mirror of
https://github.com/luanti-org/luanti.git
synced 2025-07-27 17:28:41 +00:00
Rework object attachment handling to fix bugs (#14825)
This commit is contained in:
parent
a0e33ba9ea
commit
85e717fcd1
17 changed files with 245 additions and 172 deletions
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@ -85,23 +85,13 @@ void RemoteClient::ResendBlockIfOnWire(v3s16 p)
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}
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}
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LuaEntitySAO *getAttachedObject(PlayerSAO *sao, ServerEnvironment *env)
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static LuaEntitySAO *getAttachedObject(PlayerSAO *sao, ServerEnvironment *env)
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{
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if (!sao->isAttached())
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return nullptr;
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ServerActiveObject *ao = sao;
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while (ao->getParent())
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ao = ao->getParent();
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int id;
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std::string bone;
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v3f dummy;
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bool force_visible;
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sao->getAttachment(&id, &bone, &dummy, &dummy, &force_visible);
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ServerActiveObject *ao = env->getActiveObject(id);
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while (id && ao) {
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ao->getAttachment(&id, &bone, &dummy, &dummy, &force_visible);
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if (id)
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ao = env->getActiveObject(id);
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}
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return dynamic_cast<LuaEntitySAO *>(ao);
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return ao == sao ? nullptr : dynamic_cast<LuaEntitySAO*>(ao);
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}
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void RemoteClient::GetNextBlocks (
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@ -147,7 +147,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
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}
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// If attached, check that our parent is still there. If it isn't, detach.
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if (m_attachment_parent_id && !isAttached()) {
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if (m_attachment_parent_id && !getParent()) {
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// This is handled when objects are removed from the map
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warningstream << "LuaEntitySAO::step() " << m_init_name << " at " << m_last_sent_position << ", id=" << m_id <<
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" is attached to nonexistent parent. This is a bug." << std::endl;
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@ -415,8 +415,6 @@ void LuaEntitySAO::setHP(s32 hp, const PlayerHPChangeReason &reason)
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sendPunchCommand();
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if (m_hp == 0 && !isGone()) {
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clearParentAttachment();
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clearChildAttachments();
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if (m_registered) {
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ServerActiveObject *killer = nullptr;
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if (reason.type == PlayerHPChangeReason::PLAYER_PUNCH)
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@ -81,8 +81,14 @@ public:
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protected:
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void dispatchScriptDeactivate(bool removal);
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virtual void onMarkedForDeactivation() { dispatchScriptDeactivate(false); }
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virtual void onMarkedForRemoval() { dispatchScriptDeactivate(true); }
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virtual void onMarkedForDeactivation() {
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UnitSAO::onMarkedForDeactivation();
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dispatchScriptDeactivate(false);
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}
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virtual void onMarkedForRemoval() {
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UnitSAO::onMarkedForRemoval();
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dispatchScriptDeactivate(true);
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}
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private:
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std::string getPropertyPacket();
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@ -233,13 +233,12 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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}
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// If attached, check that our parent is still there. If it isn't, detach.
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if (m_attachment_parent_id && !isAttached()) {
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if (m_attachment_parent_id && !getParent()) {
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// This is handled when objects are removed from the map
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warningstream << "PlayerSAO::step() id=" << m_id <<
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" is attached to nonexistent parent. This is a bug." << std::endl;
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clearParentAttachment();
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setBasePosition(m_last_good_position);
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m_env->getGameDef()->SendMovePlayer(this);
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setPos(m_last_good_position);
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}
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//dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
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@ -171,8 +171,8 @@ public:
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{ BoneOverride props; return props; }
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virtual const BoneOverrideMap &getBoneOverrides() const
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{ static BoneOverrideMap rv; return rv; }
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virtual const std::unordered_set<int> &getAttachmentChildIds() const
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{ static std::unordered_set<int> rv; return rv; }
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virtual const std::unordered_set<object_t> &getAttachmentChildIds() const
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{ static std::unordered_set<object_t> rv; return rv; }
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virtual ServerActiveObject *getParent() const { return nullptr; }
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virtual ObjectProperties *accessObjectProperties()
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{ return NULL; }
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@ -240,8 +240,8 @@ protected:
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virtual void onMarkedForDeactivation() {}
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virtual void onMarkedForRemoval() {}
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virtual void onAttach(int parent_id) {}
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virtual void onDetach(int parent_id) {}
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virtual void onAttach(object_t parent_id) {}
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virtual void onDetach(object_t parent_id) {}
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ServerEnvironment *m_env;
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v3f m_base_position;
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@ -130,50 +130,92 @@ void UnitSAO::sendOutdatedData()
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}
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}
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void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position,
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void UnitSAO::setAttachment(const object_t new_parent, const std::string &bone, v3f position,
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v3f rotation, bool force_visible)
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{
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auto *obj = parent_id ? m_env->getActiveObject(parent_id) : nullptr;
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if (obj) {
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// Do checks to avoid circular references
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// The chain of wanted parent must not refer or contain "this"
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for (obj = obj->getParent(); obj; obj = obj->getParent()) {
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if (obj == this) {
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warningstream << "Mod bug: Attempted to attach object " << m_id << " to parent "
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<< parent_id << " but former is an (in)direct parent of latter." << std::endl;
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return;
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const auto call_count = ++m_attachment_call_counter;
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const auto check_nesting = [&] (const char *descr) -> bool {
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// The counter is never decremented, so if it differs that means
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// a nested call to setAttachment() has happened.
