() const
{ static std::unordered_set<object_t> rv; return rv; }
virtual void updateAttachments() {};
virtual bool doShowSelectionBox() { return true; }

@ -465,7 +465,7 @@ scene::IAnimatedMeshSceneNode *GenericCAO::getAnimatedMeshSceneNode() const
void GenericCAO::setChildrenVisible(bool toset)
{
for (u16 cao_id : m_attachment_child_ids) {
for (object_t cao_id : m_attachment_child_ids) {
GenericCAO *obj = m_env->getGenericCAO(cao_id);
if (obj) {
// Check if the entity is forced to appear in first person.
@ -474,10 +474,10 @@ void GenericCAO::setChildrenVisible(bool toset)
}
}
void GenericCAO::setAttachment(int parent_id, const std::string &bone,
void GenericCAO::setAttachment(object_t parent_id, const std::string &bone,
v3f position, v3f rotation, bool force_visible)
{
int old_parent = m_attachment_parent_id;
const auto old_parent = m_attachment_parent_id;
m_attachment_parent_id = parent_id;
m_attachment_bone = bone;
m_attachment_position = position;
@ -509,7 +509,7 @@ void GenericCAO::setAttachment(int parent_id, const std::string &bone,
}
}
void GenericCAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
void GenericCAO::getAttachment(object_t *parent_id, std::string *bone, v3f *position,
v3f *rotation, bool *force_visible) const
{
*parent_id = m_attachment_parent_id;
@ -523,29 +523,21 @@ void GenericCAO::clearChildAttachments()
{
// Cannot use for-loop here: setAttachment() modifies 'm_attachment_child_ids'!
while (!m_attachment_child_ids.empty()) {
int child_id = *m_attachment_child_ids.begin();
const auto child_id = *m_attachment_child_ids.begin();
if (ClientActiveObject *child = m_env->getActiveObject(child_id))
child->setAttachment(0, "", v3f(), v3f(), false);
removeAttachmentChild(child_id);
if (auto *child = m_env->getActiveObject(child_id))
child->clearParentAttachment();
else
removeAttachmentChild(child_id);
}
}
void GenericCAO::clearParentAttachment()
{
if (m_attachment_parent_id)
setAttachment(0, "", m_attachment_position, m_attachment_rotation, false);
else
setAttachment(0, "", v3f(), v3f(), false);
}
void GenericCAO::addAttachmentChild(int child_id)
void GenericCAO::addAttachmentChild(object_t child_id)
{
m_attachment_child_ids.insert(child_id);
}
void GenericCAO::removeAttachmentChild(int child_id)
void GenericCAO::removeAttachmentChild(object_t child_id)
{
m_attachment_child_ids.erase(child_id);
}

@ -106,8 +106,8 @@ private:
// stores position and rotation for each bone name
BoneOverrideMap m_bone_override;
int m_attachment_parent_id = 0;
std::unordered_set<int> m_attachment_child_ids;
object_t m_attachment_parent_id = 0;
std::unordered_set<object_t> m_attachment_child_ids;
std::string m_attachment_bone = "";
v3f m_attachment_position;
v3f m_attachment_rotation;
@ -226,16 +226,15 @@ public:
}
void setChildrenVisible(bool toset);
void setAttachment(int parent_id, const std::string &bone, v3f position,
void setAttachment(object_t parent_id, const std::string &bone, v3f position,
v3f rotation, bool force_visible) override;
void getAttachment(int *parent_id, std::string *bone, v3f *position,
void getAttachment(object_t *parent_id, std::string *bone, v3f *position,
v3f *rotation, bool *force_visible) const override;
void clearChildAttachments() override;
void clearParentAttachment() override;
void addAttachmentChild(int child_id) override;
void removeAttachmentChild(int child_id) override;
void addAttachmentChild(object_t child_id) override;
void removeAttachmentChild(object_t child_id) override;
ClientActiveObject *getParent() const override;
const std::unordered_set<int> &getAttachmentChildIds() const override
const std::unordered_set<object_t> &getAttachmentChildIds() const override
{ return m_attachment_child_ids; }
void updateAttachments() override;

