Move shared parameters sending to UnitSAO (#9968)

Better header sorting by topic
Make UnitSAO-specific parameters private
Skip redundant recursive entity sending code (since ~5.2.0)
This commit is contained in:
SmallJoker 2020-06-04 19:31:46 +02:00 committed by GitHub
parent 0e698e63b3
commit c1e01bc638
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GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 110 additions and 115 deletions

@ -475,6 +475,7 @@ void GenericCAO::setAttachment(int parent_id, const std::string &bone, v3f posit
parent->addAttachmentChild(m_id);
}
updateAttachments();
}

@ -123,12 +123,11 @@ 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())
{
m_attachment_parent_id = 0;
m_attachment_bone = "";
m_attachment_position = v3f(0,0,0);
m_attachment_rotation = v3f(0,0,0);
if (m_attachment_parent_id && !isAttached()) {
// This is handled when objects are removed from the map
warningstream << "LuaEntitySAO::step() id=" << m_id <<
" is attached to nonexistent parent. This is a bug." << std::endl;
clearParentAttachment();
sendPosition(false, true);
}
@ -217,43 +216,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
}
}
if (!m_armor_groups_sent) {
m_armor_groups_sent = true;
// create message and add to list
m_messages_out.emplace(getId(), true, generateUpdateArmorGroupsCommand());
}
if (!m_animation_sent) {
m_animation_sent = true;
std::string str = generateUpdateAnimationCommand();
// create message and add to list
m_messages_out.emplace(getId(), true, str);
}
if (!m_animation_speed_sent) {
m_animation_speed_sent = true;
std::string str = generateUpdateAnimationSpeedCommand();
// create message and add to list
m_messages_out.emplace(getId(), true, str);
}
if (!m_bone_position_sent) {
m_bone_position_sent = true;
for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
std::string str = generateUpdateBonePositionCommand((*ii).first,
(*ii).second.X, (*ii).second.Y);
// create message and add to list
m_messages_out.emplace(getId(), true, str);
}
}
if (!m_attachment_sent) {
m_attachment_sent = true;
std::string str = generateUpdateAttachmentCommand();
// create message and add to list
m_messages_out.emplace(getId(), true, str);
}
sendOutdatedData();
}
std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
@ -273,20 +236,19 @@ std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
msg_os << serializeLongString(getPropertyPacket()); // message 1
msg_os << serializeLongString(generateUpdateArmorGroupsCommand()); // 2
msg_os << serializeLongString(generateUpdateAnimationCommand()); // 3
for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
msg_os << serializeLongString(generateUpdateBonePositionCommand((*ii).first,
(*ii).second.X, (*ii).second.Y)); // m_bone_position.size
for (const auto &bone_pos : m_bone_position) {
msg_os << serializeLongString(generateUpdateBonePositionCommand(
bone_pos.first, bone_pos.second.X, bone_pos.second.Y)); // m_bone_position.size
}
msg_os << serializeLongString(generateUpdateAttachmentCommand()); // 4
int message_count = 4 + m_bone_position.size();
for (std::unordered_set<int>::const_iterator ii = m_attachment_child_ids.begin();
(ii != m_attachment_child_ids.end()); ++ii) {
if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
for (const auto &id : getAttachmentChildIds()) {
if (ServerActiveObject *obj = m_env->getActiveObject(id)) {
message_count++;
// TODO after a protocol bump: only send the object initialization data
// to older clients (superfluous since this message exists)
msg_os << serializeLongString(obj->generateUpdateInfantCommand(*ii, protocol_version));
msg_os << serializeLongString(obj->generateUpdateInfantCommand(
id, protocol_version));
}
}
@ -294,7 +256,8 @@ std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
message_count++;
writeU8(os, message_count);
os.write(msg_os.str().c_str(), msg_os.str().size());
std::string serialized = msg_os.str();
os.write(serialized.c_str(), serialized.size());
// return result
return os.str();

