minetest/src/server/luaentity_sao.cpp

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/*
2013-02-24 17:40:43 +00:00
Minetest
2013-02-24 18:38:45 +00:00
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 "luaentity_sao.h"
#include "collision.h"
#include "constants.h"
#include "player_sao.h"
#include "scripting_server.h"
#include "server.h"
#include "serverenvironment.h"
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LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos, const std::string &data)
: UnitSAO(env, pos)
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{
std::string name;
std::string state;
u16 hp = 1;
v3f velocity;
v3f rotation;
while (!data.empty()) { // breakable, run for one iteration
std::istringstream is(data, std::ios::binary);
// 'version' does not allow to incrementally extend the parameter list thus
// we need another variable to build on top of 'version=1'. Ugly hack but works™
u8 version2 = 0;
u8 version = readU8(is);
name = deSerializeString16(is);
state = deSerializeString32(is);
if (version < 1)
break;
hp = readU16(is);
velocity = readV3F1000(is);
// yaw must be yaw to be backwards-compatible
rotation.Y = readF1000(is);
if (is.good()) // EOF for old formats
version2 = readU8(is);
if (version2 < 1) // PROTOCOL_VERSION < 37
break;
// version2 >= 1
rotation.X = readF1000(is);
rotation.Z = readF1000(is);
// if (version2 < 2)
// break;
// <read new values>
break;
}
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// create object
infostream << "LuaEntitySAO::create(name=\"" << name << "\" state=\""
<< state << "\")" << std::endl;
m_init_name = name;
m_init_state = state;
m_hp = hp;
m_velocity = velocity;
m_rotation = rotation;
}
LuaEntitySAO::~LuaEntitySAO()
{
if(m_registered){
m_env->getScriptIface()->luaentity_Remove(m_id);
}
for (u32 attached_particle_spawner : m_attached_particle_spawners) {
m_env->deleteParticleSpawner(attached_particle_spawner, false);
}
}
void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
{
ServerActiveObject::addedToEnvironment(dtime_s);
// Create entity from name
m_registered = m_env->getScriptIface()->
luaentity_Add(m_id, m_init_name.c_str());
if(m_registered){
// Get properties
m_env->getScriptIface()->
luaentity_GetProperties(m_id, this, &m_prop);
// Initialize HP from properties
m_hp = m_prop.hp_max;
// Activate entity, supplying serialized state
m_env->getScriptIface()->
luaentity_Activate(m_id, m_init_state, dtime_s);
} else {
m_prop.infotext = m_init_name;
}
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}
void LuaEntitySAO::dispatchScriptDeactivate()
{
// Ensure that this is in fact a registered entity,
// and that it isn't already gone.
// The latter also prevents this from ever being called twice.
if (m_registered && !isGone())
m_env->getScriptIface()->luaentity_Deactivate(m_id);
}
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void LuaEntitySAO::step(float dtime, bool send_recommended)
{
if(!m_properties_sent)
{
m_properties_sent = true;
std::string str = getPropertyPacket();
// create message and add to list
m_messages_out.emplace(getId(), true, str);
}
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly. Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed) Fix a bug in falling code where entities get stuck Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed. Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need Create a separate function for detaching, and also update lua api documentation When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too) Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
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// If attached, check that our parent is still there. If it isn't, detach.
