jni/src/serverenvironment.cpp \
jni/src/serverlist.cpp \
jni/src/server/mods.cpp \
- jni/src/serverobject.cpp \
+ jni/src/server/serveractiveobject.cpp \
jni/src/settings.cpp \
jni/src/staticobject.cpp \
jni/src/tileanimation.cpp \
server.cpp
serverenvironment.cpp
serverlist.cpp
- serverobject.cpp
settings.cpp
staticobject.cpp
terminal_chat_console.cpp
#include "client/localplayer.h"
#endif
#include "serverenvironment.h"
-#include "serverobject.h"
+#include "server/serveractiveobject.h"
#include "util/timetaker.h"
#include "profiler.h"
// Prototype (registers item for deserialization)
TestSAO proto_TestSAO(NULL, v3f(0,0,0));
-/*
- UnitSAO
- */
-
-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;
-}
-
-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()));
-}
-
-
/*
LuaEntitySAO
*/
#include "network/networkprotocol.h"
#include "util/numeric.h"
-#include "serverobject.h"
+#include "server/unit_sao.h"
#include "itemgroup.h"
-#include "object_properties.h"
#include "constants.h"
-class UnitSAO: public ServerActiveObject
-{
-public:
- UnitSAO(ServerEnvironment *env, v3f pos);
- virtual ~UnitSAO() = default;
-
- void setRotation(v3f rotation) { m_rotation = rotation; }
- const v3f &getRotation() const { return m_rotation; }
- v3f getRadRotation() { return m_rotation * core::DEGTORAD; }
-
- // Deprecated
- f32 getRadYawDep() const { return (m_rotation.Y + 90.) * core::DEGTORAD; }
-
- u16 getHP() const { return m_hp; }
- // Use a function, if isDead can be defined by other conditions
- bool isDead() const { return m_hp == 0; }
-
- inline bool isAttached() const
- { return getParent(); }
-
- inline bool isImmortal() const
- { return itemgroup_get(getArmorGroups(), "immortal"); }
-
- void setArmorGroups(const ItemGroupList &armor_groups);
- const ItemGroupList &getArmorGroups() const;
- void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
- void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
- void setAnimationSpeed(float frame_speed);
- void setBonePosition(const std::string &bone, v3f position, v3f rotation);
- void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
- void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
- void getAttachment(int *parent_id, std::string *bone, v3f *position,
- v3f *rotation) const;
- void clearChildAttachments();
- void clearParentAttachment();
- void addAttachmentChild(int child_id);
- void removeAttachmentChild(int child_id);
- const std::unordered_set<int> &getAttachmentChildIds() const;
- ServerActiveObject *getParent() const;
- ObjectProperties* accessObjectProperties();
- void notifyObjectPropertiesModified();
-
- std::string generateUpdateAttachmentCommand() const;
- std::string generateUpdateAnimationSpeedCommand() const;
- std::string generateUpdateAnimationCommand() const;
- std::string generateUpdateArmorGroupsCommand() const;
- static std::string generateUpdatePositionCommand(const v3f &position, const v3f &velocity,
- const v3f &acceleration, const v3f &rotation, bool do_interpolate,
- bool is_movement_end, f32 update_interval);
- std::string generateSetPropertiesCommand(const ObjectProperties &prop) const;
- void sendPunchCommand();
- static std::string generateUpdateBonePositionCommand(const std::string &bone,
- const v3f &position, const v3f &rotation);
-
-protected:
- u16 m_hp = 1;
-
- v3f m_rotation;
-
- bool m_properties_sent = true;
- ObjectProperties m_prop;
-
- ItemGroupList m_armor_groups;
- bool m_armor_groups_sent = false;
-
- v2f m_animation_range;
- float m_animation_speed = 0.0f;
- float m_animation_blend = 0.0f;
- bool m_animation_loop = true;
- bool m_animation_sent = false;
- bool m_animation_speed_sent = false;
-
- // Stores position and rotation for each bone name
- std::unordered_map<std::string, core::vector2d<v3f>> m_bone_position;
- bool m_bone_position_sent = false;
-
- int m_attachment_parent_id = 0;
- std::unordered_set<int> m_attachment_child_ids;
- std::string m_attachment_bone = "";
- v3f m_attachment_position;
- v3f m_attachment_rotation;
- bool m_attachment_sent = false;
-private:
- void onAttach(int parent_id);
- void onDetach(int parent_id);
-
- std::string generatePunchCommand(u16 result_hp) const;
-};
-
/*
LuaEntitySAO needs some internals exposed.
