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1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 Copyright (C) 2013-2020 Minetest core developers & community
5
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 GNU Lesser General Public License for more details.
15
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 */
20
21 #include "unit_sao.h"
22 #include "scripting_server.h"
23 #include "serverenvironment.h"
24
25 UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos) : ServerActiveObject(env, pos)
26 {
27         // Initialize something to armor groups
28         m_armor_groups["fleshy"] = 100;
29 }
30
31 ServerActiveObject *UnitSAO::getParent() const
32 {
33         if (!m_attachment_parent_id)
34                 return nullptr;
35         // Check if the parent still exists
36         ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
37
38         return obj;
39 }
40
41 void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
42 {
43         m_armor_groups = armor_groups;
44         m_armor_groups_sent = false;
45 }
46
47 const ItemGroupList &UnitSAO::getArmorGroups() const
48 {
49         return m_armor_groups;
50 }
51
52 void UnitSAO::setAnimation(
53                 v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
54 {
55         // store these so they can be updated to clients
56         m_animation_range = frame_range;
57         m_animation_speed = frame_speed;
58         m_animation_blend = frame_blend;
59         m_animation_loop = frame_loop;
60         m_animation_sent = false;
61 }
62
63 void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend,
64                 bool *frame_loop)
65 {
66         *frame_range = m_animation_range;
67         *frame_speed = m_animation_speed;
68         *frame_blend = m_animation_blend;
69         *frame_loop = m_animation_loop;
70 }
71
72 void UnitSAO::setAnimationSpeed(float frame_speed)
73 {
74         m_animation_speed = frame_speed;
75         m_animation_speed_sent = false;
76 }
77
78 void UnitSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
79 {
80         // store these so they can be updated to clients
81         m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
82         m_bone_position_sent = false;
83 }
84
85 void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
86 {
87         *position = m_bone_position[bone].X;
88         *rotation = m_bone_position[bone].Y;
89 }
90
91 // clang-format off
92 void UnitSAO::sendOutdatedData()
93 {
94         if (!m_armor_groups_sent) {
95                 m_armor_groups_sent = true;
96                 m_messages_out.emplace(getId(), true, generateUpdateArmorGroupsCommand());
97         }
98
99         if (!m_animation_sent) {
100                 m_animation_sent = true;
101                 m_animation_speed_sent = true;
102                 m_messages_out.emplace(getId(), true, generateUpdateAnimationCommand());
103         } else if (!m_animation_speed_sent) {
104                 // Animation speed is also sent when 'm_animation_sent == false'
105                 m_animation_speed_sent = true;
106                 m_messages_out.emplace(getId(), true, generateUpdateAnimationSpeedCommand());
107         }
108
109         if (!m_bone_position_sent) {
110                 m_bone_position_sent = true;
111                 for (const auto &bone_pos : m_bone_position) {
112                         m_messages_out.emplace(getId(), true, generateUpdateBonePositionCommand(
113                                 bone_pos.first, bone_pos.second.X, bone_pos.second.Y));
114                 }
115         }
116
117         if (!m_attachment_sent) {
118                 m_attachment_sent = true;
119                 m_messages_out.emplace(getId(), true, generateUpdateAttachmentCommand());
120         }
121 }
122 // clang-format on
123
124 void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position,
125                 v3f rotation, bool force_visible)
126 {
127         // Attachments need to be handled on both the server and client.
128         // If we just attach on the server, we can only copy the position of the parent.
129         // Attachments are still sent to clients at an interval so players might see them
130         // lagging, plus we can't read and attach to skeletal bones. If we just attach on
131         // the client, the server still sees the child at its original location. This
132         // breaks some things so we also give the server the most accurate representation
133         // even if players only see the client changes.
134
135         int old_parent = m_attachment_parent_id;
136         m_attachment_parent_id = parent_id;
137
138         // The detach callbacks might call to setAttachment() again.
139         // Ensure the attachment params are applied after this callback is run.
