Update attachments at the ending of the addToScene function for parents. And with...
authorMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>
Wed, 7 Nov 2012 16:42:38 +0000 (18:42 +0200)
committerPerttu Ahola <celeron55@gmail.com>
Sun, 25 Nov 2012 17:14:24 +0000 (19:14 +0200)
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

doc/lua_api.txt
src/content_cao.cpp
src/content_sao.cpp
src/content_sao.h
src/guiFormSpecMenu.cpp
src/localplayer.cpp
src/localplayer.h
src/scriptapi.cpp
src/server.cpp
src/serverobject.h

index cb84b54593786da357f6bb0a13c674c0311ea39e..45ee7648b2f3c7710882294f119e6ba6597adb7e 100644 (file)
@@ -1104,6 +1104,8 @@ methods:
 - set_wielded_item(item): replaces the wielded item, returns true if successful
 - set_armor_groups({group1=rating, group2=rating, ...})
 - set_animations({x=1,y=1}, frame_speed=15, frame_blend=0)
+- set_attachment(parent, "", {x=0,y=0,z=0}, {x=0,y=0,z=0})
+- set_detachment()
 - set_bone_posrot("", {x=0,y=0,z=0}, {x=0,y=0,z=0})
 - set_properties(object property table)
 LuaEntitySAO-only: (no-op for other objects)
index c2cce3d588ae17ba26153ec3c32d2ee2e09f009a..821862c9be40340ba7e2f5b36e936b7562e57618 100644 (file)
@@ -768,50 +768,26 @@ public:
 
        void removeFromScene(bool permanent)
        {
-               // bool permanent should be true when removing the object permanently and false when it's only refreshed (and comes back in a few frames)
-
-               // If this object is being permanently removed, delete it from the attachments list
-               if(permanent)
+               if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
                {
+                       // Detach this object's children
                        for(std::vector<core::vector2d<int> >::iterator ii = attachment_list.begin(); ii != attachment_list.end(); ii++)
                        {
-                               if(ii->X == this->getId()) // This is the ID of our object
+                               if(ii->Y == this->getId()) // Is a child of our object
                                {
-                                       attachment_list.erase(ii);
-                                       break;
+                                       ii->Y = 0;
+                                       ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
+                                       if(obj)
+                                               obj->updateParent();
                                }
                        }
-               }
-
-               // If this object is being removed, either permanently or just to refresh it, then all
-               // objects attached to it must be unparented else Irrlicht causes a segmentation fault.
-               for(std::vector<core::vector2d<int> >::iterator ii = attachment_list.begin(); ii != attachment_list.end(); ii++)
-               {
-                       if(ii->Y == this->getId()) // This is a child of our parent
+                       // Delete this object from the attachments list
+                       for(std::vector<core::vector2d<int> >::iterator ii = attachment_list.begin(); ii != attachment_list.end(); ii++)
                        {
-                               ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
-                               if(obj)
+                               if(ii->X == this->getId()) // Is our object
                                {
-                                       if(permanent)
-                                       {
-                                               // The parent is being permanently removed, so the child stays detached
-                                               ii->Y = 0;
-                                               obj->updateParent();
-                                       }
-                                       else
-                                       {
-                                               // The parent is being refreshed, detach our child enough to avoid bad memory reads
-                                               // This only stays into effect for a few frames, as addToScene will parent its children back
-                                               scene::IMeshSceneNode *m_child_meshnode = obj->getMeshSceneNode();
-                                               scene::IAnimatedMeshSceneNode *m_child_animated_meshnode = obj->getAnimatedMeshSceneNode();
-                                               scene::IBillboardSceneNode *m_child_spritenode = obj->getSpriteSceneNode();
-                                               if(m_child_meshnode)
-                                                       m_child_meshnode->setParent(m_smgr->getRootSceneNode());
-                                               if(m_child_animated_meshnode)
-                                                       m_child_animated_meshnode->setParent(m_smgr->getRootSceneNode());
-                                               if(m_child_spritenode)
-                                                       m_child_spritenode->setParent(m_smgr->getRootSceneNode());
-                                       }
+                                       attachment_list.erase(ii);
+                                       break;
                                }
                        }
                }
@@ -836,18 +812,6 @@ public:
                m_smgr = smgr;
                m_irr = irr;
 
