3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 Copyright (C) 2013-2020 Minetest core developers & community
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.
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.
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.
22 #include "scripting_server.h"
23 #include "serverenvironment.h"
25 UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos) : ServerActiveObject(env, pos)
27 // Initialize something to armor groups
28 m_armor_groups["fleshy"] = 100;
31 ServerActiveObject *UnitSAO::getParent() const
33 if (!m_attachment_parent_id)
35 // Check if the parent still exists
36 ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
41 void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
43 m_armor_groups = armor_groups;
44 m_armor_groups_sent = false;
47 const ItemGroupList &UnitSAO::getArmorGroups() const
49 return m_armor_groups;
52 void UnitSAO::setAnimation(
53 v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
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;
63 void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend,
66 *frame_range = m_animation_range;
67 *frame_speed = m_animation_speed;
68 *frame_blend = m_animation_blend;
69 *frame_loop = m_animation_loop;
72 void UnitSAO::setAnimationSpeed(float frame_speed)
74 m_animation_speed = frame_speed;
75 m_animation_speed_sent = false;
78 void UnitSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
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;
85 void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
87 *position = m_bone_position[bone].X;
88 *rotation = m_bone_position[bone].Y;
92 void UnitSAO::sendOutdatedData()
94 if (!m_armor_groups_sent) {
95 m_armor_groups_sent = true;
96 m_messages_out.emplace(getId(), true, generateUpdateArmorGroupsCommand());
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());
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));
117 if (!m_attachment_sent) {
118 m_attachment_sent = true;
119 m_messages_out.emplace(getId(), true, generateUpdateAttachmentCommand());
124 void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position,
125 v3f rotation, bool force_visible)
127 auto *obj = parent_id ? m_env->getActiveObject(parent_id) : nullptr;
129 // Do checks to avoid circular references
130 // The chain of wanted parent must not refer or contain "this"
131 for (obj = obj->getParent(); obj; obj = obj->getParent()) {
133 warningstream << "Mod bug: Attempted to attach object " << m_id << " to parent "
134 << parent_id << " but former is an (in)direct parent of latter." << std::endl;
140 // Attachments need to be handled on both the server and client.
141 // If we just attach on the server, we can only copy the position of the parent.
142 // Attachments are still sent to clients at an interval so players might see them
143 // lagging, plus we can't read and attach to skeletal bones. If we just attach on
144 // the client, the server still sees the child at its original location. This
145 // breaks some things so we also give the server the most accurate representation
146 // even if players only see the client changes.
148 int old_parent = m_attachment_parent_id;
149 m_attachment_parent_id = parent_id;
151 // The detach callbacks might call to setAttachment() again.
152 // Ensure the attachment params are applied after this callback is run.
153 if (parent_id != old_parent)
154 onDetach(old_parent);
156 m_attachment_parent_id = parent_id;
157 m_attachment_bone = bone;
158 m_attachment_position = position;
159 m_attachment_rotation = rotation;
160 m_force_visible = force_visible;
161 m_attachment_sent = false;
163 if (parent_id != old_parent)
167 void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
168 v3f *rotation, bool *force_visible) const
170 *parent_id = m_attachment_parent_id;
171 *bone = m_attachment_bone;
172 *position = m_attachment_position;
173 *rotation = m_attachment_rotation;
174 *force_visible = m_force_visible;
177 void UnitSAO::clearChildAttachments()
179 for (int child_id : m_attachment_child_ids) {
180 // Child can be NULL if it was deleted earlier
181 if (ServerActiveObject *child = m_env->getActiveObject(child_id))
182 child->setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0), false);
184 m_attachment_child_ids.clear();