*/
#include "profiler.h"
#include "scripting_server.h"
#include "server.h"
-#include "serverobject.h"
#include "settings.h"
#include "voxel.h"
#include "environment.h"
#include "collision.h"
#include "raycast.h"
-#include "serverobject.h"
#include "scripting_server.h"
#include "server.h"
#include "daynightratio.h"
#include "log.h"
#include "serverenvironment.h"
#include "scripting_server.h"
-#include "serverobject.h"
+#include "server/serveractiveobject.h"
#include "settings.h"
#include "craftdef.h"
#include "rollback_interface.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
-//#include "serverobject.h"
#include "content_sao.h"
#include "nodedef.h"
#include "voxelalgorithms.h"
#include "server.h"
#include "log.h"
#include "tool.h"
-#include "serverobject.h"
+#include "server/serveractiveobject.h"
#include "porting.h"
#include "mapgen/mg_schematic.h"
#include "noise.h"
#include "cpp_api/s_security.h"
#include "lua_api/l_object.h"
#include "common/c_converter.h"
-#include "serverobject.h"
+#include "server/serveractiveobject.h"
#include "filesys.h"
#include "content/mods.h"
#include "porting.h"
#include "common/c_content.h"
#include "log.h"
#include "tool.h"
-#include "serverobject.h"
+#include "server/serveractiveobject.h"
#include "content_sao.h"
#include "remoteplayer.h"
#include "server.h"
#include "version.h"
#include "filesys.h"
#include "mapblock.h"
-#include "serverobject.h"
+#include "server/serveractiveobject.h"
#include "settings.h"
#include "profiler.h"
#include "log.h"
set(server_SRCS
${CMAKE_CURRENT_SOURCE_DIR}/activeobjectmgr.cpp
${CMAKE_CURRENT_SOURCE_DIR}/mods.cpp
+ ${CMAKE_CURRENT_SOURCE_DIR}/serveractiveobject.cpp
+ ${CMAKE_CURRENT_SOURCE_DIR}/unit_sao.cpp
PARENT_SCOPE)
#include <functional>
#include <vector>
#include "../activeobjectmgr.h"
-#include "serverobject.h"
+#include "serveractiveobject.h"
namespace server
{
--- /dev/null
+/*
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+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 "serveractiveobject.h"
+#include <fstream>
+#include "inventory.h"
+#include "constants.h" // BS
+#include "log.h"
+
+ServerActiveObject::ServerActiveObject(ServerEnvironment *env, v3f pos):
+ ActiveObject(0),
+ m_env(env),
+ m_base_position(pos)
+{
+}
+
+ServerActiveObject* ServerActiveObject::create(ActiveObjectType type,
+ ServerEnvironment *env, u16 id, v3f pos,
+ const std::string &data)
+{
+ // Find factory function
+ std::map<u16, Factory>::iterator n;
+ n = m_types.find(type);
+ if(n == m_types.end()) {
+ // These are 0.3 entity types, return without error.
+ if (ACTIVEOBJECT_TYPE_ITEM <= type && type <= ACTIVEOBJECT_TYPE_MOBV2) {
+ return NULL;
+ }
+
+ // If factory is not found, just return.