@ -37,11 +37,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "server/serverinventorymgr.h"
#include "server/unit_sao.h"
using object_t = ServerActiveObject::object_t;
/*
ObjectRef
*/
ServerActiveObject* ObjectRef::getobject(ObjectRef *ref)
{
ServerActiveObject *sao = ref->m_object;
@ -99,9 +100,6 @@ int ObjectRef::l_remove(lua_State *L)
if (sao->getType() == ACTIVEOBJECT_TYPE_PLAYER)
return 0;
sao->clearChildAttachments();
sao->clearParentAttachment();
verbosestream << "ObjectRef::l_remove(): id=" << sao->getId() << std::endl;
sao->markForRemoval();
return 0;
@ -724,25 +722,17 @@ int ObjectRef::l_set_attach(lua_State *L)
if (sao == parent)
throw LuaError("ObjectRef::set_attach: attaching object to itself is not allowed.");
int parent_id;
std::string bone;
v3f position;
v3f rotation;
bool force_visible;
sao->getAttachment(&parent_id, &bone, &position, &rotation, &force_visible);
if (parent_id) {
ServerActiveObject *old_parent = env->getActiveObject(parent_id);
old_parent->removeAttachmentChild(sao->getId());
}
bone = readParam<std::string>(L, 3, "");
position = readParam<v3f>(L, 4, v3f(0, 0, 0));
rotation = readParam<v3f>(L, 5, v3f(0, 0, 0));
force_visible = readParam<bool>(L, 6, false);
sao->setAttachment(parent->getId(), bone, position, rotation, force_visible);
parent->addAttachmentChild(sao->getId());
return 0;
}
@ -755,7 +745,7 @@ int ObjectRef::l_get_attach(lua_State *L)
if (sao == nullptr)
return 0;
int parent_id;
object_t parent_id;
std::string bone;
v3f position;
v3f rotation;
@ -783,11 +773,11 @@ int ObjectRef::l_get_children(lua_State *L)
if (sao == nullptr)
return 0;
const std::unordered_set<int> child_ids = sao->getAttachmentChildIds();
const auto &child_ids = sao->getAttachmentChildIds();
int i = 0;
lua_createtable(L, child_ids.size(), 0);
for (const int id : child_ids) {
for (const object_t id : child_ids) {
ServerActiveObject *child = env->getActiveObject(id);
getScriptApiBase(L)->objectrefGetOrCreate(L, child);
lua_rawseti(L, -2, ++i);

@ -2926,9 +2926,6 @@ void Server::DeleteClient(session_t peer_id, ClientDeletionReason reason)
PlayerSAO *playersao = player->getPlayerSAO();
assert(playersao);
playersao->clearChildAttachments();
playersao->clearParentAttachment();
// inform connected clients
const std::string &player_name = player->getName();
NetworkPacket notice(TOCLIENT_UPDATE_PLAYER_LIST, 0, PEER_ID_INEXISTENT);

@ -85,23 +85,13 @@ void RemoteClient::ResendBlockIfOnWire(v3s16 p)
}
}
LuaEntitySAO *getAttachedObject(PlayerSAO *sao, ServerEnvironment *env)
static LuaEntitySAO *getAttachedObject(PlayerSAO *sao, ServerEnvironment *env)
{
if (!sao->isAttached())
return nullptr;
ServerActiveObject *ao = sao;
while (ao->getParent())
ao = ao->getParent();
int id;
std::string bone;
v3f dummy;
bool force_visible;
sao->getAttachment(&id, &bone, &dummy, &dummy, &force_visible);
ServerActiveObject *ao = env->getActiveObject(id);
while (id && ao) {
ao->getAttachment(&id, &bone, &dummy, &dummy, &force_visible);
if (id)
ao = env->getActiveObject(id);
}
return dynamic_cast<LuaEntitySAO *>(ao);
return ao == sao ? nullptr : dynamic_cast<LuaEntitySAO*>(ao);
}
void RemoteClient::GetNextBlocks (

@ -147,7 +147,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
}
// If attached, check that our parent is still there. If it isn't, detach.
if (m_attachment_parent_id && !isAttached()) {
if (m_attachment_parent_id && !getParent()) {
// This is handled when objects are removed from the map
warningstream << "LuaEntitySAO::step() " << m_init_name << " at " << m_last_sent_position << ", id=" << m_id <<
" is attached to nonexistent parent. This is a bug." << std::endl;
@ -415,8 +415,6 @@ void LuaEntitySAO::setHP(s32 hp, const PlayerHPChangeReason &reason)
sendPunchCommand();
if (m_hp == 0 && !isGone()) {
clearParentAttachment();
clearChildAttachments();
if (m_registered) {
ServerActiveObject *killer = nullptr;
if (reason.type == PlayerHPChangeReason::PLAYER_PUNCH)