-               // If this object has attachments and is being re-added after having been refreshed, parent its children back.
-               // The parent ID for this child hasn't been changed in attachment_list, so just update its attachments.
-               for(std::vector<core::vector2d<int> >::iterator ii = attachment_list.begin(); ii != attachment_list.end(); ii++)
-               {
-                       if(ii->Y == this->getId()) // This is a child of our parent
-                       {
-                               ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
-                               if(obj)
-                                       obj->updateParent();
-                       }
-               }
-
                if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
                        return;
                
@@ -1074,14 +1038,45 @@ public:
 
                if(m_visuals_expired && m_smgr && m_irr){
                        m_visuals_expired = false;
+
+                       // Attachments, part 1: All attached objects must be unparented first, or Irrlicht causes a segmentation fault
+                       for(std::vector<core::vector2d<int> >::iterator ii = attachment_list.begin(); ii != attachment_list.end(); ii++)
+                       {
+                               if(ii->Y == this->getId()) // This is a child of our parent
+                               {
+                                       ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
+                                       if(obj)
+                                       {
+                                               scene::IMeshSceneNode *m_child_meshnode = obj->getMeshSceneNode();
+                                               scene::IAnimatedMeshSceneNode *m_child_animated_meshnode = obj->getAnimatedMeshSceneNode();
+                                               scene::IBillboardSceneNode *m_child_spritenode = obj->getSpriteSceneNode();
+                                               if(m_child_meshnode)
+                                                       m_child_meshnode->setParent(m_smgr->getRootSceneNode());
+                                               if(m_child_animated_meshnode)
+                                                       m_child_animated_meshnode->setParent(m_smgr->getRootSceneNode());
+                                               if(m_child_spritenode)
+                                                       m_child_spritenode->setParent(m_smgr->getRootSceneNode());
+                                       }
+                               }
+                       }
+
                        removeFromScene(false);
                        addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
                        updateAnimations();
                        updateBonePosRot();
                        updateAttachments();
-                       return;
-               }
 
+                       // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
+                       for(std::vector<core::vector2d<int> >::iterator ii = attachment_list.begin(); ii != attachment_list.end(); ii++)
+                       {
+                               if(ii->Y == this->getId()) // This is a child of our parent
+                               {
+                                       ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
+                                       if(obj)
+                                               obj->updateParent();
+                               }
+                       }
+               }
                if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
                {
                        // Set these for later
@@ -1093,6 +1088,12 @@ public:
                                m_position = m_spritenode->getAbsolutePosition();
                        m_velocity = v3f(0,0,0);
                        m_acceleration = v3f(0,0,0);
+
+                       if(m_is_local_player) // Update local player attachment position
+                       {
+                               LocalPlayer *player = m_env->getLocalPlayer();
+                               player->overridePosition = getParent()->getPosition();
+                       }
                }
                else
                {
@@ -1422,6 +1423,11 @@ public:
                                m_spritenode->setRotation(old_rotation);
                                m_spritenode->updateAbsolutePosition();
                        }
+                       if(m_is_local_player)
+                       {
+                               LocalPlayer *player = m_env->getLocalPlayer();
+                               player->isAttached = false;
+                       }
                }
                else // Attach
                {
@@ -1528,6 +1534,12 @@ public:
                                        }
                                }
                        }
+                       if(m_is_local_player)
+                       {
+                               LocalPlayer *player = m_env->getLocalPlayer();
+                               player->isAttached = true;
+                               player->overridePosition = m_attachment_position;
+                       }
                }
        }
 
@@ -1557,7 +1569,8 @@ public:
                }
                else if(cmd == GENERIC_CMD_UPDATE_POSITION)
                {
-                       // Not sent by the server if the object is an attachment
+                       // Not sent by the server if this object is an attachment.
+                       // We might however get here if the server notices the object being detached before the client.
                        m_position = readV3F1000(is);
                        m_velocity = readV3F1000(is);
                        m_acceleration = readV3F1000(is);
@@ -1567,14 +1580,14 @@ public:
                        bool is_end_position = readU8(is);
                        float update_interval = readF1000(is);
 
