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Add on_deactivate callback for luaentities (#10723)
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@ -160,6 +160,7 @@ local function init()
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-- Simple iteration would ignore lookup via __index.
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local entity_instrumentation = {
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"on_activate",
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"on_deactivate",
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"on_step",
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"on_punch",
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"on_rightclick",
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@ -4207,6 +4207,8 @@ Callbacks:
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* Called when the object is instantiated.
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* `dtime_s` is the time passed since the object was unloaded, which can be
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used for updating the entity state.
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* `on_deactivate(self)
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* Called when the object is about to get removed or unloaded.
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* `on_step(self, dtime)`
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* Called on every server tick, after movement and collision processing.
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`dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
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@ -31,6 +31,9 @@ minetest.register_entity("testentities:callback", {
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on_activate = function(self, staticdata, dtime_s)
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message("Callback entity: on_activate! pos="..spos(self).."; dtime_s="..dtime_s)
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end,
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on_deactivate = function(self)
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message("Callback entity: on_deactivate! pos="..spos(self))
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end,
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on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
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local name = get_object_name(puncher)
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message(
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@ -103,6 +103,32 @@ void ScriptApiEntity::luaentity_Activate(u16 id,
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lua_pop(L, 2); // Pop object and error handler
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}
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void ScriptApiEntity::luaentity_Deactivate(u16 id)
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{
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SCRIPTAPI_PRECHECKHEADER
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verbosestream << "scriptapi_luaentity_deactivate: id=" << id << std::endl;
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int error_handler = PUSH_ERROR_HANDLER(L);
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// Get the entity
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luaentity_get(L, id);
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int object = lua_gettop(L);
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// Get on_deactivate
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lua_getfield(L, -1, "on_deactivate");
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if (!lua_isnil(L, -1)) {
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luaL_checktype(L, -1, LUA_TFUNCTION);
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lua_pushvalue(L, object);
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setOriginFromTable(object);
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PCALL_RES(lua_pcall(L, 1, 0, error_handler));
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} else {
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lua_pop(L, 1);
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}
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lua_pop(L, 2); // Pop object and error handler
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}
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void ScriptApiEntity::luaentity_Remove(u16 id)
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{
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SCRIPTAPI_PRECHECKHEADER
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@ -33,6 +33,7 @@ public:
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bool luaentity_Add(u16 id, const char *name);
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void luaentity_Activate(u16 id,
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const std::string &staticdata, u32 dtime_s);
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void luaentity_Deactivate(u16 id);
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void luaentity_Remove(u16 id);
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std::string luaentity_GetStaticdata(u16 id);
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void luaentity_GetProperties(u16 id,
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@ -110,7 +110,7 @@ int ObjectRef::l_remove(lua_State *L)
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sao->clearParentAttachment();
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verbosestream << "ObjectRef::l_remove(): id=" << sao->getId() << std::endl;
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sao->m_pending_removal = true;
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sao->markForRemoval();
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return 0;
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}
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@ -112,6 +112,15 @@ void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
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}
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}
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void LuaEntitySAO::dispatchScriptDeactivate()
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{
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// Ensure that this is in fact a registered entity,
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// and that it isn't already gone.
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// The latter also prevents this from ever being called twice.