@ -81,8 +81,14 @@ public:
protected:
void dispatchScriptDeactivate(bool removal);
virtual void onMarkedForDeactivation() { dispatchScriptDeactivate(false); }
virtual void onMarkedForRemoval() { dispatchScriptDeactivate(true); }
virtual void onMarkedForDeactivation() {
UnitSAO::onMarkedForDeactivation();
dispatchScriptDeactivate(false);
}
virtual void onMarkedForRemoval() {
UnitSAO::onMarkedForRemoval();
dispatchScriptDeactivate(true);
}
private:
std::string getPropertyPacket();

@ -233,13 +233,12 @@ void PlayerSAO::step(float dtime, bool send_recommended)
}
// If attached, check that our parent is still there. If it isn't, detach.
if (m_attachment_parent_id && !isAttached()) {
if (m_attachment_parent_id && !getParent()) {
// This is handled when objects are removed from the map
warningstream << "PlayerSAO::step() id=" << m_id <<
" is attached to nonexistent parent. This is a bug." << std::endl;
clearParentAttachment();
setBasePosition(m_last_good_position);
m_env->getGameDef()->SendMovePlayer(this);
setPos(m_last_good_position);
}
//dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;

@ -171,8 +171,8 @@ public:
{ BoneOverride props; return props; }
virtual const BoneOverrideMap &getBoneOverrides() const
{ static BoneOverrideMap rv; return rv; }
virtual const std::unordered_set<int> &getAttachmentChildIds() const
{ static std::unordered_set<int> rv; return rv; }
virtual const std::unordered_set<object_t> &getAttachmentChildIds() const
{ static std::unordered_set<object_t> rv; return rv; }
virtual ServerActiveObject *getParent() const { return nullptr; }
virtual ObjectProperties *accessObjectProperties()
{ return NULL; }
@ -240,8 +240,8 @@ protected:
virtual void onMarkedForDeactivation() {}
virtual void onMarkedForRemoval() {}
virtual void onAttach(int parent_id) {}
virtual void onDetach(int parent_id) {}
virtual void onAttach(object_t parent_id) {}
virtual void onDetach(object_t parent_id) {}
ServerEnvironment *m_env;
v3f m_base_position;