-                       if(getParent() != NULL) // Just in case
-                               return;
-
                        // Place us a bit higher if we're physical, to not sink into
                        // the ground due to sucky collision detection...
                        if(m_prop.physical)
                                m_position += v3f(0,0.002,0);
-                               
+
+                       if(getParent() != NULL) // Just in case
+                               return;
+
                        if(do_interpolate){
                                if(!m_prop.physical)
                                        pos_translator.update(m_position, is_end_position, update_interval);
index c906383afb50d5bcf7a4a739cb90040003d70679..963e4b43a50854c0847658c8f7133c44ba3014d3 100644 (file)
@@ -218,7 +218,6 @@ public:
 
                if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
                {
-                       // TODO: We shouldn't be sending this when the object is attached, but we can't check m_parent here
                        setBasePosition(pos_f);
                        m_last_sent_position = pos_f;
 
@@ -387,7 +386,6 @@ void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
        // Create entity from name
        lua_State *L = m_env->getLua();
        m_registered = scriptapi_luaentity_add(L, m_id, m_init_name.c_str());
-       m_parent = NULL;
        
        if(m_registered){
                // Get properties
@@ -434,6 +432,17 @@ ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
        return sao;
 }
 
+bool LuaEntitySAO::isAttached()
+{
+       if(!m_attachment_parent_id)
+               return false;
+       // Check if the parent still exists
+       ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
+       if(obj)
+               return true;
+       return false;
+}
+
 void LuaEntitySAO::step(float dtime, bool send_recommended)
 {
        if(!m_properties_sent)
@@ -445,13 +454,23 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                m_messages_out.push_back(aom);
        }
 
+       // If attached, check that our parent is still there. If it isn't, detach.
+       if(m_attachment_parent_id && !isAttached())
+       {
+               m_attachment_parent_id = 0;
+               m_attachment_bone = "";
+               m_attachment_position = v3f(0,0,0);
+               m_attachment_rotation = v3f(0,0,0);
+               sendPosition(false, true);
+       }
+
        m_last_sent_position_timer += dtime;
-       
+
        // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
        // If the object gets detached this comes into effect automatically from the last known origin
-       if(m_parent != NULL)
+       if(isAttached())
        {
-               v3f pos = m_parent->getBasePosition();
+               v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
                m_base_position = pos;
                m_velocity = v3f(0,0,0);
                m_acceleration = v3f(0,0,0);
@@ -491,7 +510,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
        if(send_recommended == false)
                return;
 
-       if(m_parent != NULL)
+       if(!isAttached())
        {
                // TODO: force send when acceleration changes enough?
                float minchange = 0.2*BS;
@@ -608,7 +627,7 @@ int LuaEntitySAO::punch(v3f dir,
        }
 
        // It's best that attachments cannot be punched 
-       if(m_parent != NULL)
+       if(isAttached())
                return 0;
        
        ItemStack *punchitem = NULL;
@@ -660,7 +679,7 @@ void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
 
 void LuaEntitySAO::setPos(v3f pos)
 {
-       if(m_parent != NULL)
+       if(isAttached())
                return;
        m_base_position = pos;
        sendPosition(false, true);
@@ -668,7 +687,7 @@ void LuaEntitySAO::setPos(v3f pos)
 
 void LuaEntitySAO::moveTo(v3f pos, bool continuous)
 {
-       if(m_parent != NULL)
+       if(isAttached())
                return;
        m_base_position = pos;
        if(!continuous)
@@ -722,7 +741,7 @@ void LuaEntitySAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
        m_animations_bone_sent = false;
 }
 
-void LuaEntitySAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation)
+void LuaEntitySAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
 {
        // Attachments need to be handled on both the server and client.
        // If we just attach on the server, we can only copy the position of the parent. Attachments
@@ -732,11 +751,7 @@ void LuaEntitySAO::setAttachment(ServerActiveObject *parent, std::string bone, v
        // This breaks some things so we also give the server the most accurate representation
        // even if players only see the client changes.
 
