]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/content_sao.cpp
Make sure that settings are written to config file when settings are removed.
[dragonfireclient.git] / src / content_sao.cpp
index 7857df1aa17c0859bb2f8c76be32d37757e11391..196c10e61e930058c0a37df95db54dd4a92d8634 100644 (file)
@@ -218,7 +218,6 @@ class ItemSAO : public ServerActiveObject
 
                if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
                {
-                       // TODO: We shouldn't be sending this when the object is attached, but we can't check m_parent here
                        setBasePosition(pos_f);
                        m_last_sent_position = pos_f;
 
@@ -246,7 +245,7 @@ class ItemSAO : public ServerActiveObject
                }
        }
 
-       std::string getClientInitializationData()
+       std::string getClientInitializationData(u16 protocol_version)
        {
                std::ostringstream os(std::ios::binary);
                // version
@@ -357,8 +356,11 @@ LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
        m_last_sent_position_timer(0),
        m_last_sent_move_precision(0),
        m_armor_groups_sent(false),
-       m_animations_sent(false),
-       m_animations_bone_sent(false),
+       m_animation_speed(0),
+       m_animation_blend(0),
+       m_animation_sent(false),
+       m_bone_position_sent(false),
+       m_attachment_parent_id(0),
        m_attachment_sent(false)
 {
        // Only register type if no environment supplied
@@ -387,7 +389,6 @@ void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
        // Create entity from name
        lua_State *L = m_env->getLua();
        m_registered = scriptapi_luaentity_add(L, m_id, m_init_name.c_str());
-       m_parent = NULL;
        
        if(m_registered){
                // Get properties
@@ -434,6 +435,17 @@ ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
        return sao;
 }
 
+bool LuaEntitySAO::isAttached()
+{
+       if(!m_attachment_parent_id)
+               return false;
+       // Check if the parent still exists
+       ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
+       if(obj)
+               return true;
+       return false;
+}
+
 void LuaEntitySAO::step(float dtime, bool send_recommended)
 {
        if(!m_properties_sent)
@@ -445,13 +457,23 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                m_messages_out.push_back(aom);
        }
 
+       // 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);
+               sendPosition(false, true);
+       }
+
        m_last_sent_position_timer += dtime;
-       
+
        // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
        // If the object gets detached this comes into effect automatically from the last known origin
-       if(m_parent != NULL)
+       if(isAttached())
        {
-               v3f pos = m_parent->getBasePosition();
+               v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
                m_base_position = pos;
                m_velocity = v3f(0,0,0);
                m_acceleration = v3f(0,0,0);
@@ -491,7 +513,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
        if(send_recommended == false)
                return;
 
-       if(m_parent != NULL)
+       if(!isAttached())
        {
                // TODO: force send when acceleration changes enough?
                float minchange = 0.2*BS;
@@ -518,18 +540,18 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                m_messages_out.push_back(aom);
        }
 
-       if(m_animations_sent == false){
-               m_animations_sent = true;
-               std::string str = gob_cmd_set_animations(m_animation_frames, m_animation_speed, m_animation_blend);
+       if(m_animation_sent == false){
+               m_animation_sent = true;
+               std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
                // create message and add to list
                ActiveObjectMessage aom(getId(), true, str);
                m_messages_out.push_back(aom);
        }
 
-       if(m_animations_bone_sent == false){
-               m_animations_bone_sent = true;
-               for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
-                       std::string str = gob_cmd_set_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y);
+       if(m_bone_position_sent == false){
+               m_bone_position_sent = true;
+               for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+                       std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
                        // create message and add to list
                        ActiveObjectMessage aom(getId(), true, str);
                        m_messages_out.push_back(aom);
@@ -538,26 +560,49 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
 
        if(m_attachment_sent == false){
                m_attachment_sent = true;
-               std::string str = gob_cmd_set_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
+               std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
                // create message and add to list
                ActiveObjectMessage aom(getId(), true, str);
                m_messages_out.push_back(aom);
        }
 }
 