+ warningstream<<"ServerActiveObject: No factory for type="
+ <<type<<std::endl;
+ return NULL;
+ }
+
+ Factory f = n->second;
+ ServerActiveObject *object = (*f)(env, pos, data);
+ return object;
+}
+
+void ServerActiveObject::registerType(u16 type, Factory f)
+{
+ std::map<u16, Factory>::iterator n;
+ n = m_types.find(type);
+ if(n != m_types.end())
+ return;
+ m_types[type] = f;
+}
+
+float ServerActiveObject::getMinimumSavedMovement()
+{
+ return 2.0*BS;
+}
+
+ItemStack ServerActiveObject::getWieldedItem(ItemStack *selected, ItemStack *hand) const
+{
+ *selected = ItemStack();
+ if (hand)
+ *hand = ItemStack();
+
+ return ItemStack();
+}
+
+bool ServerActiveObject::setWieldedItem(const ItemStack &item)
+{
+ return false;
+}
+
+std::string ServerActiveObject::generateUpdateInfantCommand(u16 infant_id, u16 protocol_version)
+{
+ std::ostringstream os(std::ios::binary);
+ // command
+ writeU8(os, AO_CMD_SPAWN_INFANT);
+ // parameters
+ writeU16(os, infant_id);
+ writeU8(os, getSendType());
+ os << serializeLongString(getClientInitializationData(protocol_version));
+ return os.str();
+}
+
+std::string ServerActiveObject::generateUpdateNametagAttributesCommand(const video::SColor &color) const
+{
+ std::ostringstream os(std::ios::binary);
+ // command
+ writeU8(os, AO_CMD_UPDATE_NAMETAG_ATTRIBUTES);
+ // parameters
+ writeU8(os, 1); // version for forward compatibility
+ writeARGB8(os, color);
+ return os.str();
+}
+
+void ServerActiveObject::dumpAOMessagesToQueue(std::queue<ActiveObjectMessage> &queue)
+{
+ while (!m_messages_out.empty()) {
+ queue.push(m_messages_out.front());
+ m_messages_out.pop();
+ }
+}
\ No newline at end of file
--- /dev/null
+/*
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+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.
+*/
+
+#pragma once
+
+#include <unordered_set>
+#include "irrlichttypes_bloated.h"
+#include "activeobject.h"
+#include "inventorymanager.h"
+#include "itemgroup.h"
+#include "util/container.h"
+
+/*
+
+Some planning
+-------------
+
+* Server environment adds an active object, which gets the id 1
+* The active object list is scanned for each client once in a while,
+ and it finds out what objects have been added that are not known
+ by the client yet. This scan is initiated by the Server class and
+ the result ends up directly to the server.
+* A network packet is created with the info and sent to the client.
+* Environment converts objects to static data and static data to
+ objects, based on how close players are to them.
+
+*/
+
+class ServerEnvironment;
+struct ItemStack;
+struct ToolCapabilities;
+struct ObjectProperties;
+struct PlayerHPChangeReason;
+
+class ServerActiveObject : public ActiveObject
+{
+public:
+ /*
+ NOTE: m_env can be NULL, but step() isn't called if it is.
+ Prototypes are used that way.
+ */
+ ServerActiveObject(ServerEnvironment *env, v3f pos);
+ virtual ~ServerActiveObject() = default;
+
+ virtual ActiveObjectType getSendType() const
+ { return getType(); }
+
+ // Called after id has been set and has been inserted in environment
+ virtual void addedToEnvironment(u32 dtime_s){};
+ // Called before removing from environment
+ virtual void removingFromEnvironment(){};
+ // Returns true if object's deletion is the job of the
+ // environment
+ virtual bool environmentDeletes() const
+ { return true; }
+
+ // Create a certain type of ServerActiveObject
+ static ServerActiveObject* create(ActiveObjectType type,
+ ServerEnvironment *env, u16 id, v3f pos,
+ const std::string &data);
+
+ /*
+ Some simple getters/setters
+ */
+ v3f getBasePosition() const { return m_base_position; }
+ void setBasePosition(v3f pos){ m_base_position = pos; }
+ ServerEnvironment* getEnv(){ return m_env; }
+
+ /*
+ Some more dynamic interface
+ */
+
+ virtual void setPos(const v3f &pos)
+ { setBasePosition(pos); }
+ // continuous: if true, object does not stop immediately at pos
+ virtual void moveTo(v3f pos, bool continuous)
+ { setBasePosition(pos); }
+ // If object has moved less than this and data has not changed,
+ // saving to disk may be omitted
+ virtual float getMinimumSavedMovement();
+
+ virtual std::string getDescription(){return "SAO";}
+
+ /*
+ Step object in time.