-       // Server attachment:
-       m_parent = parent;
-
-       // Client attachment:
-       m_attachment_parent_id = parent->getId();
+       m_attachment_parent_id = parent_id;
        m_attachment_bone = bone;
        m_attachment_position = position;
        m_attachment_rotation = rotation;
@@ -818,7 +833,7 @@ std::string LuaEntitySAO::getPropertyPacket()
 void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
 {
        // If the object is attached client-side, don't waste bandwidth sending its position to clients
-       if(m_parent != NULL)
+       if(isAttached())
                return;
        
        m_last_sent_move_precision = m_base_position.getDistanceFrom(
@@ -872,7 +887,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
        m_animations_bone_sent(false),
        m_attachment_sent(false),
        // public
-       m_teleported(false),
+       m_moved(false),
        m_inventory_not_sent(false),
        m_hp_not_sent(false),
        m_wielded_item_not_sent(false)
@@ -919,7 +934,6 @@ void PlayerSAO::addedToEnvironment(u32 dtime_s)
 {
        ServerActiveObject::addedToEnvironment(dtime_s);
        ServerActiveObject::setBasePosition(m_player->getPosition());
-       m_parent = NULL;
        m_player->setPlayerSAO(this);
        m_player->peer_id = m_peer_id;
        m_last_good_position = m_player->getPosition();
@@ -979,6 +993,17 @@ std::string PlayerSAO::getStaticData()
        return "";
 }
 
+bool PlayerSAO::isAttached()
+{
+       if(!m_attachment_parent_id)
+               return false;
+       // Check if the parent still exists
+       ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
+       if(obj)
+               return true;
+       return false;
+}
+
 void PlayerSAO::step(float dtime, bool send_recommended)
 {
        if(!m_properties_sent)
@@ -990,14 +1015,25 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                m_messages_out.push_back(aom);
        }
 
+       // If attached, check that our parent is still there. If it isn't, detach.
+       if(m_attachment_parent_id && !isAttached())
+       {
+               m_attachment_parent_id = 0;
+               m_attachment_bone = "";
+               m_attachment_position = v3f(0,0,0);
+               m_attachment_rotation = v3f(0,0,0);
+               m_player->setPosition(m_last_good_position);
+               m_moved = true;
+       }
+
        m_time_from_last_punch += dtime;
        m_nocheat_dig_time += dtime;
 
        // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
        // If the object gets detached this comes into effect automatically from the last known origin
-       if(m_parent != NULL)
+       if(isAttached())
        {
-               v3f pos = m_parent->getBasePosition();
+               v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
                m_last_good_position = pos;
                m_last_good_position_age = 0;
                m_player->setPosition(pos);
@@ -1053,7 +1089,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                                                        <<" moved too fast; resetting position"
                                                        <<std::endl;
                                        m_player->setPosition(m_last_good_position);
-                                       m_teleported = true;
+                                       m_moved = true;
                                }
                                m_last_good_position_age = 0;
                        }
@@ -1064,13 +1100,13 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                return;
 
        // If the object is attached client-side, don't waste bandwidth sending its position to clients
-       if(m_position_not_sent && m_parent == NULL)
+       if(m_position_not_sent && !isAttached())
        {
                m_position_not_sent = false;
                float update_interval = m_env->getSendRecommendedInterval();
                v3f pos;
-               if(m_parent != NULL) // Just in case we ever do send attachment position too
-                       pos = m_parent->getBasePosition();
+               if(isAttached()) // Just in case we ever do send attachment position too
+                       pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
                else
                        pos = m_player->getPosition() + v3f(0,BS*1,0);
                std::string str = gob_cmd_update_position(
@@ -1138,26 +1174,26 @@ void PlayerSAO::setBasePosition(const v3f &position)
 
 void PlayerSAO::setPos(v3f pos)
 {
-       if(m_parent != NULL)
+       if(isAttached())
                return;
        m_player->setPosition(pos);
        // Movement caused by this command is always valid
        m_last_good_position = pos;
        m_last_good_position_age = 0;
        // Force position change on client
-       m_teleported = true;
+       m_moved = true;
 }
 
 void PlayerSAO::moveTo(v3f pos, bool continuous)
 {
-       if(m_parent != NULL)
+       if(isAttached())
                return;
        m_player->setPosition(pos);
        // Movement caused by this command is always valid
        m_last_good_position = pos;
        m_last_good_position_age = 0;
        // Force position change on client
-       m_teleported = true;
+       m_moved = true;
 }
 
 int PlayerSAO::punch(v3f dir,
@@ -1166,7 +1202,7 @@ int PlayerSAO::punch(v3f dir,
        float time_from_last_punch)
 {
        // It's best that attachments cannot be punched 
-       if(m_parent != NULL)
+       if(isAttached())
                return 0;
 
        if(!toolcap)
@@ -1266,7 +1302,7 @@ void PlayerSAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
        m_animations_bone_sent = false;
 }
 
-void PlayerSAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation)
+void PlayerSAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
 {
        // Attachments need to be handled on both the server and client.
        // If we just attach on the server, we can only copy the position of the parent. Attachments
@@ -1276,11 +1312,7 @@ void PlayerSAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f
        // This breaks some things so we also give the server the most accurate representation
        // even if players only see the client changes.
 