if (m_attachment_parent_id && !isAttached()) {
// This is handled when objects are removed from the map
warningstream << "LuaEntitySAO::step() id=" << m_id <<
" is attached to nonexistent parent. This is a bug." << std::endl;
clearParentAttachment();
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly. Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed) Fix a bug in falling code where entities get stuck Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed. Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need Create a separate function for detaching, and also update lua api documentation When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too) Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
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sendPosition(false, true);
}
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m_last_sent_position_timer += dtime;
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly. Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed) Fix a bug in falling code where entities get stuck Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed. Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need Create a separate function for detaching, and also update lua api documentation When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too) Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 16:42:38 +00:00
collisionMoveResult moveresult, *moveresult_p = nullptr;
// 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 (auto *parent = getParent()) {
m_base_position = parent->getBasePosition();
m_velocity = v3f(0,0,0);
m_acceleration = v3f(0,0,0);
} else {
if(m_prop.physical){
aabb3f box = m_prop.collisionbox;
box.MinEdge *= BS;
box.MaxEdge *= BS;
f32 pos_max_d = BS*0.25; // Distance per iteration
v3f p_pos = m_base_position;
v3f p_velocity = m_velocity;
v3f p_acceleration = m_acceleration;
moveresult = collisionMoveSimple(m_env, m_env->getGameDef(),
pos_max_d, box, m_prop.stepheight, dtime,
&p_pos, &p_velocity, p_acceleration,
this, m_prop.collideWithObjects);
moveresult_p = &moveresult;
// Apply results
m_base_position = p_pos;
m_velocity = p_velocity;
m_acceleration = p_acceleration;
} else {
m_base_position += dtime * m_velocity + 0.5 * dtime
* dtime * m_acceleration;
m_velocity += dtime * m_acceleration;
}
if (m_prop.automatic_face_movement_dir &&
(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
+ m_prop.automatic_face_movement_dir_offset;
float max_rotation_per_sec =
m_prop.automatic_face_movement_max_rotation_per_sec;
if (max_rotation_per_sec > 0) {
m_rotation.Y = wrapDegrees_0_360(m_rotation.Y);
wrappedApproachShortest(m_rotation.Y, target_yaw,
dtime * max_rotation_per_sec, 360.f);
} else {
// Negative values of max_rotation_per_sec mean disabled.
m_rotation.Y = target_yaw;
}
}
}
if(m_registered) {
m_env->getScriptIface()->luaentity_Step(m_id, dtime, moveresult_p);
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}
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if (!send_recommended)
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return;
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly. Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed) Fix a bug in falling code where entities get stuck Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed. Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need Create a separate function for detaching, and also update lua api documentation When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too) Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
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if(!isAttached())
{
// TODO: force send when acceleration changes enough?
float minchange = 0.2*BS;
if(m_last_sent_position_timer > 1.0){
minchange = 0.01*BS;
} else if(m_last_sent_position_timer > 0.2){
minchange = 0.05*BS;
}
float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
move_d += m_last_sent_move_precision;
float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
if (move_d > minchange || vel_d > minchange ||
std::fabs(m_rotation.X - m_last_sent_rotation.X) > 1.0f ||
std::fabs(m_rotation.Y - m_last_sent_rotation.Y) > 1.0f ||
std::fabs(m_rotation.Z - m_last_sent_rotation.Z) > 1.0f) {
sendPosition(true, false);
}
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}
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sendOutdatedData();
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}
std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
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{
std::ostringstream os(std::ios::binary);
Send animations, bone overrides and attachments in entity initialization. Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
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// PROTOCOL_VERSION >= 37
writeU8(os, 1); // version
os << serializeString16(""); // name
writeU8(os, 0); // is_player
writeU16(os, getId()); //id
writeV3F32(os, m_base_position);
writeV3F32(os, m_rotation);
writeU16(os, m_hp);
std::ostringstream msg_os(std::ios::binary);
msg_os << serializeString32(getPropertyPacket()); // message 1
msg_os << serializeString32(generateUpdateArmorGroupsCommand()); // 2
msg_os << serializeString32(generateUpdateAnimationCommand()); // 3
