/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola 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(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, bool force_visible) { auto *obj = parent_id ? m_env->getActiveObject(parent_id) : nullptr; if (obj) { // Do checks to avoid circular references // The chain of wanted parent must not refer or contain "this" for (obj = obj->getParent(); obj; obj = obj->getParent()) { if (obj == this) { warningstream << "Mod bug: Attempted to attach object " << m_id << " to parent " << parent_id << " but former is an (in)direct parent of latter." << std::endl; return; } } } // 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; // The detach callbacks might call to setAttachment() again. // Ensure the attachment params are applied after this callback is run. if (parent_id != old_parent) onDetach(old_parent); m_attachment_parent_id = parent_id; m_attachment_bone = bone; m_attachment_position = position; m_attachment_rotation = rotation; m_force_visible = force_visible; m_attachment_sent = false; if (parent_id != old_parent) onAttach(parent_id); } void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation, bool *force_visible) const { *parent_id = m_attachment_parent_id; *bone = m_attachment_bone; *position = m_attachment_position; *rotation = m_attachment_rotation; *force_visible = m_force_visible; } 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), false); } 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, false); } else { setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0), false); } // 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 &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 << serializeString16(m_attachment_bone); writeV3F32(os, m_attachment_position); writeV3F32(os, m_attachment_rotation); writeU8(os, m_force_visible); 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 << serializeString16(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 << serializeString16(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())); }