187 void UnitSAO::clearParentAttachment()
189 ServerActiveObject *parent = nullptr;
190 if (m_attachment_parent_id) {
191 parent = m_env->getActiveObject(m_attachment_parent_id);
192 setAttachment(0, "", m_attachment_position, m_attachment_rotation, false);
194 setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0), false);
198 parent->removeAttachmentChild(m_id);
201 void UnitSAO::addAttachmentChild(int child_id)
203 m_attachment_child_ids.insert(child_id);
206 void UnitSAO::removeAttachmentChild(int child_id)
208 m_attachment_child_ids.erase(child_id);
211 const std::unordered_set<int> &UnitSAO::getAttachmentChildIds() const
213 return m_attachment_child_ids;
216 void UnitSAO::onAttach(int parent_id)
221 ServerActiveObject *parent = m_env->getActiveObject(parent_id);
223 if (!parent || parent->isGone())
224 return; // Do not try to notify soon gone parent
226 if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) {
227 // Call parent's on_attach field
228 m_env->getScriptIface()->luaentity_on_attach_child(parent_id, this);
232 void UnitSAO::onDetach(int parent_id)
237 ServerActiveObject *parent = m_env->getActiveObject(parent_id);
238 if (getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
239 m_env->getScriptIface()->luaentity_on_detach(m_id, parent);
241 if (!parent || parent->isGone())
242 return; // Do not try to notify soon gone parent
244 if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
245 m_env->getScriptIface()->luaentity_on_detach_child(parent_id, this);
248 ObjectProperties *UnitSAO::accessObjectProperties()
253 void UnitSAO::notifyObjectPropertiesModified()
255 m_properties_sent = false;
258 std::string UnitSAO::generateUpdateAttachmentCommand() const
260 std::ostringstream os(std::ios::binary);
262 writeU8(os, AO_CMD_ATTACH_TO);
264 writeS16(os, m_attachment_parent_id);
265 os << serializeString16(m_attachment_bone);
266 writeV3F32(os, m_attachment_position);
267 writeV3F32(os, m_attachment_rotation);
268 writeU8(os, m_force_visible);
272 std::string UnitSAO::generateUpdateBonePositionCommand(
273 const std::string &bone, const v3f &position, const v3f &rotation)
275 std::ostringstream os(std::ios::binary);
277 writeU8(os, AO_CMD_SET_BONE_POSITION);
279 os << serializeString16(bone);
280 writeV3F32(os, position);
281 writeV3F32(os, rotation);
285 std::string UnitSAO::generateUpdateAnimationSpeedCommand() const
287 std::ostringstream os(std::ios::binary);
289 writeU8(os, AO_CMD_SET_ANIMATION_SPEED);
291 writeF32(os, m_animation_speed);
295 std::string UnitSAO::generateUpdateAnimationCommand() const
297 std::ostringstream os(std::ios::binary);
299 writeU8(os, AO_CMD_SET_ANIMATION);
301 writeV2F32(os, m_animation_range);
302 writeF32(os, m_animation_speed);
303 writeF32(os, m_animation_blend);
304 // these are sent inverted so we get true when the server sends nothing
305 writeU8(os, !m_animation_loop);
309 std::string UnitSAO::generateUpdateArmorGroupsCommand() const
311 std::ostringstream os(std::ios::binary);
312 writeU8(os, AO_CMD_UPDATE_ARMOR_GROUPS);
313 writeU16(os, m_armor_groups.size());
314 for (const auto &armor_group : m_armor_groups) {
315 os << serializeString16(armor_group.first);
316 writeS16(os, armor_group.second);
321 std::string UnitSAO::generateUpdatePositionCommand(const v3f &position,
322 const v3f &velocity, const v3f &acceleration, const v3f &rotation,
323 bool do_interpolate, bool is_movement_end, f32 update_interval)
325 std::ostringstream os(std::ios::binary);
327 writeU8(os, AO_CMD_UPDATE_POSITION);
329 writeV3F32(os, position);
331 writeV3F32(os, velocity);
333 writeV3F32(os, acceleration);
335 writeV3F32(os, rotation);
337 writeU8(os, do_interpolate);
338 // is_end_position (for interpolation)
339 writeU8(os, is_movement_end);
340 // update_interval (for interpolation)
341 writeF32(os, update_interval);
345 std::string UnitSAO::generateSetPropertiesCommand(const ObjectProperties &prop) const
347 std::ostringstream os(std::ios::binary);
348 writeU8(os, AO_CMD_SET_PROPERTIES);
353 std::string UnitSAO::generatePunchCommand(u16 result_hp) const
355 std::ostringstream os(std::ios::binary);
357 writeU8(os, AO_CMD_PUNCHED);
359 writeU16(os, result_hp);
363 void UnitSAO::sendPunchCommand()
365 m_messages_out.emplace(getId(), true, generatePunchCommand(getHP()));