// Luanti // SPDX-License-Identifier: LGPL-2.1-or-later // Copyright (C) 2010-2013 celeron55, Perttu Ahola // Copyright (C) 2013-2020 Minetest core developers & community #include "unit_sao.h" #include "scripting_server.h" #include "serverenvironment.h" #include "util/serialize.h" 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) { if (m_armor_groups == armor_groups) return; 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) { // Note: Always resend (even if parameters are unchanged) to restart animations. 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) { if (m_animation_speed == frame_speed) return; m_animation_speed = frame_speed; m_animation_speed_sent = false; } void UnitSAO::setBoneOverride(const std::string &bone, const BoneOverride &props) { // store these so they can be updated to clients m_bone_override[bone] = props; m_bone_override_sent = false; } BoneOverride UnitSAO::getBoneOverride(const std::string &bone) { auto it = m_bone_override.find(bone); BoneOverride props; if (it != m_bone_override.end()) props = it->second; return props; } void UnitSAO::sendOutdatedData() { if (!m_armor_groups_sent) { m_armor_groups_sent = true; m_messages_out.emplace(getId(), true, generateUpdateArmorGroupsCommand()); } if (!m_animation_sent) { m_animation_sent = true; m_animation_speed_sent = true; m_messages_out.emplace(getId(), true, generateUpdateAnimationCommand()); } else if (!m_animation_speed_sent) { // Animation speed is also sent when 'm_animation_sent == false' m_animation_speed_sent = true; m_messages_out.emplace(getId(), true, generateUpdateAnimationSpeedCommand()); } if (!m_bone_override_sent) { m_bone_override_sent = true; for (const auto &bone_pos : m_bone_override) { m_messages_out.emplace(getId(), true, generateUpdateBoneOverrideCommand( bone_pos.first, bone_pos.second)); } } if (!m_attachment_sent) { m_attachment_sent = true; m_messages_out.emplace(getId(), true, generateUpdateAttachmentCommand()); } } void UnitSAO::setAttachment(const object_t new_parent, const std::string &bone, v3f position, v3f rotation, bool force_visible) { const auto call_count = ++m_attachment_call_counter; const auto check_nesting = [&] (const char *descr) -> bool { // The counter is never decremented, so if it differs that means // a nested call to setAttachment() has happened. if (m_attachment_call_counter == call_count) return false; verbosestream << "UnitSAO::setAttachment() id=" << m_id << " nested call detected (" << descr << ")." << std::endl; return true; }; // Do checks to avoid circular references // See similar check in `GenericCAO::setAttachment` (but with different types). { auto *obj = m_env->getActiveObject(new_parent); if (obj == this) { assert(false); return; } bool problem = false; if (obj) { // The chain of wanted parent must not refer or contain "this" for (obj = obj->getParent(); obj; obj = obj->getParent()) { if (obj == this) { problem = true; break; } } } if (problem) { warningstream << "Mod bug: " << "Attempted to attach object " << m_id << " to parent " << new_parent << " but former is an (in)direct parent of latter." << std::endl; return; } } // Detach first // Note: make sure to apply data changes before running callbacks. const auto old_parent = m_attachment_parent_id; m_attachment_parent_id = 0; m_attachment_sent = false; if (old_parent && old_parent != new_parent) { auto *parent = m_env->getActiveObject(old_parent); if (parent) { onDetach(parent); } else { warningstream << "UnitSAO::setAttachment() id=" << m_id << " is attached to nonexistent parent. This is a bug." << std::endl; // we can pretend it never happened } } if (check_nesting("onDetach")) { // Don't touch anything after the other call has completed. return; } if (isGone()) return; // Now attach to new parent m_attachment_parent_id = new_parent; m_attachment_bone = bone; m_attachment_position = position; m_attachment_rotation = rotation; m_force_visible = force_visible; if (new_parent && old_parent != new_parent) { auto *parent = m_env->getActiveObject(new_parent); if (parent) { onAttach(parent); } else { warningstream << "UnitSAO::setAttachment() id=" << m_id << " tried to attach to nonexistent parent. This is a bug." << std::endl; m_attachment_parent_id = 0; // detach } } check_nesting("onAttach"); } void UnitSAO::getAttachment(object_t *parent_id, std::string *bone, v3f *position, v3f *rotation, bool *force_visible) const { *parent_id = m_attachment_parent_id; *bone = m_attachment_bone; *position = m_attachment_position; *rotation = m_attachment_rotation; *force_visible = m_force_visible; } void UnitSAO::clearAnyAttachments() { // This is called before this SAO is marked for removal/deletion and unlinks // any parent or child relationships. // This is done at this point and not in ~UnitSAO() so attachments to // "phantom objects" don't stay around while we're waiting to be actually deleted. // (which can take several server steps) clearParentAttachment(); clearChildAttachments(); } void UnitSAO::clearChildAttachments() { // Cannot use for-loop here: setAttachment() modifies 'm_attachment_child_ids'! while (!m_attachment_child_ids.empty()) { const auto child_id = *m_attachment_child_ids.begin(); if (auto *child = m_env->getActiveObject(child_id)) { child->clearParentAttachment(); } else { // should not happen but we need to handle it to prevent an infinite loop removeAttachmentChild(child_id); } } } void UnitSAO::addAttachmentChild(object_t child_id) { m_attachment_child_ids.insert(child_id); } void UnitSAO::removeAttachmentChild(object_t child_id) { m_attachment_child_ids.erase(child_id); } void UnitSAO::onAttach(ServerActiveObject *parent) { assert(parent); parent->addAttachmentChild(m_id); // Do not try to notify soon gone parent if (!parent->isGone()) { if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) m_env->getScriptIface()->luaentity_on_attach_child(parent->getId(), this); } } void UnitSAO::onDetach(ServerActiveObject *parent) { assert(parent); parent->removeAttachmentChild(m_id); if (getType() == ACTIVEOBJECT_TYPE_LUAENTITY) m_env->getScriptIface()->luaentity_on_detach(m_id, parent); // callback could affect the parent if (parent->isGone()) return; if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) m_env->getScriptIface()->luaentity_on_detach_child(parent->getId(), 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 << serializeString16(m_attachment_bone); writeV3F32(os, m_attachment_position); writeV3F32(os, m_attachment_rotation); writeU8(os, m_force_visible); return os.str(); } std::string UnitSAO::generateUpdateBoneOverrideCommand( const std::string &bone, const BoneOverride &props) { std::ostringstream os(std::ios::binary); // command writeU8(os, AO_CMD_SET_BONE_POSITION); // parameters os << serializeString16(bone); writeV3F32(os, props.position.vector); v3f euler_rot; props.rotation.next.toEuler(euler_rot); writeV3F32(os, euler_rot * core::RADTODEG); writeV3F32(os, props.scale.vector); writeF32(os, props.position.interp_timer); writeF32(os, props.rotation.interp_timer); writeF32(os, props.scale.interp_timer); writeU8(os, (props.position.absolute & 1) << 0 | (props.rotation.absolute & 1) << 1 | (props.scale.absolute & 1) << 2); 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 << serializeString16(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())); }