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-rw-r--r--src/content_sao.cpp102
1 files changed, 67 insertions, 35 deletions
diff --git a/src/content_sao.cpp b/src/content_sao.cpp
index c906383af..963e4b43a 100644
--- a/src/content_sao.cpp
+++ b/src/content_sao.cpp
@@ -218,7 +218,6 @@ public:
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;
@@ -387,7 +386,6 @@ 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 +432,17 @@ 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 +454,23 @@ 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 +510,7 @@ 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;
@@ -608,7 +627,7 @@ int LuaEntitySAO::punch(v3f dir,
}
// It's best that attachments cannot be punched
- if(m_parent != NULL)
+ if(isAttached())
return 0;
ItemStack *punchitem = NULL;
@@ -660,7 +679,7 @@ void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
void LuaEntitySAO::setPos(v3f pos)
{
- if(m_parent != NULL)
+ if(isAttached())
return;
m_base_position = pos;
sendPosition(false, true);
@@ -668,7 +687,7 @@ 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)
@@ -722,7 +741,7 @@ void LuaEntitySAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
m_animations_bone_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
@@ -732,11 +751,7 @@ 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;
@@ -818,7 +833,7 @@ 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(
@@ -872,7 +887,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
m_animations_bone_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)
@@ -919,7 +934,6 @@ 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();
@@ -979,6 +993,17 @@ 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)
@@ -990,14 +1015,25 @@ 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);
@@ -1053,7 +1089,7 @@ 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;
}
@@ -1064,13 +1100,13 @@ 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(
@@ -1138,26 +1174,26 @@ 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,
@@ -1166,7 +1202,7 @@ 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)
@@ -1266,7 +1302,7 @@ void PlayerSAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
m_animations_bone_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
@@ -1276,11 +1312,7 @@ 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;