for (const auto &bone_pos : m_bone_position) {
msg_os << serializeString32(generateUpdateBonePositionCommand(
bone_pos.first, bone_pos.second.X, bone_pos.second.Y)); // 3 + N
}
msg_os << serializeString32(generateUpdateAttachmentCommand()); // 4 + m_bone_position.size
int message_count = 4 + m_bone_position.size();
for (const auto &id : getAttachmentChildIds()) {
if (ServerActiveObject *obj = m_env->getActiveObject(id)) {
message_count++;
msg_os << serializeString32(obj->generateUpdateInfantCommand(
id, protocol_version));
}
Send animations, bone overrides and attachments in entity initialization. Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
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}
msg_os << serializeString32(generateSetTextureModCommand());
message_count++;
writeU8(os, message_count);
std::string serialized = msg_os.str();
os.write(serialized.c_str(), serialized.size());
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// return result
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return os.str();
}
void LuaEntitySAO::getStaticData(std::string *result) const
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{
verbosestream<<FUNCTION_NAME<<std::endl;
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std::ostringstream os(std::ios::binary);
// version must be 1 to keep backwards-compatibility. See version2
writeU8(os, 1);
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// name
os<<serializeString16(m_init_name);
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// state
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if(m_registered){
std::string state = m_env->getScriptIface()->
luaentity_GetStaticdata(m_id);
os<<serializeString32(state);
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} else {
os<<serializeString32(m_init_state);
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}
writeU16(os, m_hp);
writeV3F1000(os, m_velocity);
// yaw
writeF1000(os, m_rotation.Y);
// version2. Increase this variable for new values
writeU8(os, 1); // PROTOCOL_VERSION >= 37
writeF1000(os, m_rotation.X);
writeF1000(os, m_rotation.Z);
// <write new values>
*result = os.str();
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}
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u16 LuaEntitySAO::punch(v3f dir,
const ToolCapabilities *toolcap,
ServerActiveObject *puncher,
float time_from_last_punch)
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{
if (!m_registered) {
// Delete unknown LuaEntities when punched
markForRemoval();
return 0;
}
FATAL_ERROR_IF(!puncher, "Punch action called without SAO");
s32 old_hp = getHP();
ItemStack selected_item, hand_item;
ItemStack tool_item = puncher->getWieldedItem(&selected_item, &hand_item);
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PunchDamageResult result = getPunchDamage(
m_armor_groups,
toolcap,
&tool_item,
time_from_last_punch);
bool damage_handled = m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
time_from_last_punch, toolcap, dir, result.did_punch ? result.damage : 0);
if (!damage_handled) {
if (result.did_punch) {
setHP((s32)getHP() - result.damage,
PlayerHPChangeReason(PlayerHPChangeReason::PLAYER_PUNCH, puncher));
// create message and add to list
sendPunchCommand();
}
}
if (getHP() == 0 && !isGone()) {
clearParentAttachment();
clearChildAttachments();
m_env->getScriptIface()->luaentity_on_death(m_id, puncher);
markForRemoval();
}
actionstream << puncher->getDescription() << " (id=" << puncher->getId() <<
", hp=" << puncher->getHP() << ") punched " <<
getDescription() << " (id=" << m_id << ", hp=" << m_hp <<
"), damage=" << (old_hp - (s32)getHP()) <<
(damage_handled ? " (handled by Lua)" : "") << std::endl;
// TODO: give Lua control over wear
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return result.wear;
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}
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void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
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{
if (!m_registered)
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return;
m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
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}
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void LuaEntitySAO::setPos(const v3f &pos)
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{
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly. Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed) Fix a bug in falling code where entities get stuck Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed. Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need Create a separate function for detaching, and also update lua api documentation When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too) Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
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if(isAttached())
return;
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m_base_position = pos;
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sendPosition(false, true);
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}
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void LuaEntitySAO::moveTo(v3f pos, bool continuous)