140         if (parent_id != old_parent)
141                 onDetach(old_parent);
142
143         m_attachment_parent_id = parent_id;
144         m_attachment_bone = bone;
145         m_attachment_position = position;
146         m_attachment_rotation = rotation;
147         m_force_visible = force_visible;
148         m_attachment_sent = false;
149
150         if (parent_id != old_parent)
151                 onAttach(parent_id);
152 }
153
154 void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
155                 v3f *rotation, bool *force_visible) const
156 {
157         *parent_id = m_attachment_parent_id;
158         *bone = m_attachment_bone;
159         *position = m_attachment_position;
160         *rotation = m_attachment_rotation;
161         *force_visible = m_force_visible;
162 }
163
164 void UnitSAO::clearChildAttachments()
165 {
166         for (int child_id : m_attachment_child_ids) {
167                 // Child can be NULL if it was deleted earlier
168                 if (ServerActiveObject *child = m_env->getActiveObject(child_id))
169                         child->setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0), false);
170         }
171         m_attachment_child_ids.clear();
172 }
173
174 void UnitSAO::clearParentAttachment()
175 {
176         ServerActiveObject *parent = nullptr;
177         if (m_attachment_parent_id) {
178                 parent = m_env->getActiveObject(m_attachment_parent_id);
179                 setAttachment(0, "", m_attachment_position, m_attachment_rotation, false);
180         } else {
181                 setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0), false);
182         }
183         // Do it
184         if (parent)
185                 parent->removeAttachmentChild(m_id);
186 }
187
188 void UnitSAO::addAttachmentChild(int child_id)
189 {
190         m_attachment_child_ids.insert(child_id);
191 }
192
193 void UnitSAO::removeAttachmentChild(int child_id)
194 {
195         m_attachment_child_ids.erase(child_id);
196 }
197
198 const std::unordered_set<int> &UnitSAO::getAttachmentChildIds() const
199 {
200         return m_attachment_child_ids;
201 }
202
203 void UnitSAO::onAttach(int parent_id)
204 {
205         if (!parent_id)
206                 return;
207
208         ServerActiveObject *parent = m_env->getActiveObject(parent_id);
209
210         if (!parent || parent->isGone())
211                 return; // Do not try to notify soon gone parent
212
213         if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) {
214                 // Call parent's on_attach field
215                 m_env->getScriptIface()->luaentity_on_attach_child(parent_id, this);
216         }
217 }
218
219 void UnitSAO::onDetach(int parent_id)
220 {
221         if (!parent_id)
222                 return;
223
224         ServerActiveObject *parent = m_env->getActiveObject(parent_id);
225         if (getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
226                 m_env->getScriptIface()->luaentity_on_detach(m_id, parent);
227
228         if (!parent || parent->isGone())
229                 return; // Do not try to notify soon gone parent
230
231         if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
232                 m_env->getScriptIface()->luaentity_on_detach_child(parent_id, this);
233 }
234
235 ObjectProperties *UnitSAO::accessObjectProperties()
236 {
237         return &m_prop;
238 }
239
240 void UnitSAO::notifyObjectPropertiesModified()
241 {
242         m_properties_sent = false;
243 }
244
245 std::string UnitSAO::generateUpdateAttachmentCommand() const
246 {
247         std::ostringstream os(std::ios::binary);
248         // command
249         writeU8(os, AO_CMD_ATTACH_TO);
250         // parameters
251         writeS16(os, m_attachment_parent_id);
252         os << serializeString16(m_attachment_bone);
253         writeV3F32(os, m_attachment_position);
254         writeV3F32(os, m_attachment_rotation);
255         writeU8(os, m_force_visible);
256         return os.str();
257 }
258
259 std::string UnitSAO::generateUpdateBonePositionCommand(
260                 const std::string &bone, const v3f &position, const v3f &rotation)
261 {
262         std::ostringstream os(std::ios::binary);
263         // command
264         writeU8(os, AO_CMD_SET_BONE_POSITION);
265         // parameters
266         os << serializeString16(bone);
267         writeV3F32(os, position);
268         writeV3F32(os, rotation);
269         return os.str();
270 }
271
272 std::string UnitSAO::generateUpdateAnimationSpeedCommand() const
273 {
274         std::ostringstream os(std::ios::binary);
275         // command
276         writeU8(os, AO_CMD_SET_ANIMATION_SPEED);
277         // parameters
278         writeF32(os, m_animation_speed);
279         return os.str();
280 }
281
282 std::string UnitSAO::generateUpdateAnimationCommand() const
283 {
284         std::ostringstream os(std::ios::binary);
285         // command
286         writeU8(os, AO_CMD_SET_ANIMATION);
287         // parameters
288         writeV2F32(os, m_animation_range);
289         writeF32(os, m_animation_speed);
290         writeF32(os, m_animation_blend);
291         // these are sent inverted so we get true when the server sends nothing
292         writeU8(os, !m_animation_loop);
293         return os.str();
294 }
295
296 std::string UnitSAO::generateUpdateArmorGroupsCommand() const
297 {
298         std::ostringstream os(std::ios::binary);
299         writeU8(os, AO_CMD_UPDATE_ARMOR_GROUPS);
300         writeU16(os, m_armor_groups.size());
301         for (const auto &armor_group : m_armor_groups) {
302                 os << serializeString16(armor_group.first);
303                 writeS16(os, armor_group.second);
304         }
305         return os.str();
306 }
307
308 std::string UnitSAO::generateUpdatePositionCommand(const v3f &position,
309                 const v3f &velocity, const v3f &acceleration, const v3f &rotation,
310                 bool do_interpolate, bool is_movement_end, f32 update_interval)
311 {
312         std::ostringstream os(std::ios::binary);
313         // command
314         writeU8(os, AO_CMD_UPDATE_POSITION);
315         // pos
316         writeV3F32(os, position);
317         // velocity
318         writeV3F32(os, velocity);
319         // acceleration
320         writeV3F32(os, acceleration);
321         // rotation
322         writeV3F32(os, rotation);
323         // do_interpolate
324         writeU8(os, do_interpolate);
325         // is_end_position (for interpolation)
326         writeU8(os, is_movement_end);
327         // update_interval (for interpolation)
328         writeF32(os, update_interval);
329         return os.str();
330 }
331
332 std::string UnitSAO::generateSetPropertiesCommand(const ObjectProperties &prop) const
333 {
334         std::ostringstream os(std::ios::binary);
335         writeU8(os, AO_CMD_SET_PROPERTIES);
336         prop.serialize(os);
337         return os.str();
338 }
339
340 std::string UnitSAO::generatePunchCommand(u16 result_hp) const
341 {
342         std::ostringstream os(std::ios::binary);
343         // command
344         writeU8(os, AO_CMD_PUNCHED);
345         // result_hp
346         writeU16(os, result_hp);
347         return os.str();
348 }
349
350 void UnitSAO::sendPunchCommand()
351 {
352         m_messages_out.emplace(getId(), true, generatePunchCommand(getHP()));
353 }