-std::string LuaEntitySAO::getClientInitializationData()
+std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
 {
        std::ostringstream os(std::ios::binary);
-       writeU8(os, 0); // version
-       os<<serializeString(""); // name
-       writeS16(os, getId()); //id
-       writeU8(os, 0); // is_player
-       writeV3F1000(os, m_base_position);
-       writeF1000(os, m_yaw);
-       writeS16(os, m_hp);
-       writeU8(os, 2); // number of messages stuffed in here
-       os<<serializeLongString(getPropertyPacket()); // message 1
-       os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+
+       if(protocol_version >= 14)
+       {
+               writeU8(os, 1); // version
+               os<<serializeString(""); // name
+               writeU8(os, 0); // is_player
+               writeS16(os, getId()); //id
+               writeV3F1000(os, m_base_position);
+               writeF1000(os, m_yaw);
+               writeS16(os, m_hp);
+
+               writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here
+               os<<serializeLongString(getPropertyPacket()); // message 1
+               os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+               os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
+               for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+                       os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
+               }
+               os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
+       }
+       else
+       {
+               writeU8(os, 0); // version
+               os<<serializeString(""); // name
+               writeU8(os, 0); // is_player
+               writeV3F1000(os, m_base_position);
+               writeF1000(os, m_yaw);
+               writeS16(os, m_hp);
+               writeU8(os, 2); // number of messages stuffed in here
+               os<<serializeLongString(getPropertyPacket()); // message 1
+               os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+       }
+
        // return result
        return os.str();
 }
@@ -599,7 +644,7 @@ int LuaEntitySAO::punch(v3f dir,
        }
 
        // It's best that attachments cannot be punched 
-       if(m_parent != NULL)
+       if(isAttached())
                return 0;
        
        ItemStack *punchitem = NULL;
@@ -645,13 +690,16 @@ void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
 {
        if(!m_registered)
                return;
+       // It's best that attachments cannot be clicked
+       if(isAttached())
+               return;
        lua_State *L = m_env->getLua();
        scriptapi_luaentity_rightclick(L, m_id, clicker);
 }
 
 void LuaEntitySAO::setPos(v3f pos)
 {
-       if(m_parent != NULL)
+       if(isAttached())
                return;
        m_base_position = pos;
        sendPosition(false, true);
@@ -659,7 +707,7 @@ void LuaEntitySAO::setPos(v3f pos)
 
 void LuaEntitySAO::moveTo(v3f pos, bool continuous)
 {
-       if(m_parent != NULL)
+       if(isAttached())
                return;
        m_base_position = pos;
        if(!continuous)
@@ -699,21 +747,21 @@ void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
        m_armor_groups_sent = false;
 }
 
-void LuaEntitySAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
+void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
 {
-       m_animation_frames = frames;
+       m_animation_range = frame_range;
        m_animation_speed = frame_speed;
        m_animation_blend = frame_blend;
-       m_animations_sent = false;
+       m_animation_sent = false;
 }
 
-void LuaEntitySAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
+void LuaEntitySAO::setBonePosition(std::string bone, v3f position, v3f rotation)
 {
-       m_animation_bone[bone] = core::vector2d<v3f>(position, rotation);
-       m_animations_bone_sent = false;
+       m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
+       m_bone_position_sent = false;
 }
 
-void LuaEntitySAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation)
+void LuaEntitySAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
 {
        // Attachments need to be handled on both the server and client.
        // If we just attach on the server, we can only copy the position of the parent. Attachments
@@ -723,11 +771,7 @@ void LuaEntitySAO::setAttachment(ServerActiveObject *parent, std::string bone, v
        // This breaks some things so we also give the server the most accurate representation
        // even if players only see the client changes.
 
-       // Server attachment:
-       m_parent = parent;
-
-       // Client attachment:
-       m_attachment_parent_id = parent->getId();
+       m_attachment_parent_id = parent_id;
        m_attachment_bone = bone;
        m_attachment_position = position;
        m_attachment_rotation = rotation;
@@ -809,7 +853,7 @@ std::string LuaEntitySAO::getPropertyPacket()
 void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
 {
        // If the object is attached client-side, don't waste bandwidth sending its position to clients
-       if(m_parent != NULL)
+       if(isAttached())
                return;
        
        m_last_sent_move_precision = m_base_position.getDistanceFrom(
@@ -859,11 +903,11 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
        m_properties_sent(true),
        m_privs(privs),
        m_is_singleplayer(is_singleplayer),
-       m_animations_sent(false),
-       m_animations_bone_sent(false),
+       m_animation_sent(false),
+       m_bone_position_sent(false),
        m_attachment_sent(false),
        // public
-       m_teleported(false),
+       m_moved(false),
        m_inventory_not_sent(false),
        m_hp_not_sent(false),
        m_wielded_item_not_sent(false)
@@ -889,7 +933,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
        m_prop.colors.push_back(video::SColor(255, 255, 255, 255));
        m_prop.spritediv = v2s16(1,1);
        // end of default appearance
-       m_prop.is_visible = (getHP() != 0); // TODO: Use a death animation instead for mesh players
+       m_prop.is_visible = true;
        m_prop.makes_footstep_sound = true;
 }
 
