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Diffstat (limited to 'src/server/unit_sao.cpp')
-rw-r--r-- | src/server/unit_sao.cpp | 345 |
1 files changed, 345 insertions, 0 deletions
diff --git a/src/server/unit_sao.cpp b/src/server/unit_sao.cpp new file mode 100644 index 000000000..ef0e87f2c --- /dev/null +++ b/src/server/unit_sao.cpp @@ -0,0 +1,345 @@ +/* +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com> +Copyright (C) 2013-2020 Minetest core developers & community + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU Lesser General Public License as published by +the Free Software Foundation; either version 2.1 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU Lesser General Public License for more details. + +You should have received a copy of the GNU Lesser General Public License along +with this program; if not, write to the Free Software Foundation, Inc., +51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. +*/ + +#include "unit_sao.h" +#include "scripting_server.h" +#include "serverenvironment.h" + +UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos) : ServerActiveObject(env, pos) +{ + // Initialize something to armor groups + m_armor_groups["fleshy"] = 100; +} + +ServerActiveObject *UnitSAO::getParent() const +{ + if (!m_attachment_parent_id) + return nullptr; + // Check if the parent still exists + ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id); + + return obj; +} + +void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups) +{ + m_armor_groups = armor_groups; + m_armor_groups_sent = false; +} + +const ItemGroupList &UnitSAO::getArmorGroups() const +{ + return m_armor_groups; +} + +void UnitSAO::setAnimation( + v2f frame_range, float frame_speed, float frame_blend, bool frame_loop) +{ + // store these so they can be updated to clients + m_animation_range = frame_range; + m_animation_speed = frame_speed; + m_animation_blend = frame_blend; + m_animation_loop = frame_loop; + m_animation_sent = false; +} + +void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, + bool *frame_loop) +{ + *frame_range = m_animation_range; + *frame_speed = m_animation_speed; + *frame_blend = m_animation_blend; + *frame_loop = m_animation_loop; +} + +void UnitSAO::setAnimationSpeed(float frame_speed) +{ + m_animation_speed = frame_speed; + m_animation_speed_sent = false; +} + +void UnitSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation) +{ + // store these so they can be updated to clients + m_bone_position[bone] = core::vector2d<v3f>(position, rotation); + m_bone_position_sent = false; +} + +void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation) +{ + *position = m_bone_position[bone].X; + *rotation = m_bone_position[bone].Y; +} + +// clang-format off +void UnitSAO::sendOutdatedData() +{ + if (!m_armor_groups_sent) { + m_armor_groups_sent = true; + m_messages_out.emplace(getId(), true, generateUpdateArmorGroupsCommand()); + } + + if (!m_animation_sent) { + m_animation_sent = true; + m_animation_speed_sent = true; + m_messages_out.emplace(getId(), true, generateUpdateAnimationCommand()); + } else if (!m_animation_speed_sent) { + // Animation speed is also sent when 'm_animation_sent == false' + m_animation_speed_sent = true; + m_messages_out.emplace(getId(), true, generateUpdateAnimationSpeedCommand()); + } + + if (!m_bone_position_sent) { + m_bone_position_sent = true; + for (const auto &bone_pos : m_bone_position) { + m_messages_out.emplace(getId(), true, generateUpdateBonePositionCommand( + bone_pos.first, bone_pos.second.X, bone_pos.second.Y)); + } + } + + if (!m_attachment_sent) { + m_attachment_sent = true; + m_messages_out.emplace(getId(), true, generateUpdateAttachmentCommand()); + } +} +// clang-format on + +void UnitSAO::setAttachment( + int parent_id, const 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 are still sent to clients at an interval so players might see them + // lagging, plus we can't read and attach to skeletal bones. If we just attach on + // the client, the server still sees the child at its original location. This + // breaks some things so we also give the server the most accurate representation + // even if players only see the client changes. + + int old_parent = m_attachment_parent_id; + m_attachment_parent_id = parent_id; + m_attachment_bone = bone; + m_attachment_position = position; + m_attachment_rotation = rotation; + m_attachment_sent = false; + + if (parent_id != old_parent) { + onDetach(old_parent); + onAttach(parent_id); + } +} + +void UnitSAO::getAttachment( + int *parent_id, std::string *bone, v3f *position, v3f *rotation) const +{ + *parent_id = m_attachment_parent_id; + *bone = m_attachment_bone; + *position = m_attachment_position; + *rotation = m_attachment_rotation; +} + +void UnitSAO::clearChildAttachments() +{ + for (int child_id : m_attachment_child_ids) { + // Child can be NULL if it was deleted