mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
The server already includes such check. There must be a desync issue that causes an ID mismatch, resulting in client crashes. Any such crash must be prevented.
405 lines
11 KiB
C++
405 lines
11 KiB
C++
// Luanti
|
|
// SPDX-License-Identifier: LGPL-2.1-or-later
|
|
// Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
|
|
// 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()));
|
|
}
|