@ -120,24 +120,26 @@ std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
msg_os << serializeLongString(getPropertyPacket()); // message 1
msg_os << serializeLongString(generateUpdateArmorGroupsCommand()); // 2
msg_os << serializeLongString(generateUpdateAnimationCommand()); // 3
for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
msg_os << serializeLongString(generateUpdateBonePositionCommand((*ii).first,
(*ii).second.X, (*ii).second.Y)); // m_bone_position.size
for (const auto &bone_pos : m_bone_position) {
msg_os << serializeLongString(generateUpdateBonePositionCommand(
bone_pos.first, bone_pos.second.X, bone_pos.second.Y)); // m_bone_position.size
}
msg_os << serializeLongString(generateUpdateAttachmentCommand()); // 4
msg_os << serializeLongString(generateUpdatePhysicsOverrideCommand()); // 5
int message_count = 5 + m_bone_position.size();
for (std::unordered_set<int>::const_iterator ii = m_attachment_child_ids.begin();
ii != m_attachment_child_ids.end(); ++ii) {
if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
for (const auto &id : getAttachmentChildIds()) {
if (ServerActiveObject *obj = m_env->getActiveObject(id)) {
message_count++;
msg_os << serializeLongString(obj->generateUpdateInfantCommand(*ii, protocol_version));
msg_os << serializeLongString(obj->generateUpdateInfantCommand(
id, protocol_version));
}
}
writeU8(os, message_count);
os.write(msg_os.str().c_str(), msg_os.str().size());
std::string serialized = msg_os.str();
os.write(serialized.c_str(), serialized.size());
// return result
return os.str();
@ -227,10 +229,10 @@ 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()) {
m_attachment_parent_id = 0;
m_attachment_bone = "";
m_attachment_position = v3f(0.0f, 0.0f, 0.0f);
m_attachment_rotation = v3f(0.0f, 0.0f, 0.0f);
// 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(m_peer_id);
}
@ -290,40 +292,13 @@ void PlayerSAO::step(float dtime, bool send_recommended)
m_messages_out.emplace(getId(), false, str);
}
if (!m_armor_groups_sent) {
m_armor_groups_sent = true;
// create message and add to list
m_messages_out.emplace(getId(), true, generateUpdateArmorGroupsCommand());
}
if (!m_physics_override_sent) {
m_physics_override_sent = true;
// create message and add to list
m_messages_out.emplace(getId(), true, generateUpdatePhysicsOverrideCommand());
}
if (!m_animation_sent) {
m_animation_sent = true;
// create message and add to list
m_messages_out.emplace(getId(), true, generateUpdateAnimationCommand());
}
if (!m_bone_position_sent) {
m_bone_position_sent = true;
for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
std::string str = generateUpdateBonePositionCommand((*ii).first,
(*ii).second.X, (*ii).second.Y);
// create message and add to list
m_messages_out.emplace(getId(), true, str);
}
}
if (!m_attachment_sent) {
m_attachment_sent = true;
// create message and add to list
m_messages_out.emplace(getId(), true, generateUpdateAttachmentCommand());
}
sendOutdatedData();
}
std::string PlayerSAO::generateUpdatePhysicsOverrideCommand() const

@ -57,7 +57,12 @@ std::string ServerActiveObject::generateUpdateInfantCommand(u16 infant_id, u16 p
// parameters
writeU16(os, infant_id);
writeU8(os, getSendType());
os << serializeLongString(getClientInitializationData(protocol_version));
if (protocol_version < 38) {
// Clients since 4aa9a66 so no longer need this data
// Version 38 is the first bump after that commit.
// See also: ClientEnvironment::addActiveObject
os << serializeLongString(getClientInitializationData(protocol_version));
}
return os.str();
}

@ -88,6 +88,39 @@ void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotat
*rotation = m_bone_position[bone].Y;
}
// clang-format off
void UnitSAO::sendOutdatedData()
{
if (!m_armor_groups_sent) {
m_armor_groups_sent = true;
m_messages_out.emplace(getId(), true, generateUpdateArmorGroupsCommand());
}
if (!m_animation_sent) {
m_animation_sent = true;
m_animation_speed_sent = true;
m_messages_out.emplace(getId(), true, generateUpdateAnimationCommand());
} else if (!m_animation_speed_sent) {
// Animation speed is also sent when 'm_animation_sent == false'
m_animation_speed_sent = true;
m_messages_out.emplace(getId(), true, generateUpdateAnimationSpeedCommand());
}
if (!m_bone_position_sent) {
m_bone_position_sent = true;
for (const auto &bone_pos : m_bone_position) {
m_messages_out.emplace(getId(), true, generateUpdateBonePositionCommand(
bone_pos.first, bone_pos.second.X, bone_pos.second.Y));
}
}
if (!m_attachment_sent) {
m_attachment_sent = true;
m_messages_out.emplace(getId(), true, generateUpdateAttachmentCommand());
}
}
// clang-format on
void UnitSAO::setAttachment(
int parent_id, const std::string &bone, v3f position, v3f rotation)
{

