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5146086a64
Move LuaEntitySAO to a new dedicated file Drop TestSAO (useless object) Drop the old static startup initialized SAO factory, which was pretty useless. This factory was using a std::map for 2 elements, now just use a simple condition owned by ServerEnvironment, which will be lightweight, that will also drop a one time useful test on each LuaEntitySAO creation. This should reduce server load on massive SAO creation
256 lines
7.8 KiB
C++
256 lines
7.8 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include <unordered_set>
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#include "irrlichttypes_bloated.h"
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#include "activeobject.h"
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#include "inventorymanager.h"
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#include "itemgroup.h"
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#include "util/container.h"
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/*
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Some planning
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-------------
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* Server environment adds an active object, which gets the id 1
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* The active object list is scanned for each client once in a while,
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and it finds out what objects have been added that are not known
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by the client yet. This scan is initiated by the Server class and
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the result ends up directly to the server.
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* A network packet is created with the info and sent to the client.
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* Environment converts objects to static data and static data to
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objects, based on how close players are to them.
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*/
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class ServerEnvironment;
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struct ItemStack;
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struct ToolCapabilities;
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struct ObjectProperties;
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struct PlayerHPChangeReason;
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class ServerActiveObject : public ActiveObject
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{
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public:
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/*
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NOTE: m_env can be NULL, but step() isn't called if it is.
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Prototypes are used that way.
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*/
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ServerActiveObject(ServerEnvironment *env, v3f pos);
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virtual ~ServerActiveObject() = default;
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virtual ActiveObjectType getSendType() const
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{ return getType(); }
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// Called after id has been set and has been inserted in environment
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virtual void addedToEnvironment(u32 dtime_s){};
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// Called before removing from environment
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virtual void removingFromEnvironment(){};
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// Returns true if object's deletion is the job of the
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// environment
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virtual bool environmentDeletes() const
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{ return true; }
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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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const std::string &data);
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/*
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Some simple getters/setters
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*/
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v3f getBasePosition() const { return m_base_position; }
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void setBasePosition(v3f pos){ m_base_position = pos; }
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ServerEnvironment* getEnv(){ return m_env; }
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/*
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Some more dynamic interface
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*/
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virtual void setPos(const v3f &pos)
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{ setBasePosition(pos); }
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// continuous: if true, object does not stop immediately at pos
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virtual void moveTo(v3f pos, bool continuous)
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{ setBasePosition(pos); }
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// If object has moved less than this and data has not changed,
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// saving to disk may be omitted
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virtual float getMinimumSavedMovement();
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virtual std::string getDescription(){return "SAO";}
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/*
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Step object in time.
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Messages added to messages are sent to client over network.
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send_recommended:
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True at around 5-10 times a second, same for all objects.
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This is used to let objects send most of the data at the
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same time so that the data can be combined in a single
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packet.
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*/
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virtual void step(float dtime, bool send_recommended){}
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/*
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The return value of this is passed to the client-side object
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when it is created
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*/
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virtual std::string getClientInitializationData(u16 protocol_version) {return "";}
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/*
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The return value of this is passed to the server-side object
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when it is created (converted from static to active - actually
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the data is the static form)
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*/
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virtual void getStaticData(std::string *result) const
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{
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assert(isStaticAllowed());
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*result = "";
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}
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/*
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Return false in here to never save and instead remove object
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on unload. getStaticData() will not be called in that case.
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*/
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virtual bool isStaticAllowed() const
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{return true;}
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// Returns tool wear
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virtual u16 punch(v3f dir,
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const ToolCapabilities *toolcap = nullptr,
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ServerActiveObject *puncher = nullptr,
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float time_from_last_punch = 1000000.0f)
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{ return 0; }
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virtual void rightClick(ServerActiveObject *clicker)
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{}
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virtual void setHP(s32 hp, const PlayerHPChangeReason &reason)
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{}
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virtual u16 getHP() const
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{ return 0; }
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virtual void setArmorGroups(const ItemGroupList &armor_groups)
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{}
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virtual const ItemGroupList &getArmorGroups() const
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{ static ItemGroupList rv; return rv; }
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virtual void setPhysicsOverride(float physics_override_speed, float physics_override_jump, float physics_override_gravity)
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{}
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virtual void setAnimation(v2f frames, float frame_speed, float frame_blend, bool frame_loop)
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{}
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virtual void getAnimation(v2f *frames, float *frame_speed, float *frame_blend, bool *frame_loop)
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{}
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virtual void setAnimationSpeed(float frame_speed)
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{}
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virtual void setBonePosition(const std::string &bone, v3f position, v3f rotation)
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{}
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virtual void getBonePosition(const std::string &bone, v3f *position, v3f *lotation)
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{}
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virtual const std::unordered_set<int> &getAttachmentChildIds() const
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{ static std::unordered_set<int> rv; return rv; }
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virtual ServerActiveObject *getParent() const { return nullptr; }
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virtual ObjectProperties* accessObjectProperties()
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{ return NULL; }
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virtual void notifyObjectPropertiesModified()
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{}
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// Inventory and wielded item
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virtual Inventory *getInventory() const
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{ return NULL; }
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virtual InventoryLocation getInventoryLocation() const
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{ return InventoryLocation(); }
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virtual void setInventoryModified()
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{}
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virtual std::string getWieldList() const
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{ return ""; }
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virtual u16 getWieldIndex() const
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{ return 0; }
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virtual ItemStack getWieldedItem(ItemStack *selected,
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ItemStack *hand = nullptr) const;
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virtual bool setWieldedItem(const ItemStack &item);
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inline void attachParticleSpawner(u32 id)
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{
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m_attached_particle_spawners.insert(id);
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}
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inline void detachParticleSpawner(u32 id)
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{
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m_attached_particle_spawners.erase(id);
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}
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std::string generateUpdateInfantCommand(u16 infant_id, u16 protocol_version);
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std::string generateUpdateNametagAttributesCommand(const video::SColor &color) const;
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void dumpAOMessagesToQueue(std::queue<ActiveObjectMessage> &queue);
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/*
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Number of players which know about this object. Object won't be
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deleted until this is 0 to keep the id preserved for the right
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object.
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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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*/
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inline bool isGone() const
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{ return m_pending_removal || m_pending_deactivation; }
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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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bool m_static_exists = false;
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/*
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The block from which the object was loaded from, and in which
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a copy of the static data resides.
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*/
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v3s16 m_static_block = v3s16(1337,1337,1337);
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protected:
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virtual void onAttach(int parent_id) {}
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virtual void onDetach(int parent_id) {}
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ServerEnvironment *m_env;
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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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Queue of messages to be sent to the client
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*/
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std::queue<ActiveObjectMessage> m_messages_out;
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};
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