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if (m_attachment_call_counter == call_count)
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return false;
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verbosestream << "UnitSAO::setAttachment() id=" << m_id <<
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" nested call detected (" << descr << ")." << std::endl;
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return true;
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};
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// Do checks to avoid circular references
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{
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auto *obj = new_parent ? m_env->getActiveObject(new_parent) : nullptr;
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if (obj == this) {
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assert(false);
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return;
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}
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bool problem = false;
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if (obj) {
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// The chain of wanted parent must not refer or contain "this"
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for (obj = obj->getParent(); obj; obj = obj->getParent()) {
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if (obj == this) {
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problem = true;
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break;
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}
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}
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}
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if (problem) {
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warningstream << "Mod bug: Attempted to attach object " << m_id << " to parent "
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<< new_parent << " but former is an (in)direct parent of latter." << std::endl;
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return;
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}
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}
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// Attachments need to be handled on both the server and client.
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// If we just attach on the server, we can only copy the position of the parent.
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// Attachments are still sent to clients at an interval so players might see them
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// lagging, plus we can't read and attach to skeletal bones. If we just attach on
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// the client, the server still sees the child at its original location. This
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// breaks some things so we also give the server the most accurate representation
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// even if players only see the client changes.
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// Detach first
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// Note: make sure to apply data changes before running callbacks.
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const auto old_parent = m_attachment_parent_id;
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m_attachment_parent_id = 0;
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m_attachment_sent = false;
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int old_parent = m_attachment_parent_id;
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m_attachment_parent_id = parent_id;
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if (old_parent && old_parent != new_parent) {
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auto *parent = m_env->getActiveObject(old_parent);
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if (parent) {
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onDetach(parent);
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} else {
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warningstream << "UnitSAO::setAttachment() id=" << m_id <<
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" is attached to nonexistent parent. This is a bug." << std::endl;
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// we can pretend it never happened
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}
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}
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// The detach callbacks might call to setAttachment() again.
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// Ensure the attachment params are applied after this callback is run.
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if (parent_id != old_parent)
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onDetach(old_parent);
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if (check_nesting("onDetach")) {
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// Don't touch anything after the other call has completed.
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return;
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}
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m_attachment_parent_id = parent_id;
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if (isGone())
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return;
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// Now attach to new parent
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m_attachment_parent_id = new_parent;
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m_attachment_bone = bone;
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m_attachment_position = position;
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m_attachment_rotation = rotation;
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m_force_visible = force_visible;
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m_attachment_sent = false;
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if (parent_id != old_parent)
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onAttach(parent_id);
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if (new_parent && old_parent != new_parent) {
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auto *parent = m_env->getActiveObject(new_parent);
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if (parent) {
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onAttach(parent);
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} else {
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warningstream << "UnitSAO::setAttachment() id=" << m_id <<
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" tried to attach to nonexistent parent. This is a bug." << std::endl;
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m_attachment_parent_id = 0; // detach
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}
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}
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check_nesting("onAttach");
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}
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void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
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void UnitSAO::getAttachment(object_t *parent_id, std::string *bone, v3f *position,
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v3f *rotation, bool *force_visible) const
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{
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*parent_id = m_attachment_parent_id;
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@ -183,79 +225,70 @@ void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
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*force_visible = m_force_visible;
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}
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void UnitSAO::clearAnyAttachments()
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{
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// This is called before this SAO is marked for removal/deletion and unlinks
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// any parent or child relationships.
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// This is done at this point and not in ~UnitSAO() so attachments to
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// "phantom objects" don't stay around while we're waiting to be actually deleted.
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// (which can take several server steps)
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clearParentAttachment();
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clearChildAttachments();
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}
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void UnitSAO::clearChildAttachments()
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{
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// Cannot use for-loop here: setAttachment() modifies 'm_attachment_child_ids'!