@ -130,50 +130,92 @@ void UnitSAO::sendOutdatedData()
}
}
void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position,
void UnitSAO::setAttachment(const object_t new_parent, const std::string &bone, v3f position,
v3f rotation, bool force_visible)
{
auto *obj = parent_id ? m_env->getActiveObject(parent_id) : nullptr;
if (obj) {
// Do checks to avoid circular references
// The chain of wanted parent must not refer or contain "this"
for (obj = obj->getParent(); obj; obj = obj->getParent()) {
if (obj == this) {
warningstream << "Mod bug: Attempted to attach object " << m_id << " to parent "
<< parent_id << " but former is an (in)direct parent of latter." << std::endl;
return;
const auto call_count = ++m_attachment_call_counter;
const auto check_nesting = [&] (const char *descr) -> bool {
// The counter is never decremented, so if it differs that means
// a nested call to setAttachment() has happened.
if (m_attachment_call_counter == call_count)
return false;
verbosestream << "UnitSAO::setAttachment() id=" << m_id <<
" nested call detected (" << descr << ")." << std::endl;
return true;
};
// Do checks to avoid circular references
{
auto *obj = new_parent ? m_env->getActiveObject(new_parent) : nullptr;
if (obj == this) {
assert(false);
return;
}
bool problem = false;
if (obj) {
// The chain of wanted parent must not refer or contain "this"
for (obj = obj->getParent(); obj; obj = obj->getParent()) {
if (obj == this) {
problem = true;
break;
}
}
}
if (problem) {
warningstream << "Mod bug: Attempted to attach object " << m_id << " to parent "
<< new_parent << " but former is an (in)direct parent of latter." << std::endl;
return;
}
}
// Attachments need to be handled on both the server and client.
// If we just attach on the server, we can only copy the position of the parent.
// Attachments are still sent to clients at an interval so players might see them
// lagging, plus we can't read and attach to skeletal bones. If we just attach on
// the client, the server still sees the child at its original location. This
// breaks some things so we also give the server the most accurate representation
// even if players only see the client changes.
// Detach first
// Note: make sure to apply data changes before running callbacks.
const auto old_parent = m_attachment_parent_id;
m_attachment_parent_id = 0;
m_attachment_sent = false;
int old_parent = m_attachment_parent_id;
m_attachment_parent_id = parent_id;
if (old_parent && old_parent != new_parent) {
auto *parent = m_env->getActiveObject(old_parent);
if (parent) {
onDetach(parent);
} else {
warningstream << "UnitSAO::setAttachment() id=" << m_id <<
" is attached to nonexistent parent. This is a bug." << std::endl;
// we can pretend it never happened
}
}
// The detach callbacks might call to setAttachment() again.
// Ensure the attachment params are applied after this callback is run.
if (parent_id != old_parent)
onDetach(old_parent);
if (check_nesting("onDetach")) {
// Don't touch anything after the other call has completed.
return;
}
m_attachment_parent_id = parent_id;
if (isGone())
return;
// Now attach to new parent
m_attachment_parent_id = new_parent;
m_attachment_bone = bone;
m_attachment_position = position;
m_attachment_rotation = rotation;
m_force_visible = force_visible;
m_attachment_sent = false;
if (parent_id != old_parent)
onAttach(parent_id);
if (new_parent && old_parent != new_parent) {
auto *parent = m_env->getActiveObject(new_parent);
if (parent) {
onAttach(parent);
} else {
warningstream << "UnitSAO::setAttachment() id=" << m_id <<
" tried to attach to nonexistent parent. This is a bug." << std::endl;
m_attachment_parent_id = 0; // detach
}
}
check_nesting("onAttach");
}
void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
void UnitSAO::getAttachment(object_t *parent_id, std::string *bone, v3f *position,
v3f *rotation, bool *force_visible) const
{
*parent_id = m_attachment_parent_id;
@ -183,79 +225,70 @@ void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
*force_visible = m_force_visible;
}
void UnitSAO::clearAnyAttachments()
{
// This is called before this SAO is marked for removal/deletion and unlinks
// any parent or child relationships.
// This is done at this point and not in ~UnitSAO() so attachments to
// "phantom objects" don't stay around while we're waiting to be actually deleted.
// (which can take several server steps)
clearParentAttachment();
clearChildAttachments();
}
void UnitSAO::clearChildAttachments()
{
// Cannot use for-loop here: setAttachment() modifies 'm_attachment_child_ids'!
while (!m_attachment_child_ids.empty()) {
int child_id = *m_attachment_child_ids.begin();
const auto child_id = *m_attachment_child_ids.begin();
// Child can be NULL if it was deleted earlier
if (ServerActiveObject *child = m_env->getActiveObject(child_id))
child->setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0), false);
removeAttachmentChild(child_id);
if (auto *child = m_env->getActiveObject(child_id)) {
child->clearParentAttachment();
} else {
// should not happen but we need to handle it to prevent an infinite loop
removeAttachmentChild(child_id);
}
}
}
void UnitSAO::clearParentAttachment()
{
ServerActiveObject *parent = nullptr;
if (m_attachment_parent_id) {
parent = m_env->getActiveObject(m_attachment_parent_id);
setAttachment(0, "", m_attachment_position, m_attachment_rotation, false);
} else {
setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0), false);
}
// Do it
if (parent)
parent->removeAttachmentChild(m_id);
}
void UnitSAO::addAttachmentChild(int child_id)
void UnitSAO::addAttachmentChild(object_t child_id)
{
m_attachment_child_ids.insert(child_id);
}
void UnitSAO::removeAttachmentChild(int child_id)
void UnitSAO::removeAttachmentChild(object_t child_id)
{
m_attachment_child_ids.erase(child_id);
}
const std::unordered_set<int> &UnitSAO::getAttachmentChildIds() const
void UnitSAO::onAttach(ServerActiveObject *parent)
{
return m_attachment_child_ids;
}
assert(parent);
void UnitSAO::onAttach(int parent_id)
{
if (!parent_id)
return;
parent->addAttachmentChild(m_id);
ServerActiveObject *parent = m_env->getActiveObject(parent_id);
if (!parent || parent->isGone())
return; // Do not try to notify soon gone parent
if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) {
// Call parent's on_attach field
m_env->getScriptIface()->luaentity_on_attach_child(parent_id, this);
// Do not try to notify soon gone parent
if (!parent->isGone()) {
if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
m_env->getScriptIface()->luaentity_on_attach_child(parent->getId(), this);
}
}
void UnitSAO::onDetach(int parent_id)
void UnitSAO::onDetach(ServerActiveObject *parent)
{
if (!parent_id)
return;
assert(parent);
parent->removeAttachmentChild(m_id);
ServerActiveObject *parent = m_env->getActiveObject(parent_id);
if (getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
m_env->getScriptIface()->luaentity_on_detach(m_id, parent);
if (!parent || parent->isGone())
return; // Do not try to notify soon gone parent
// callback could affect the parent
if (parent->isGone())
return;
if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
m_env->getScriptIface()->luaentity_on_detach_child(parent_id, this);
m_env->getScriptIface()->luaentity_on_detach_child(parent->getId(), this);
}
ObjectProperties *UnitSAO::accessObjectProperties()