+ Messages added to messages are sent to client over network.
+
+ send_recommended:
+ True at around 5-10 times a second, same for all objects.
+ This is used to let objects send most of the data at the
+ same time so that the data can be combined in a single
+ packet.
+ */
+ virtual void step(float dtime, bool send_recommended){}
+
+ /*
+ The return value of this is passed to the client-side object
+ when it is created
+ */
+ virtual std::string getClientInitializationData(u16 protocol_version) {return "";}
+
+ /*
+ The return value of this is passed to the server-side object
+ when it is created (converted from static to active - actually
+ the data is the static form)
+ */
+ virtual void getStaticData(std::string *result) const
+ {
+ assert(isStaticAllowed());
+ *result = "";
+ }
+ /*
+ Return false in here to never save and instead remove object
+ on unload. getStaticData() will not be called in that case.
+ */
+ virtual bool isStaticAllowed() const
+ {return true;}
+
+ // Returns tool wear
+ virtual u16 punch(v3f dir,
+ const ToolCapabilities *toolcap = nullptr,
+ ServerActiveObject *puncher = nullptr,
+ float time_from_last_punch = 1000000.0f)
+ { return 0; }
+ virtual void rightClick(ServerActiveObject *clicker)
+ {}
+ virtual void setHP(s32 hp, const PlayerHPChangeReason &reason)
+ {}
+ virtual u16 getHP() const
+ { return 0; }
+
+ virtual void setArmorGroups(const ItemGroupList &armor_groups)
+ {}
+ virtual const ItemGroupList &getArmorGroups() const
+ { static ItemGroupList rv; return rv; }
+ virtual void setPhysicsOverride(float physics_override_speed, float physics_override_jump, float physics_override_gravity)
+ {}
+ virtual void setAnimation(v2f frames, float frame_speed, float frame_blend, bool frame_loop)
+ {}
+ virtual void getAnimation(v2f *frames, float *frame_speed, float *frame_blend, bool *frame_loop)
+ {}
+ virtual void setAnimationSpeed(float frame_speed)
+ {}
+ virtual void setBonePosition(const std::string &bone, v3f position, v3f rotation)
+ {}
+ virtual void getBonePosition(const std::string &bone, v3f *position, v3f *lotation)
+ {}
+ virtual const std::unordered_set<int> &getAttachmentChildIds() const
+ { static std::unordered_set<int> rv; return rv; }
+ virtual ServerActiveObject *getParent() const { return nullptr; }
+ virtual ObjectProperties* accessObjectProperties()
+ { return NULL; }
+ virtual void notifyObjectPropertiesModified()
+ {}
+
+ // Inventory and wielded item
+ virtual Inventory *getInventory() const
+ { return NULL; }
+ virtual InventoryLocation getInventoryLocation() const
+ { return InventoryLocation(); }
+ virtual void setInventoryModified()
+ {}
+ virtual std::string getWieldList() const
+ { return ""; }
+ virtual u16 getWieldIndex() const
+ { return 0; }
+ virtual ItemStack getWieldedItem(ItemStack *selected,
+ ItemStack *hand = nullptr) const;
+ virtual bool setWieldedItem(const ItemStack &item);
+ inline void attachParticleSpawner(u32 id)
+ {
+ m_attached_particle_spawners.insert(id);
+ }
+ inline void detachParticleSpawner(u32 id)
+ {
+ m_attached_particle_spawners.erase(id);
+ }
+
+ std::string generateUpdateInfantCommand(u16 infant_id, u16 protocol_version);
+ std::string generateUpdateNametagAttributesCommand(const video::SColor &color) const;
+
+ void dumpAOMessagesToQueue(std::queue<ActiveObjectMessage> &queue);
+
+ /*
+ Number of players which know about this object. Object won't be
+ deleted until this is 0 to keep the id preserved for the right
+ object.
+ */
+ u16 m_known_by_count = 0;
+
+ /*
+ - Whether this object is to be removed when nobody knows about
+ it anymore.
+ - Removal is delayed to preserve the id for the time during which
+ it could be confused to some other object by some client.
+ - This is usually set to true by the step() method when the object wants
+ to be deleted but can be set by anything else too.