@@ -910,7 +954,6 @@ void PlayerSAO::addedToEnvironment(u32 dtime_s)
 {
        ServerActiveObject::addedToEnvironment(dtime_s);
        ServerActiveObject::setBasePosition(m_player->getPosition());
-       m_parent = NULL;
        m_player->setPlayerSAO(this);
        m_player->peer_id = m_peer_id;
        m_last_good_position = m_player->getPosition();
@@ -938,19 +981,43 @@ bool PlayerSAO::unlimitedTransferDistance() const
        return g_settings->getBool("unlimited_player_transfer_distance");
 }
 
-std::string PlayerSAO::getClientInitializationData()
+std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
 {
        std::ostringstream os(std::ios::binary);
-       writeU8(os, 0); // version
-       os<<serializeString(m_player->getName()); // name
-       writeU8(os, 1); // is_player
-       writeS16(os, getId()); //id
-       writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
-       writeF1000(os, m_player->getYaw());
-       writeS16(os, getHP());
-       writeU8(os, 2); // number of messages stuffed in here
-       os<<serializeLongString(getPropertyPacket()); // message 1
-       os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+
+       if(protocol_version >= 15)
+       {
+               writeU8(os, 1); // version
+               os<<serializeString(m_player->getName()); // name
+               writeU8(os, 1); // is_player
+               writeS16(os, getId()); //id
+               writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
+               writeF1000(os, m_player->getYaw());
+               writeS16(os, getHP());
+
+               writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here
+               os<<serializeLongString(getPropertyPacket()); // message 1
+               os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+               os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
+               for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+                       os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
+               }
+               os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
+       }
+       else
+       {
+               writeU8(os, 0); // version
+               os<<serializeString(m_player->getName()); // name
+               writeU8(os, 1); // is_player
+               writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
+               writeF1000(os, m_player->getYaw());
+               writeS16(os, getHP());
+               writeU8(os, 2); // number of messages stuffed in here
+               os<<serializeLongString(getPropertyPacket()); // message 1
+               os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+       }
+
+       // return result
        return os.str();
 }
 
@@ -960,6 +1027,17 @@ std::string PlayerSAO::getStaticData()
        return "";
 }
 
+bool PlayerSAO::isAttached()
+{
+       if(!m_attachment_parent_id)
+               return false;
+       // Check if the parent still exists
+       ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
+       if(obj)
+               return true;
+       return false;
+}
+
 void PlayerSAO::step(float dtime, bool send_recommended)
 {
        if(!m_properties_sent)
@@ -971,14 +1049,25 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                m_messages_out.push_back(aom);
        }
 
+       // 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);
+               m_player->setPosition(m_last_good_position);
+               m_moved = true;
+       }
+
        m_time_from_last_punch += dtime;
        m_nocheat_dig_time += dtime;
 
        // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
        // If the object gets detached this comes into effect automatically from the last known origin
-       if(m_parent != NULL)
+       if(isAttached())
        {
-               v3f pos = m_parent->getBasePosition();
+               v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
                m_last_good_position = pos;
                m_last_good_position_age = 0;
                m_player->setPosition(pos);
@@ -1034,7 +1123,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                                                        <<" moved too fast; resetting position"
                                                        <<std::endl;
                                        m_player->setPosition(m_last_good_position);
-                                       m_teleported = true;
+                                       m_moved = true;
                                }
                                m_last_good_position_age = 0;
                        }
@@ -1045,13 +1134,13 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                return;
 