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{
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly. Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed) Fix a bug in falling code where entities get stuck Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed. Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need Create a separate function for detaching, and also update lua api documentation When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too) Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 16:42:38 +00:00
if(isAttached())
return;
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m_base_position = pos;
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if(!continuous)
sendPosition(true, true);
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}
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float LuaEntitySAO::getMinimumSavedMovement()
{
return 0.1 * BS;
}
std::string LuaEntitySAO::getDescription()
{
std::ostringstream oss;
oss << "LuaEntitySAO \"" << m_init_name << "\" ";
auto pos = floatToInt(m_base_position, BS);
oss << "at " << PP(pos);
return oss.str();
}
void LuaEntitySAO::setHP(s32 hp, const PlayerHPChangeReason &reason)
{
m_hp = rangelim(hp, 0, U16_MAX);
}
u16 LuaEntitySAO::getHP() const
{
return m_hp;
}
void LuaEntitySAO::setVelocity(v3f velocity)
{
m_velocity = velocity;
}
v3f LuaEntitySAO::getVelocity()
{
return m_velocity;
}
void LuaEntitySAO::setAcceleration(v3f acceleration)
{
m_acceleration = acceleration;
}
v3f LuaEntitySAO::getAcceleration()
{
return m_acceleration;
}
void LuaEntitySAO::setTextureMod(const std::string &mod)
{
m_current_texture_modifier = mod;
// create message and add to list
m_messages_out.emplace(getId(), true, generateSetTextureModCommand());
}
std::string LuaEntitySAO::getTextureMod() const
{
return m_current_texture_modifier;
}
std::string LuaEntitySAO::generateSetTextureModCommand() const
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, AO_CMD_SET_TEXTURE_MOD);
// parameters
os << serializeString16(m_current_texture_modifier);
return os.str();
}
std::string LuaEntitySAO::generateSetSpriteCommand(v2s16 p, u16 num_frames,
f32 framelength, bool select_horiz_by_yawpitch)
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, AO_CMD_SET_SPRITE);
// parameters
writeV2S16(os, p);
writeU16(os, num_frames);
writeF32(os, framelength);
writeU8(os, select_horiz_by_yawpitch);
return os.str();
}
void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
bool select_horiz_by_yawpitch)
{
std::string str = generateSetSpriteCommand(
p,
num_frames,
framelength,
select_horiz_by_yawpitch
);
// create message and add to list
m_messages_out.emplace(getId(), true, str);
}
std::string LuaEntitySAO::getName()
{
return m_init_name;
}
std::string LuaEntitySAO::getPropertyPacket()
{
return generateSetPropertiesCommand(m_prop);
}
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void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
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{
// If the object is attached client-side, don't waste bandwidth sending its position to clients
Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly. Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed) Fix a bug in falling code where entities get stuck Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed. Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need Create a separate function for detaching, and also update lua api documentation When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too) Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
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if(isAttached())
return;
// Send attachment updates instantly to the client prior updating position
sendOutdatedData();
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m_last_sent_move_precision = m_base_position.getDistanceFrom(
m_last_sent_position);
m_last_sent_position_timer = 0;
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m_last_sent_position = m_base_position;
m_last_sent_velocity = m_velocity;
//m_last_sent_acceleration = m_acceleration;
m_last_sent_rotation = m_rotation;
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float update_interval = m_env->getSendRecommendedInterval();
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std::string str = generateUpdatePositionCommand(
m_base_position,
m_velocity,
m_acceleration,
m_rotation,
do_interpolate,
is_movement_end,
update_interval
);
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// create message and add to list
m_messages_out.emplace(getId(), false, str);
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}
bool LuaEntitySAO::getCollisionBox(aabb3f *toset) const
{
if (m_prop.physical)
{
//update collision box
toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
toset->MinEdge += m_base_position;
toset->MaxEdge += m_base_position;
return true;
}
return false;
}
bool LuaEntitySAO::getSelectionBox(aabb3f *toset) const
{
if (!m_prop.is_visible || !m_prop.pointable) {
return false;
}
toset->MinEdge = m_prop.selectionbox.MinEdge * BS;
toset->MaxEdge = m_prop.selectionbox.MaxEdge * BS;
return true;
}
bool LuaEntitySAO::collideWithObjects() const
{
return m_prop.collideWithObjects;
}