+ */
+ bool m_pending_removal = false;
+
+ /*
+ Same purpose as m_pending_removal but for deactivation.
+ deactvation = save static data in block, remove active object
+
+ If this is set alongside with m_pending_removal, removal takes
+ priority.
+ */
+ bool m_pending_deactivation = false;
+
+ /*
+ A getter that unifies the above to answer the question:
+ "Can the environment still interact with this object?"
+ */
+ inline bool isGone() const
+ { return m_pending_removal || m_pending_deactivation; }
+
+ /*
+ Whether the object's static data has been stored to a block
+ */
+ bool m_static_exists = false;
+ /*
+ The block from which the object was loaded from, and in which
+ a copy of the static data resides.
+ */
+ v3s16 m_static_block = v3s16(1337,1337,1337);
+
+protected:
+ virtual void onAttach(int parent_id) {}
+ virtual void onDetach(int parent_id) {}
+
+ // Used for creating objects based on type
+ typedef ServerActiveObject* (*Factory)
+ (ServerEnvironment *env, v3f pos,
+ const std::string &data);
+ static void registerType(u16 type, Factory f);
+
+ ServerEnvironment *m_env;
+ v3f m_base_position;
+ std::unordered_set<u32> m_attached_particle_spawners;
+
+ /*
+ Queue of messages to be sent to the client
+ */
+ std::queue<ActiveObjectMessage> m_messages_out;
+
+private:
+ // Used for creating objects based on type
+ static std::map<u16, Factory> m_types;
+};
--- /dev/null
+/*
+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::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;
+}
+
+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()));
+}
--- /dev/null
+/*
+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.
+*/
+
+#pragma once
+
+#include "object_properties.h"
+#include "serveractiveobject.h"
+
+class UnitSAO: public ServerActiveObject
+{
+public:
+ UnitSAO(ServerEnvironment *env, v3f pos);
+ virtual ~UnitSAO() = default;
+
+ void setRotation(v3f rotation) { m_rotation = rotation; }
+ const v3f &getRotation() const { return m_rotation; }
+ v3f getRadRotation() { return m_rotation * core::DEGTORAD; }
+
+ // Deprecated
+ f32 getRadYawDep() const { return (m_rotation.Y + 90.) * core::DEGTORAD; }
+
+ u16 getHP() const { return m_hp; }
+ // Use a function, if isDead can be defined by other conditions
+ bool isDead() const { return m_hp == 0; }
+
+ inline bool isAttached() const
+ { return getParent(); }
+
+ inline bool isImmortal() const
+ { return itemgroup_get(getArmorGroups(), "immortal"); }
+
+ void setArmorGroups(const ItemGroupList &armor_groups);
+ const ItemGroupList &getArmorGroups() const;
+ void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
+ void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
+ void setAnimationSpeed(float frame_speed);
+ void setBonePosition(const std::string &bone, v3f position, v3f rotation);
+ void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
+ void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
+ void getAttachment(int *parent_id, std::string *bone, v3f *position,
+ v3f *rotation) const;
+ void clearChildAttachments();
+ void clearParentAttachment();
+ void addAttachmentChild(int child_id);
+ void removeAttachmentChild(int child_id);
+ const std::unordered_set<int> &getAttachmentChildIds() const;
+ ServerActiveObject *getParent() const;
+ ObjectProperties* accessObjectProperties();
+ void notifyObjectPropertiesModified();
+
+ std::string generateUpdateAttachmentCommand() const;
+ std::string generateUpdateAnimationSpeedCommand() const;
+ std::string generateUpdateAnimationCommand() const;
+ std::string generateUpdateArmorGroupsCommand() const;
+ static std::string generateUpdatePositionCommand(const v3f &position, const v3f &velocity,
+ const v3f &acceleration, const v3f &rotation, bool do_interpolate,
+ bool is_movement_end, f32 update_interval);