-       // Server attachment:
-       m_parent = parent;
-
-       // Client attachment:
-       m_attachment_parent_id = parent->getId();
+       m_attachment_parent_id = parent_id;
        m_attachment_bone = bone;
        m_attachment_position = position;
        m_attachment_rotation = rotation;
index 9e79ec0e096da840ef73bc29d56598bd1546d253..f6e0bac5bc5f58de0aee20a535b3b8606b19f051 100644 (file)
@@ -46,6 +46,7 @@ public:
        virtual void addedToEnvironment(u32 dtime_s);
        static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
                        const std::string &data);
+       bool isAttached();
        void step(float dtime, bool send_recommended);
        std::string getClientInitializationData();
        std::string getStaticData();
@@ -63,7 +64,7 @@ public:
        void setArmorGroups(const ItemGroupList &armor_groups);
        void setAnimations(v2f frames, float frame_speed, float frame_blend);
        void setBonePosRot(std::string bone, v3f position, v3f rotation);
-       void setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation);
+       void setAttachment(int parent_id, std::string bone, v3f position, v3f rotation);
        ObjectProperties* accessObjectProperties();
        void notifyObjectPropertiesModified();
        /* LuaEntitySAO-specific */
@@ -107,8 +108,7 @@ private:
 
        std::map<std::string, core::vector2d<v3f> > m_animation_bone;
        bool m_animations_bone_sent;
-       
-       ServerActiveObject *m_parent;
+
        int m_attachment_parent_id;
        std::string m_attachment_bone;
        v3f m_attachment_position;
@@ -142,6 +142,7 @@ public:
        bool unlimitedTransferDistance() const;
        std::string getClientInitializationData();
        std::string getStaticData();
+       bool isAttached();
        void step(float dtime, bool send_recommended);
        void setBasePosition(const v3f &position);
        void setPos(v3f pos);
@@ -162,7 +163,7 @@ public:
        void setArmorGroups(const ItemGroupList &armor_groups);
        void setAnimations(v2f frames, float frame_speed, float frame_blend);
        void setBonePosRot(std::string bone, v3f position, v3f rotation);
-       void setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation);
+       void setAttachment(int parent_id, std::string bone, v3f position, v3f rotation);
        ObjectProperties* accessObjectProperties();
        void notifyObjectPropertiesModified();
 
@@ -266,8 +267,7 @@ private:
 
        std::map<std::string, core::vector2d<v3f> > m_animation_bone; // stores position and rotation for each bone name
        bool m_animations_bone_sent;
-       
-       ServerActiveObject *m_parent;
+
        int m_attachment_parent_id;
        std::string m_attachment_bone;
        v3f m_attachment_position;
@@ -276,7 +276,7 @@ private:
 
 public:
        // Some flags used by Server
-       bool m_teleported;
+       bool m_moved;
        bool m_inventory_not_sent;
        bool m_hp_not_sent;
        bool m_wielded_item_not_sent;
index 4db020c11fd88ebfc53148edf90e8b4b6d73ac34..7f638830f467204b6f0200c37978712083a0407f 100644 (file)
@@ -714,7 +714,6 @@ void GUIFormSpecMenu::drawMenu()
                Draw backgrounds
        */
        for(u32 i=0; i<m_backgrounds.size(); i++)
-       {
                const ImageDrawSpec &spec = m_backgrounds[i];
                video::ITexture *texture =
                                m_gamedef->tsrc()->getTextureRaw(spec.name);
@@ -728,7 +727,6 @@ void GUIFormSpecMenu::drawMenu()
                        core::rect<s32>(core::position2d<s32>(0,0),
                                        core::dimension2di(texture->getOriginalSize())),
                        NULL/*&AbsoluteClippingRect*/, colors, true);
-       }
        