@ -77,16 +77,17 @@ public:
// Attachments
ServerActiveObject *getParent() const;
inline bool isAttached() const { return getParent(); }
void setAttachment(int parent_id, const std::string &bone, v3f position,
inline bool isAttached() const { return m_attachment_parent_id != 0; }
void setAttachment(object_t parent_id, const std::string &bone, v3f position,
v3f rotation, bool force_visible);
void getAttachment(int *parent_id, std::string *bone, v3f *position,
void getAttachment(object_t *parent_id, std::string *bone, v3f *position,
v3f *rotation, bool *force_visible) const;
void clearChildAttachments();
void clearParentAttachment();
void addAttachmentChild(int child_id);
void removeAttachmentChild(int child_id);
const std::unordered_set<int> &getAttachmentChildIds() const;
void clearChildAttachments() override;
void addAttachmentChild(object_t child_id) override;
void removeAttachmentChild(object_t child_id) override;
const std::unordered_set<object_t> &getAttachmentChildIds() const {
return m_attachment_child_ids;
}
// Object properties
ObjectProperties *accessObjectProperties();
@ -121,14 +122,28 @@ protected:
// Stores position and rotation for each bone name
std::unordered_map<std::string, BoneOverride> m_bone_override;
int m_attachment_parent_id = 0;
object_t m_attachment_parent_id = 0;
void clearAnyAttachments();
virtual void onMarkedForDeactivation() {
ServerActiveObject::onMarkedForDeactivation();
clearAnyAttachments();
}
virtual void onMarkedForRemoval() {
ServerActiveObject::onMarkedForRemoval();
clearAnyAttachments();
}
private:
void onAttach(int parent_id);
void onDetach(int parent_id);
void onAttach(ServerActiveObject *parent);
void onDetach(ServerActiveObject *parent);
std::string generatePunchCommand(u16 result_hp) const;
// Used to detect nested calls to setAttachments(), which can happen due to
// Lua callbacks
u8 m_attachment_call_counter = 0;
// Armor groups
bool m_armor_groups_sent = false;
@ -144,7 +159,7 @@ private:
bool m_bone_override_sent = false;
// Attachments
std::unordered_set<int> m_attachment_child_ids;
std::unordered_set<object_t> m_attachment_child_ids;
std::string m_attachment_bone = "";
v3f m_attachment_position;
v3f m_attachment_rotation;

@ -439,6 +439,17 @@ inline u32 npot2(u32 orig) {
return orig + 1;
}
// Distance between two values in a wrapped (circular) system
template<typename T>
inline unsigned wrappedDifference(T a, T b, const T maximum)
{
if (a > b)
std::swap(a, b);
// now b >= a
unsigned s = b - a, l = static_cast<unsigned>(maximum - b) + a + 1;
return std::min(s, l);
}
// Gradual steps towards the target value in a wrapped (circular) system
// using the shorter of both ways
template<typename T>