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while (!m_attachment_child_ids.empty()) {
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int child_id = *m_attachment_child_ids.begin();
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const auto child_id = *m_attachment_child_ids.begin();
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// Child can be NULL if it was deleted earlier
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if (ServerActiveObject *child = m_env->getActiveObject(child_id))
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child->setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0), false);
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removeAttachmentChild(child_id);
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if (auto *child = m_env->getActiveObject(child_id)) {
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child->clearParentAttachment();
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} else {
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// should not happen but we need to handle it to prevent an infinite loop
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removeAttachmentChild(child_id);
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}
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}
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}
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void UnitSAO::clearParentAttachment()
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{
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ServerActiveObject *parent = nullptr;
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if (m_attachment_parent_id) {
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parent = m_env->getActiveObject(m_attachment_parent_id);
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setAttachment(0, "", m_attachment_position, m_attachment_rotation, false);
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} else {
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setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0), false);
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}
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// Do it
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if (parent)
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parent->removeAttachmentChild(m_id);
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}
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void UnitSAO::addAttachmentChild(int child_id)
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void UnitSAO::addAttachmentChild(object_t child_id)
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{
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m_attachment_child_ids.insert(child_id);
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}
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void UnitSAO::removeAttachmentChild(int child_id)
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void UnitSAO::removeAttachmentChild(object_t child_id)
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{
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m_attachment_child_ids.erase(child_id);
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}
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const std::unordered_set<int> &UnitSAO::getAttachmentChildIds() const
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void UnitSAO::onAttach(ServerActiveObject *parent)
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{
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return m_attachment_child_ids;
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}
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assert(parent);
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void UnitSAO::onAttach(int parent_id)
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{
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if (!parent_id)
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return;
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parent->addAttachmentChild(m_id);
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ServerActiveObject *parent = m_env->getActiveObject(parent_id);
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if (!parent || parent->isGone())
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return; // Do not try to notify soon gone parent
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if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) {
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// Call parent's on_attach field
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m_env->getScriptIface()->luaentity_on_attach_child(parent_id, this);
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// Do not try to notify soon gone parent
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if (!parent->isGone()) {
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if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
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m_env->getScriptIface()->luaentity_on_attach_child(parent->getId(), this);
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}
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}
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void UnitSAO::onDetach(int parent_id)
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void UnitSAO::onDetach(ServerActiveObject *parent)
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{
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if (!parent_id)
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return;
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assert(parent);
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parent->removeAttachmentChild(m_id);
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ServerActiveObject *parent = m_env->getActiveObject(parent_id);
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if (getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
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m_env->getScriptIface()->luaentity_on_detach(m_id, parent);
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if (!parent || parent->isGone())
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return; // Do not try to notify soon gone parent
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// callback could affect the parent
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if (parent->isGone())
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return;
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if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
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m_env->getScriptIface()->luaentity_on_detach_child(parent_id, this);
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m_env->getScriptIface()->luaentity_on_detach_child(parent->getId(), this);
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}
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ObjectProperties *UnitSAO::accessObjectProperties()
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@ -77,16 +77,17 @@ public:
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// Attachments
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ServerActiveObject *getParent() const;
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inline bool isAttached() const { return getParent(); }
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void setAttachment(int parent_id, const std::string &bone, v3f position,
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inline bool isAttached() const { return m_attachment_parent_id != 0; }
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void setAttachment(object_t parent_id, const std::string &bone, v3f position,
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v3f rotation, bool force_visible);
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void getAttachment(int *parent_id, std::string *bone, v3f *position,
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void getAttachment(object_t *parent_id, std::string *bone, v3f *position,
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v3f *rotation, bool *force_visible) const;
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void clearChildAttachments();
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void clearParentAttachment();
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void addAttachmentChild(int child_id);
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void removeAttachmentChild(int child_id);
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const std::unordered_set<int> &getAttachmentChildIds() const;
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void clearChildAttachments() override;
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void addAttachmentChild(object_t child_id) override;
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void removeAttachmentChild(object_t child_id) override;
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const std::unordered_set<object_t> &getAttachmentChildIds() const {
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return m_attachment_child_ids;
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}
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// Object properties
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ObjectProperties *accessObjectProperties();
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@ -121,14 +122,28 @@ protected:
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// Stores position and rotation for each bone name
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std::unordered_map<std::string, BoneOverride> m_bone_override;
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int m_attachment_parent_id = 0;
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object_t m_attachment_parent_id = 0;
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void clearAnyAttachments();
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virtual void onMarkedForDeactivation() {
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ServerActiveObject::onMarkedForDeactivation();
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clearAnyAttachments();
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}
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virtual void onMarkedForRemoval() {
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ServerActiveObject::onMarkedForRemoval();
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clearAnyAttachments();
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}
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private:
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void onAttach(int parent_id);
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void onDetach(int parent_id);
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void onAttach(ServerActiveObject *parent);
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void onDetach(ServerActiveObject *parent);
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std::string generatePunchCommand(u16 result_hp) const;
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// Used to detect nested calls to setAttachments(), which can happen due to
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// Lua callbacks
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u8 m_attachment_call_counter = 0;
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// Armor groups
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bool m_armor_groups_sent = false;
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@ -144,7 +159,7 @@ private:
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bool m_bone_override_sent = false;
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// Attachments
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std::unordered_set<int> m_attachment_child_ids;
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std::unordered_set<object_t> m_attachment_child_ids;
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std::string m_attachment_bone = "";
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v3f m_attachment_position;
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v3f m_attachment_rotation;
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