earlier + if (ServerActiveObject *child = m_env->getActiveObject(child_id)) + child->setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0)); + } + m_attachment_child_ids.clear(); +} + +void UnitSAO::clearParentAttachment() +{ + ServerActiveObject *parent = nullptr; + if (m_attachment_parent_id) { + parent = m_env->getActiveObject(m_attachment_parent_id); + setAttachment(0, "", m_attachment_position, m_attachment_rotation); + } else { + setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0)); + } + // Do it + if (parent) + parent->removeAttachmentChild(m_id); +} + +void UnitSAO::addAttachmentChild(int child_id) +{ + m_attachment_child_ids.insert(child_id); +} + +void UnitSAO::removeAttachmentChild(int child_id) +{ + m_attachment_child_ids.erase(child_id); +} + +const std::unordered_set<int> &UnitSAO::getAttachmentChildIds() const +{ + return m_attachment_child_ids; +} + +void UnitSAO::onAttach(int parent_id) +{ + if (!parent_id) + return; + + ServerActiveObject *parent = m_env->getActiveObject(parent_id); + + if (!parent || parent->isGone()) + return; // Do not try to notify soon gone parent + + if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) { + // Call parent's on_attach field + m_env->getScriptIface()->luaentity_on_attach_child(parent_id, this); + } +} + +void UnitSAO::onDetach(int parent_id) +{ + if (!parent_id) + return; + + ServerActiveObject *parent = m_env->getActiveObject(parent_id); + if (getType() == ACTIVEOBJECT_TYPE_LUAENTITY) + m_env->getScriptIface()->luaentity_on_detach(m_id, parent); + + if (!parent || parent->isGone()) + return; // Do not try to notify soon gone parent + + if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) + m_env->getScriptIface()->luaentity_on_detach_child(parent_id, this); +} + +ObjectProperties *UnitSAO::accessObjectProperties() +{ + return &m_prop; +} + +void UnitSAO::notifyObjectPropertiesModified() +{ + m_properties_sent = false; +} + +std::string UnitSAO::generateUpdateAttachmentCommand() const +{ + std::ostringstream os(std::ios::binary); + // command + writeU8(os, AO_CMD_ATTACH_TO); + // parameters + writeS16(os, m_attachment_parent_id); + os << serializeString(m_attachment_bone); + writeV3F32(os, m_attachment_position); + writeV3F32(os, m_attachment_rotation); + return os.str(); +} + +std::string UnitSAO::generateUpdateBonePositionCommand( + const std::string &bone, const v3f &position, const v3f &rotation) +{ + std::ostringstream os(std::ios::binary); + // command + writeU8(os, AO_CMD_SET_BONE_POSITION); + // parameters + os << serializeString(bone); + writeV3F32(os, position); + writeV3F32(os, rotation); + return os.str(); +} + +std::string UnitSAO::generateUpdateAnimationSpeedCommand() const +{ + std::ostringstream os(std::ios::binary); + // command + writeU8(os, AO_CMD_SET_ANIMATION_SPEED); + // parameters + writeF32(os, m_animation_speed); + return os.str(); +} + +std::string UnitSAO::generateUpdateAnimationCommand() const +{ + std::ostringstream os(std::ios::binary); + // command + writeU8(os, AO_CMD_SET_ANIMATION); + // parameters + writeV2F32(os, m_animation_range); + writeF32(os, m_animation_speed); + writeF32(os, m_animation_blend); + // these are sent inverted so we get true when the server sends nothing + writeU8(os, !m_animation_loop); + return os.str(); +} + +std::string UnitSAO::generateUpdateArmorGroupsCommand() const +{ + std::ostringstream os(std::ios::binary); + writeU8(os, AO_CMD_UPDATE_ARMOR_GROUPS); + writeU16(os, m_armor_groups.size()); + for (const auto &armor_group : m_armor_groups) { + os << serializeString(armor_group.first); + writeS16(os, armor_group.second); + } + return os.str(); +} + +std::string UnitSAO::generateUpdatePositionCommand(const v3f &position, + const v3f &velocity, const v3f &acceleration, const v3f &rotation, + bool do_interpolate, bool is_movement_end, f32 update_interval) +{ + std::ostringstream os(std::ios::binary); + // command + writeU8(os, AO_CMD_UPDATE_POSITION); + // pos + writeV3F32(os, position); + // velocity + writeV3F32(os, velocity); + // acceleration + writeV3F32(os, acceleration); + // rotation + writeV3F32(os, rotation); + // do_interpolate + writeU8(os, do_interpolate); + // is_end_position (for interpolation) + writeU8(os, is_movement_end); + // update_interval (for interpolation) + writeF32(os, update_interval); + return os.str(); +} + +std::string UnitSAO::generateSetPropertiesCommand(const ObjectProperties &prop) const +{ + std::ostringstream os(std::ios::binary); + writeU8(os, AO_CMD_SET_PROPERTIES); + prop.serialize(os); + return os.str(); +} + +std::string UnitSAO::generatePunchCommand(u16 result_hp) const +{ + std::ostringstream os(std::ios::binary); + // command + writeU8(os, AO_CMD_PUNCHED); + // result_hp + writeU16(os, result_hp); + return os.str(); +} + +void UnitSAO::sendPunchCommand() +{ + m_messages_out.emplace(getId(), true, generatePunchCommand(getHP())); +} |