+ std::string generateSetPropertiesCommand(const ObjectProperties &prop) const;
+ void sendPunchCommand();
+ static std::string generateUpdateBonePositionCommand(const std::string &bone,
+ const v3f &position, const v3f &rotation);
+
+protected:
+ u16 m_hp = 1;
+
+ v3f m_rotation;
+
+ bool m_properties_sent = true;
+ ObjectProperties m_prop;
+
+ ItemGroupList m_armor_groups;
+ bool m_armor_groups_sent = false;
+
+ v2f m_animation_range;
+ float m_animation_speed = 0.0f;
+ float m_animation_blend = 0.0f;
+ bool m_animation_loop = true;
+ bool m_animation_sent = false;
+ bool m_animation_speed_sent = false;
+
+ // Stores position and rotation for each bone name
+ std::unordered_map<std::string, core::vector2d<v3f>> m_bone_position;
+ bool m_bone_position_sent = false;
+
+ int m_attachment_parent_id = 0;
+ std::unordered_set<int> m_attachment_child_ids;
+ std::string m_attachment_bone = "";
+ v3f m_attachment_position;
+ v3f m_attachment_rotation;
+ bool m_attachment_sent = false;
+private:
+ void onAttach(int parent_id);
+ void onDetach(int parent_id);
+
+ std::string generatePunchCommand(u16 result_hp) const;
+};
+++ /dev/null
-/*
-Minetest
-Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
-
-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 "serverobject.h"
-#include <fstream>
-#include "inventory.h"
-#include "constants.h" // BS
-#include "log.h"
-
-ServerActiveObject::ServerActiveObject(ServerEnvironment *env, v3f pos):
- ActiveObject(0),
- m_env(env),
- m_base_position(pos)
-{
-}
-
-ServerActiveObject* ServerActiveObject::create(ActiveObjectType type,
- ServerEnvironment *env, u16 id, v3f pos,
- const std::string &data)
-{
- // Find factory function
- std::map<u16, Factory>::iterator n;
- n = m_types.find(type);
- if(n == m_types.end()) {
- // These are 0.3 entity types, return without error.
- if (ACTIVEOBJECT_TYPE_ITEM <= type && type <= ACTIVEOBJECT_TYPE_MOBV2) {
- return NULL;
- }
-
- // If factory is not found, just return.
- warningstream<<"ServerActiveObject: No factory for type="
- <<type<<std::endl;
- return NULL;
- }
-
- Factory f = n->second;
- ServerActiveObject *object = (*f)(env, pos, data);
- return object;
-}
-
-void ServerActiveObject::registerType(u16 type, Factory f)
-{
- std::map<u16, Factory>::iterator n;
- n = m_types.find(type);
- if(n != m_types.end())
- return;
- m_types[type] = f;
-}
-
-float ServerActiveObject::getMinimumSavedMovement()
-{
- return 2.0*BS;
-}
-
-ItemStack ServerActiveObject::getWieldedItem(ItemStack *selected, ItemStack *hand) const
-{
- *selected = ItemStack();
- if (hand)
- *hand = ItemStack();
-
- return ItemStack();
-}
-
-bool ServerActiveObject::setWieldedItem(const ItemStack &item)
-{
- return false;
-}
-
-std::string ServerActiveObject::generateUpdateInfantCommand(u16 infant_id, u16 protocol_version)
-{
- std::ostringstream os(std::ios::binary);
- // command
- writeU8(os, AO_CMD_SPAWN_INFANT);
- // parameters
- writeU16(os, infant_id);
- writeU8(os, getSendType());
- os << serializeLongString(getClientInitializationData(protocol_version));
- return os.str();
-}
-
-std::string ServerActiveObject::generateUpdateNametagAttributesCommand(const video::SColor &color) const
-{
- std::ostringstream os(std::ios::binary);
- // command
- writeU8(os, AO_CMD_UPDATE_NAMETAG_ATTRIBUTES);
- // parameters
- writeU8(os, 1); // version for forward compatibility
- writeARGB8(os, color);
- return os.str();
-}
-
-void ServerActiveObject::dumpAOMessagesToQueue(std::queue<ActiveObjectMessage> &queue)
-{
- while (!m_messages_out.empty()) {
- queue.push(m_messages_out.front());
- m_messages_out.pop();
- }
-}
\ No newline at end of file
+++ /dev/null
-/*
-Minetest
-Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
-
-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.