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if (m_registered && !isGone())
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m_env->getScriptIface()->luaentity_Deactivate(m_id);
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}
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void LuaEntitySAO::step(float dtime, bool send_recommended)
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{
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if(!m_properties_sent)
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@ -302,7 +311,7 @@ u16 LuaEntitySAO::punch(v3f dir,
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{
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if (!m_registered) {
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// Delete unknown LuaEntities when punched
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m_pending_removal = true;
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markForRemoval();
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return 0;
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}
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@ -335,7 +344,7 @@ u16 LuaEntitySAO::punch(v3f dir,
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clearParentAttachment();
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clearChildAttachments();
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m_env->getScriptIface()->luaentity_on_death(m_id, puncher);
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m_pending_removal = true;
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markForRemoval();
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}
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actionstream << puncher->getDescription() << " (id=" << puncher->getId() <<
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@ -71,6 +71,11 @@ public:
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bool getSelectionBox(aabb3f *toset) const;
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bool collideWithObjects() const;
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protected:
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void dispatchScriptDeactivate();
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virtual void onMarkedForDeactivation() { dispatchScriptDeactivate(); }
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virtual void onMarkedForRemoval() { dispatchScriptDeactivate(); }
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private:
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std::string getPropertyPacket();
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void sendPosition(bool do_interpolate, bool is_movement_end);
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@ -531,7 +531,7 @@ bool PlayerSAO::setWieldedItem(const ItemStack &item)
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void PlayerSAO::disconnected()
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{
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m_peer_id = PEER_ID_INEXISTENT;
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m_pending_removal = true;
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markForRemoval();
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}
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void PlayerSAO::unlinkPlayerSessionAndSave()
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@ -73,3 +73,19 @@ void ServerActiveObject::dumpAOMessagesToQueue(std::queue<ActiveObjectMessage> &
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m_messages_out.pop();
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}
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}
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void ServerActiveObject::markForRemoval()
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{
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if (!m_pending_removal) {
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onMarkedForRemoval();
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m_pending_removal = true;
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}
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}
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void ServerActiveObject::markForDeactivation()
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{
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if (!m_pending_deactivation) {
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onMarkedForDeactivation();
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m_pending_deactivation = true;
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}
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}
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@ -70,6 +70,10 @@ public:
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virtual bool environmentDeletes() const
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{ return true; }
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// Safely mark the object for removal or deactivation
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void markForRemoval();
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void markForDeactivation();
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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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@ -213,25 +217,6 @@ public:
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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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@ -239,6 +224,9 @@ public:
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inline bool isGone() const
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{ return m_pending_removal || m_pending_deactivation; }
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inline bool isPendingRemoval() const
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{ return m_pending_removal; }
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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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@ -250,6 +238,9 @@ public:
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v3s16 m_static_block = v3s16(1337,1337,1337);
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protected:
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virtual void onMarkedForDeactivation() {}
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virtual void onMarkedForRemoval() {}
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virtual void onAttach(int parent_id) {}
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virtual void onDetach(int parent_id) {}
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@ -257,6 +248,27 @@ protected:
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v3f m_base_position;
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std::unordered_set<u32> m_attached_particle_spawners;
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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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Note: Do not assign this directly, use markForDeactivation() instead.
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*/
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bool m_pending_deactivation = false;
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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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Note: Do not assign this directly, use markForRemoval() instead.
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*/
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bool m_pending_removal = false;
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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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@ -1164,7 +1164,7 @@ void ServerEnvironment::clearObjects(ClearObjectsMode mode)
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// If known by some client, don't delete immediately
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if (obj->m_known_by_count > 0) {
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obj->m_pending_removal = true;
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obj->markForRemoval();
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return false;
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}
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@ -1792,7 +1792,7 @@ void ServerEnvironment::removeRemovedObjects()
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/*
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Delete static data from block if removed
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*/
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if (obj->m_pending_removal)
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if (obj->isPendingRemoval())
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deleteStaticFromBlock(obj, id, MOD_REASON_REMOVE_OBJECTS_REMOVE, false);
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// If still known by clients, don't actually remove. On some future
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@ -1803,7 +1803,7 @@ void ServerEnvironment::removeRemovedObjects()
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/*
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Move static data from active to stored if deactivated
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*/
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if (!obj->m_pending_removal && obj->m_static_exists) {
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if (!obj->isPendingRemoval() && obj->m_static_exists) {
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MapBlock *block = m_map->emergeBlock(obj->m_static_block, false);
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if (block) {
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const auto i = block->m_static_objects.m_active.find(id);
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@ -1991,6 +1991,7 @@ void ServerEnvironment::deactivateFarObjects(bool _force_delete)
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if (!force_delete && obj->m_static_exists &&
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!m_active_blocks.contains(obj->m_static_block) &&
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m_active_blocks.contains(blockpos_o)) {
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// Delete from block where object was located
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deleteStaticFromBlock(obj, id, MOD_REASON_STATIC_DATA_REMOVED, false);
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@ -2068,6 +2069,10 @@ void ServerEnvironment::deactivateFarObjects(bool _force_delete)
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force_delete = true;
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}
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// Regardless of what happens to the object at this point, deactivate it first.
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// This ensures that LuaEntity on_deactivate is always called.
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obj->markForDeactivation();
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/*
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If known by some client, set pending deactivation.
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Otherwise delete it immediately.
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@ -2077,7 +2082,6 @@ void ServerEnvironment::deactivateFarObjects(bool _force_delete)
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<< "object id=" << id << " is known by clients"
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<< "; not deleting yet" << std::endl;
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obj->m_pending_deactivation = true;
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return false;
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}
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