        /*
                Draw images
index 4b5e53fea294734e765ea262ab0eb070f69ea697..ecfa4467c8f12bc1d7d4539c0782c726e000049c 100644 (file)
@@ -53,6 +53,13 @@ LocalPlayer::~LocalPlayer()
 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                core::list<CollisionInfo> *collision_info)
 {
+       // Copy parent position if local player is attached
+       if(isAttached)
+       {
+               setPosition(overridePosition);
+               return;
+       }
+
        INodeDefManager *nodemgr = m_gamedef->ndef();
 
        v3f position = getPosition();
index fb57e6538e1fbf93fa95c08e1f2d7b6d5c51c8db..b613fdb0f4802b5a6fb7ac913fc0a4aa661ac356 100644 (file)
@@ -79,6 +79,10 @@ public:
        {
                return true;
        }
+
+       bool isAttached;
+
+       v3f overridePosition;
        
        void move(f32 dtime, Map &map, f32 pos_max_d,
                        core::list<CollisionInfo> *collision_info);
index 3c505c881bda41300e85ecf74759d6169a45af80..9fd55b2e3b5cd658d46ff66b95e8ecca5a257e29 100644 (file)
@@ -2723,7 +2723,6 @@ private:
                ServerActiveObject *co = getobject(ref);
                if(co == NULL) return 0;
                // Do it
-
                v2f frames = v2f(1, 1);
                if(!lua_isnil(L, 2))
                        frames = read_v2f(L, 2);
@@ -2744,7 +2743,6 @@ private:
                ServerActiveObject *co = getobject(ref);
                if(co == NULL) return 0;
                // Do it
-
                std::string bone = "";
                if(!lua_isnil(L, 2))
                        bone = lua_tostring(L, 2);
@@ -2767,6 +2765,7 @@ private:
                ServerActiveObject *parent = getobject(parent_ref);
                if(co == NULL) return 0;
                if(parent == NULL) return 0;
+               // Do it
                std::string bone = "";
                if(!lua_isnil(L, 3))
                        bone = lua_tostring(L, 3);
@@ -2776,9 +2775,18 @@ private:
                v3f rotation = v3f(0, 0, 0);
                if(!lua_isnil(L, 5))
                        rotation = read_v3f(L, 5);
-               // Do it
+               co->setAttachment(parent->getId(), bone, position, rotation);
+               return 0;
+       }
 
-               co->setAttachment(parent, bone, position, rotation);
+       // set_detachment(self)
+       static int l_set_detachment(lua_State *L)
+       {
+               ObjectRef *ref = checkobject(L, 1);
+               ServerActiveObject *co = getobject(ref);
+               if(co == NULL) return 0;
+               // Do it
+               co->setAttachment(0, "", v3f(0,0,0), v3f(0,0,0));
                return 0;
        }
 
@@ -3099,6 +3107,7 @@ const luaL_reg ObjectRef::methods[] = {
        method(ObjectRef, set_animations),
        method(ObjectRef, set_bone_posrot),
        method(ObjectRef, set_attachment),
+       method(ObjectRef, set_detachment),
        method(ObjectRef, set_properties),
        // LuaEntitySAO-only
        method(ObjectRef, setvelocity),
index 930938ecb68318b8849e34069b3f764276cd348f..1a401bb6289cc2c9964a7c7770b620364835aac7 100644 (file)
@@ -1371,9 +1371,9 @@ void Server::AsyncRunStep()
                        /*
                                Send player inventories and HPs if necessary
                        */
-                       if(playersao->m_teleported){
+                       if(playersao->m_moved){
                                SendMovePlayer(client->peer_id);
-                               playersao->m_teleported = false;
+                               playersao->m_moved = false;
                        }
                        if(playersao->m_inventory_not_sent){
                                UpdateCrafting(client->peer_id);
index 3dcb99552a5a8aeeacff1535a6daf46fa9199237..a0886ed1e4221d4f5da0e6deca967153786b2511 100644 (file)
@@ -156,7 +156,7 @@ public:
        {}
        virtual void setBonePosRot(std::string bone, v3f position, v3f rotation)
        {}
-       virtual void setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation)
+       virtual void setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
        {}
        virtual ObjectProperties* accessObjectProperties()
        { return NULL; }