-*/
-
-#pragma once
-
-#include <unordered_set>
-#include "irrlichttypes_bloated.h"
-#include "activeobject.h"
-#include "inventorymanager.h"
-#include "itemgroup.h"
-#include "util/container.h"
-
-/*
-
-Some planning
--------------
-
-* Server environment adds an active object, which gets the id 1
-* The active object list is scanned for each client once in a while,
- and it finds out what objects have been added that are not known
- by the client yet. This scan is initiated by the Server class and
- the result ends up directly to the server.
-* A network packet is created with the info and sent to the client.
-* Environment converts objects to static data and static data to
- objects, based on how close players are to them.
-
-*/
-
-class ServerEnvironment;
-struct ItemStack;
-struct ToolCapabilities;
-struct ObjectProperties;
-struct PlayerHPChangeReason;
-
-class ServerActiveObject : public ActiveObject
-{
-public:
- /*
- NOTE: m_env can be NULL, but step() isn't called if it is.
- Prototypes are used that way.
- */
- ServerActiveObject(ServerEnvironment *env, v3f pos);
- virtual ~ServerActiveObject() = default;
-
- virtual ActiveObjectType getSendType() const
- { return getType(); }
-
- // Called after id has been set and has been inserted in environment
- virtual void addedToEnvironment(u32 dtime_s){};
- // Called before removing from environment
- virtual void removingFromEnvironment(){};
- // Returns true if object's deletion is the job of the
- // environment
- virtual bool environmentDeletes() const
- { return true; }
-
- // Create a certain type of ServerActiveObject
- static ServerActiveObject* create(ActiveObjectType type,
- ServerEnvironment *env, u16 id, v3f pos,
- const std::string &data);
-
- /*
- Some simple getters/setters
- */
- v3f getBasePosition() const { return m_base_position; }
- void setBasePosition(v3f pos){ m_base_position = pos; }
- ServerEnvironment* getEnv(){ return m_env; }
-
- /*
- Some more dynamic interface
- */
-
- virtual void setPos(const v3f &pos)
- { setBasePosition(pos); }
- // continuous: if true, object does not stop immediately at pos
- virtual void moveTo(v3f pos, bool continuous)
- { setBasePosition(pos); }
- // If object has moved less than this and data has not changed,
- // saving to disk may be omitted
- virtual float getMinimumSavedMovement();
-
- virtual std::string getDescription(){return "SAO";}
-
- /*
- Step object in time.
- Messages added to messages are sent to client over network.
-
- send_recommended:
- True at around 5-10 times a second, same for all objects.
- This is used to let objects send most of the data at the
- same time so that the data can be combined in a single
- packet.
- */
- virtual void step(float dtime, bool send_recommended){}
-
- /*
- The return value of this is passed to the client-side object
- when it is created
- */
- virtual std::string getClientInitializationData(u16 protocol_version) {return "";}
-
- /*
- The return value of this is passed to the server-side object
- when it is created (converted from static to active - actually
- the data is the static form)
- */
- virtual void getStaticData(std::string *result) const
- {
- assert(isStaticAllowed());
- *result = "";
- }
- /*
- Return false in here to never save and instead remove object
- on unload. getStaticData() will not be called in that case.