@ -29,6 +29,11 @@ public:
UnitSAO(ServerEnvironment *env, v3f pos);
virtual ~UnitSAO() = default;
u16 getHP() const { return m_hp; }
// Use a function, if isDead can be defined by other conditions
bool isDead() const { return m_hp == 0; }
// Rotation
void setRotation(v3f rotation) { m_rotation = rotation; }
const v3f &getRotation() const { return m_rotation; }
v3f getRadRotation() { return m_rotation * core::DEGTORAD; }
@ -36,26 +41,28 @@ public:
// Deprecated
f32 getRadYawDep() const { return (m_rotation.Y + 90.) * core::DEGTORAD; }
u16 getHP() const { return m_hp; }
// Use a function, if isDead can be defined by other conditions
bool isDead() const { return m_hp == 0; }
inline bool isAttached() const { return getParent(); }
// Armor groups
inline bool isImmortal() const
{
return itemgroup_get(getArmorGroups(), "immortal");
}
void setArmorGroups(const ItemGroupList &armor_groups);
const ItemGroupList &getArmorGroups() const;
// Animation
void setAnimation(v2f frame_range, float frame_speed, float frame_blend,
bool frame_loop);
void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend,
bool *frame_loop);
void setAnimationSpeed(float frame_speed);
// Bone position
void setBonePosition(const std::string &bone, v3f position, v3f rotation);
void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
// Attachments
ServerActiveObject *getParent() const;
inline bool isAttached() const { return getParent(); }
void setAttachment(int parent_id, const std::string &bone, v3f position,
v3f rotation);
void getAttachment(int *parent_id, std::string *bone, v3f *position,
@ -65,10 +72,13 @@ public:
void addAttachmentChild(int child_id);
void removeAttachmentChild(int child_id);
const std::unordered_set<int> &getAttachmentChildIds() const;
ServerActiveObject *getParent() const;
// Object properties
ObjectProperties *accessObjectProperties();
void notifyObjectPropertiesModified();
void sendOutdatedData();
// Update packets
std::string generateUpdateAttachmentCommand() const;
std::string generateUpdateAnimationSpeedCommand() const;
std::string generateUpdateAnimationCommand() const;
@ -77,21 +87,36 @@ public:
const v3f &velocity, const v3f &acceleration, const v3f &rotation,
bool do_interpolate, bool is_movement_end, f32 update_interval);
std::string generateSetPropertiesCommand(const ObjectProperties &prop) const;
void sendPunchCommand();
static std::string generateUpdateBonePositionCommand(const std::string &bone,
const v3f &position, const v3f &rotation);
void sendPunchCommand();
protected:
u16 m_hp = 1;
v3f m_rotation;
ItemGroupList m_armor_groups;
// Object properties
bool m_properties_sent = true;
ObjectProperties m_prop;
ItemGroupList m_armor_groups;
// Stores position and rotation for each bone name
std::unordered_map<std::string, core::vector2d<v3f>> m_bone_position;
int m_attachment_parent_id = 0;
private:
void onAttach(int parent_id);
void onDetach(int parent_id);
std::string generatePunchCommand(u16 result_hp) const;
// Armor groups
bool m_armor_groups_sent = false;
// Animation
v2f m_animation_range;
float m_animation_speed = 0.0f;
float m_animation_blend = 0.0f;
@ -99,20 +124,13 @@ protected:
bool m_animation_sent = false;
bool m_animation_speed_sent = false;
// Stores position and rotation for each bone name
std::unordered_map<std::string, core::vector2d<v3f>> m_bone_position;
// Bone positions
bool m_bone_position_sent = false;
int m_attachment_parent_id = 0;
// Attachments
std::unordered_set<int> m_attachment_child_ids;
std::string m_attachment_bone = "";
v3f m_attachment_position;
v3f m_attachment_rotation;
bool m_attachment_sent = false;
private:
void onAttach(int parent_id);
void onDetach(int parent_id);
std::string generatePunchCommand(u16 result_hp) const;
};