        // If the object is attached client-side, don't waste bandwidth sending its position to clients
-       if(m_position_not_sent && m_parent == NULL)
+       if(m_position_not_sent && !isAttached())
        {
                m_position_not_sent = false;
                float update_interval = m_env->getSendRecommendedInterval();
                v3f pos;
-               if(m_parent != NULL) // Just in case we ever do send attachment position too
-                       pos = m_parent->getBasePosition();
+               if(isAttached()) // Just in case we ever do send attachment position too
+                       pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
                else
                        pos = m_player->getPosition() + v3f(0,BS*1,0);
                std::string str = gob_cmd_update_position(
@@ -1083,18 +1172,18 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                m_messages_out.push_back(aom);
        }
 
-       if(m_animations_sent == false){
-               m_animations_sent = true;
-               std::string str = gob_cmd_set_animations(m_animation_frames, m_animation_speed, m_animation_blend);
+       if(m_animation_sent == false){
+               m_animation_sent = true;
+               std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
                // create message and add to list
                ActiveObjectMessage aom(getId(), true, str);
                m_messages_out.push_back(aom);
        }
 
-       if(m_animations_bone_sent == false){
-               m_animations_bone_sent = true;
-               for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
-                       std::string str = gob_cmd_set_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y);
+       if(m_bone_position_sent == false){
+               m_bone_position_sent = true;
+               for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+                       std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
                        // create message and add to list
                        ActiveObjectMessage aom(getId(), true, str);
                        m_messages_out.push_back(aom);
@@ -1103,7 +1192,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
 
        if(m_attachment_sent == false){
                m_attachment_sent = true;
-               std::string str = gob_cmd_set_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
+               std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
                // create message and add to list
                ActiveObjectMessage aom(getId(), true, str);
                m_messages_out.push_back(aom);
@@ -1119,26 +1208,26 @@ void PlayerSAO::setBasePosition(const v3f &position)
 
 void PlayerSAO::setPos(v3f pos)
 {
-       if(m_parent != NULL)
+       if(isAttached())
                return;
        m_player->setPosition(pos);
        // Movement caused by this command is always valid
        m_last_good_position = pos;
        m_last_good_position_age = 0;
        // Force position change on client
-       m_teleported = true;
+       m_moved = true;
 }
 
 void PlayerSAO::moveTo(v3f pos, bool continuous)
 {
-       if(m_parent != NULL)
+       if(isAttached())
                return;
        m_player->setPosition(pos);
        // Movement caused by this command is always valid
        m_last_good_position = pos;
        m_last_good_position_age = 0;
        // Force position change on client
-       m_teleported = true;
+       m_moved = true;
 }
 
 int PlayerSAO::punch(v3f dir,
@@ -1147,7 +1236,7 @@ int PlayerSAO::punch(v3f dir,
        float time_from_last_punch)
 {
        // It's best that attachments cannot be punched 
-       if(m_parent != NULL)
+       if(isAttached())
                return 0;
 
        if(!toolcap)
@@ -1231,23 +1320,23 @@ void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
        m_armor_groups_sent = false;
 }
 
-void PlayerSAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
+void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
 {
        // store these so they can be updated to clients
-       m_animation_frames = frames;
+       m_animation_range = frame_range;
        m_animation_speed = frame_speed;
        m_animation_blend = frame_blend;
-       m_animations_sent = false;
+       m_animation_sent = false;
 }
 
-void PlayerSAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
+void PlayerSAO::setBonePosition(std::string bone, v3f position, v3f rotation)
 {
        // store these so they can be updated to clients
-       m_animation_bone[bone] = core::vector2d<v3f>(position, rotation);
-       m_animations_bone_sent = false;
+       m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
+       m_bone_position_sent = false;
 }
 
-void PlayerSAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation)
+void PlayerSAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
 {
        // Attachments need to be handled on both the server and client.
        // If we just attach on the server, we can only copy the position of the parent. Attachments
@@ -1257,11 +1346,7 @@ void PlayerSAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f
        // This breaks some things so we also give the server the most accurate representation
        // even if players only see the client changes.
 
-       // Server attachment:
-       m_parent = parent;
-
-       // Client attachment:
-       m_attachment_parent_id = parent->getId();
+       m_attachment_parent_id = parent_id;
        m_attachment_bone = bone;
        m_attachment_position = position;
        m_attachment_rotation = rotation;
@@ -1331,7 +1416,7 @@ void PlayerSAO::disconnected()
 
 std::string PlayerSAO::getPropertyPacket()
 {
-       m_prop.is_visible = (getHP() != 0);
+       m_prop.is_visible = (true);
        return gob_cmd_set_properties(m_prop);
 }