- */
- virtual bool isStaticAllowed() const
- {return true;}
-
- // Returns tool wear
- virtual u16 punch(v3f dir,
- const ToolCapabilities *toolcap = nullptr,
- ServerActiveObject *puncher = nullptr,
- float time_from_last_punch = 1000000.0f)
- { return 0; }
- virtual void rightClick(ServerActiveObject *clicker)
- {}
- virtual void setHP(s32 hp, const PlayerHPChangeReason &reason)
- {}
- virtual u16 getHP() const
- { return 0; }
-
- virtual void setArmorGroups(const ItemGroupList &armor_groups)
- {}
- virtual const ItemGroupList &getArmorGroups() const
- { static ItemGroupList rv; return rv; }
- virtual void setPhysicsOverride(float physics_override_speed, float physics_override_jump, float physics_override_gravity)
- {}
- virtual void setAnimation(v2f frames, float frame_speed, float frame_blend, bool frame_loop)
- {}
- virtual void getAnimation(v2f *frames, float *frame_speed, float *frame_blend, bool *frame_loop)
- {}
- virtual void setAnimationSpeed(float frame_speed)
- {}
- virtual void setBonePosition(const std::string &bone, v3f position, v3f rotation)
- {}
- virtual void getBonePosition(const std::string &bone, v3f *position, v3f *lotation)
- {}
- virtual const std::unordered_set<int> &getAttachmentChildIds() const
- { static std::unordered_set<int> rv; return rv; }
- virtual ServerActiveObject *getParent() const { return nullptr; }
- virtual ObjectProperties* accessObjectProperties()
- { return NULL; }
- virtual void notifyObjectPropertiesModified()
- {}
-
- // Inventory and wielded item
- virtual Inventory *getInventory() const
- { return NULL; }
- virtual InventoryLocation getInventoryLocation() const
- { return InventoryLocation(); }
- virtual void setInventoryModified()
- {}
- virtual std::string getWieldList() const
- { return ""; }
- virtual u16 getWieldIndex() const
- { return 0; }
- virtual ItemStack getWieldedItem(ItemStack *selected,
- ItemStack *hand = nullptr) const;
- virtual bool setWieldedItem(const ItemStack &item);
- inline void attachParticleSpawner(u32 id)
- {
- m_attached_particle_spawners.insert(id);
- }
- inline void detachParticleSpawner(u32 id)
- {
- m_attached_particle_spawners.erase(id);
- }
-
- std::string generateUpdateInfantCommand(u16 infant_id, u16 protocol_version);
- std::string generateUpdateNametagAttributesCommand(const video::SColor &color) const;
-
- void dumpAOMessagesToQueue(std::queue<ActiveObjectMessage> &queue);
-
- /*
- Number of players which know about this object. Object won't be
- deleted until this is 0 to keep the id preserved for the right
- object.
- */
- u16 m_known_by_count = 0;
-
- /*
- - Whether this object is to be removed when nobody knows about
- it anymore.
- - Removal is delayed to preserve the id for the time during which
- it could be confused to some other object by some client.
- - This is usually set to true by the step() method when the object wants
- to be deleted but can be set by anything else too.
- */
- bool m_pending_removal = false;
-
- /*
- Same purpose as m_pending_removal but for deactivation.
- deactvation = save static data in block, remove active object
-
- If this is set alongside with m_pending_removal, removal takes
- priority.
- */
- bool m_pending_deactivation = false;
-
- /*
- A getter that unifies the above to answer the question:
- "Can the environment still interact with this object?"
- */
- inline bool isGone() const
- { return m_pending_removal || m_pending_deactivation; }
-
- /*
- Whether the object's static data has been stored to a block
- */
- bool m_static_exists = false;
- /*
- The block from which the object was loaded from, and in which
- a copy of the static data resides.
- */
- v3s16 m_static_block = v3s16(1337,1337,1337);
-
-protected:
- virtual void onAttach(int parent_id) {}
- virtual void onDetach(int parent_id) {}
-
- // Used for creating objects based on type
- typedef ServerActiveObject* (*Factory)
- (ServerEnvironment *env, v3f pos,
- const std::string &data);
- static void registerType(u16 type, Factory f);
-
- ServerEnvironment *m_env;
- v3f m_base_position;
- std::unordered_set<u32> m_attached_particle_spawners;
-
- /*
- Queue of messages to be sent to the client
- */
- std::queue<ActiveObjectMessage> m_messages_out;
-
-private:
- // Used for creating objects based on type
- static std::map<u16, Factory> m_types;
-};
src/script/scripting_server.h
src/serialization.cpp
src/serialization.h
-src/serveractiveobjectmap.cpp
-src/serveractiveobjectmap.h
src/server.cpp
src/serverenvironment.cpp
src/serverenvironment.h
src/server.h
src/serverlist.cpp
src/serverlist.h
-src/serverobject.cpp
-src/serverobject.h
+src/server/serveractiveobject.cpp
+src/server/serveractiveobject.h
src/settings.cpp
src/settings.h
src/settings_translation_file.cpp