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Attachments: Fix attachments to temporary removed objects (#8989)
Does not clear the parent's attachment information when the child is deleted locally. Either it was removed permanently, or just temporary - we don't know, but it's up to the server to send a *detach from child" packet for the parent.
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parent
251038e136
commit
81c2370c8b
6 changed files with 70 additions and 31 deletions
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@ -402,6 +402,23 @@ void ClientEnvironment::addActiveObject(u16 id, u8 type,
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}
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}
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void ClientEnvironment::removeActiveObject(u16 id)
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{
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// Get current attachment childs to detach them visually
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std::unordered_set<int> attachment_childs;
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if (auto *obj = getActiveObject(id))
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attachment_childs = obj->getAttachmentChildIds();
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m_ao_manager.removeObject(id);
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// Perform a proper detach in Irrlicht
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for (auto c_id : attachment_childs) {
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if (ClientActiveObject *child = getActiveObject(c_id))
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child->updateAttachments();
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}
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}
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void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
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{
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ClientActiveObject *obj = getActiveObject(id);
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@ -104,10 +104,7 @@ public:
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u16 addActiveObject(ClientActiveObject *object);
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void addActiveObject(u16 id, u8 type, const std::string &init_data);
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void removeActiveObject(u16 id)
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{
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m_ao_manager.removeObject(id);
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}
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void removeActiveObject(u16 id);
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void processActiveObjectMessage(u16 id, const std::string &data);
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@ -523,7 +523,9 @@ void GenericCAO::removeFromScene(bool permanent)
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// Should be true when removing the object permanently
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// and false when refreshing (eg: updating visuals)
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if (m_env && permanent) {
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clearChildAttachments();
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// The client does not know whether this object does re-appear to
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// a later time, thus do not clear child attachments.
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clearParentAttachment();
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}
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@ -1330,10 +1332,17 @@ void GenericCAO::updateAttachments()
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m_attached_to_local = parent && parent->isLocalPlayer();
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if (!parent && m_attachment_parent_id) {
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//m_is_visible = false; maybe later. needs better handling
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return;
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}
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/*
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Following cases exist:
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m_attachment_parent_id == 0 && !parent
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This object is not attached
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m_attachment_parent_id != 0 && parent
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This object is attached
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m_attachment_parent_id != 0 && !parent
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This object will be attached as soon the parent is known
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m_attachment_parent_id == 0 && parent
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Impossible case
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*/
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if (!parent) { // Detach or don't attach
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if (m_matrixnode) {
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@ -156,6 +156,11 @@ public:
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const v3f getPosition() const;
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void setPosition(const v3f &pos)
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{
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pos_translator.val_current = pos;
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}
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inline const v3f &getRotation() const { return m_rotation; }
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const bool isImmortal();
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