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Allow managing object observers
----- Co-authored-by: sfan5 <sfan5@live.de> Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
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15 changed files with 284 additions and 22 deletions
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@ -118,6 +118,16 @@ void ActiveObjectMgr::removeObject(u16 id)
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}
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}
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void ActiveObjectMgr::invalidateActiveObjectObserverCaches()
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{
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for (auto &active_object : m_active_objects.iter()) {
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ServerActiveObject *obj = active_object.second.get();
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if (!obj)
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continue;
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obj->invalidateEffectiveObservers();
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}
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}
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void ActiveObjectMgr::getObjectsInsideRadius(const v3f &pos, float radius,
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std::vector<ServerActiveObject *> &result,
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std::function<bool(ServerActiveObject *obj)> include_obj_cb)
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@ -153,15 +163,18 @@ void ActiveObjectMgr::getObjectsInArea(const aabb3f &box,
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}
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}
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void ActiveObjectMgr::getAddedActiveObjectsAroundPos(v3f player_pos, f32 radius,
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f32 player_radius, const std::set<u16> ¤t_objects,
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void ActiveObjectMgr::getAddedActiveObjectsAroundPos(
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const v3f &player_pos, const std::string &player_name,
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f32 radius, f32 player_radius,
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const std::set<u16> ¤t_objects,
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std::vector<u16> &added_objects)
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{
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/*
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Go through the object list,
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- discard removed/deactivated objects,
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- discard objects that are too far away,
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- discard objects that are found in current_objects.
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- discard objects that are found in current_objects,
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- discard objects that are not observed by the player.
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- add remaining objects to added_objects
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*/
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for (auto &ao_it : m_active_objects.iter()) {
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@ -183,6 +196,9 @@ void ActiveObjectMgr::getAddedActiveObjectsAroundPos(v3f player_pos, f32 radius,
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} else if (distance_f > radius)
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continue;
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if (!object->isEffectivelyObservedBy(player_name))
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continue;
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// Discard if already on current_objects
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auto n = current_objects.find(id);
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if (n != current_objects.end())
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@ -38,15 +38,18 @@ public:
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bool registerObject(std::unique_ptr<ServerActiveObject> obj) override;
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void removeObject(u16 id) override;
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void invalidateActiveObjectObserverCaches();
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void getObjectsInsideRadius(const v3f &pos, float radius,
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std::vector<ServerActiveObject *> &result,
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std::function<bool(ServerActiveObject *obj)> include_obj_cb);
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void getObjectsInArea(const aabb3f &box,
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std::vector<ServerActiveObject *> &result,
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std::function<bool(ServerActiveObject *obj)> include_obj_cb);
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void getAddedActiveObjectsAroundPos(v3f player_pos, f32 radius,
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f32 player_radius, const std::set<u16> ¤t_objects,
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void getAddedActiveObjectsAroundPos(
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const v3f &player_pos, const std::string &player_name,
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f32 radius, f32 player_radius,
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const std::set<u16> ¤t_objects,
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std::vector<u16> &added_objects);
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};
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} // namespace server
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@ -18,11 +18,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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*/
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#include "serveractiveobject.h"
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#include <fstream>
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#include "inventory.h"
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#include "inventorymanager.h"
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#include "constants.h" // BS
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#include "log.h"
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ServerActiveObject::ServerActiveObject(ServerEnvironment *env, v3f pos):
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ActiveObject(0),
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@ -95,3 +93,48 @@ InventoryLocation ServerActiveObject::getInventoryLocation() const
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{
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return InventoryLocation();
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}
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void ServerActiveObject::invalidateEffectiveObservers()
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{
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m_effective_observers.reset();
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}
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using Observers = ServerActiveObject::Observers;
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const Observers &ServerActiveObject::getEffectiveObservers()
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{
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if (m_effective_observers) // cached
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return *m_effective_observers;
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auto parent = getParent();
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if (parent == nullptr)
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return *(m_effective_observers = m_observers);
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auto parent_observers = parent->getEffectiveObservers();
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if (!parent_observers) // parent is unmanaged
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return *(m_effective_observers = m_observers);
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if (!m_observers) // we are unmanaged
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return *(m_effective_observers = parent_observers);
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// Set intersection between parent_observers and m_observers
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// Avoid .clear() to free the allocated memory.
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m_effective_observers = std::unordered_set<std::string>();
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for (const auto &observer_name : *m_observers) {
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if (parent_observers->count(observer_name) > 0)
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(*m_effective_observers)->insert(observer_name);
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}
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return *m_effective_observers;
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}
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const Observers& ServerActiveObject::recalculateEffectiveObservers()
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{
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// Invalidate final observers for this object and all of its parents.
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for (auto obj = this; obj != nullptr; obj = obj->getParent())
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obj->invalidateEffectiveObservers();
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// getEffectiveObservers will now be forced to recalculate.
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return getEffectiveObservers();
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}
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bool ServerActiveObject::isEffectivelyObservedBy(const std::string &player_name)
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{
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auto effective_observers = getEffectiveObservers();
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return !effective_observers || effective_observers->count(player_name) > 0;
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}
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@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <cassert>
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#include <unordered_set>
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#include <optional>
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#include "irrlichttypes_bloated.h"
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#include "activeobject.h"
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#include "itemgroup.h"
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@ -236,7 +237,25 @@ public:
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*/
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v3s16 m_static_block = v3s16(1337,1337,1337);
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// Names of players to whom the object is to be sent, not considering parents.
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using Observers = std::optional<std::unordered_set<std::string>>;
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Observers m_observers;
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/// Invalidate final observer cache. This needs to be done whenever
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/// the observers of this object or any of its ancestors may have changed.
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void invalidateEffectiveObservers();
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/// Cache `m_effective_observers` with the names of all observers,
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/// also indirect observers (object attachment chain).
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const Observers &getEffectiveObservers();
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/// Force a recalculation of final observers (including all parents).
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const Observers &recalculateEffectiveObservers();
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/// Whether the object is sent to `player_name`
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bool isEffectivelyObservedBy(const std::string &player_name);
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protected:
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// Cached intersection of m_observers of this object and all its parents.
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std::optional<Observers> m_effective_observers;
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virtual void onMarkedForDeactivation() {}
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virtual void onMarkedForRemoval() {}
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