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Move serveractiveobject & unitsao
Move serverobject.{cpp,h} to server/serveractiveobject.{cpp,h}
Move UnitSAO class to dedicated files
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nerzhul committed Apr 11, 2020
1 parent 01b3f26 commit 6d43736
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Showing 20 changed files with 445 additions and 404 deletions.
2 changes: 1 addition & 1 deletion build/android/jni/Android.mk
Expand Up @@ -259,7 +259,7 @@ LOCAL_SRC_FILES := \
jni/src/serverenvironment.cpp \
jni/src/serverlist.cpp \
jni/src/server/mods.cpp \
jni/src/serverobject.cpp \
jni/src/server/serveractiveobject.cpp \
jni/src/settings.cpp \
jni/src/staticobject.cpp \
jni/src/tileanimation.cpp \
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1 change: 0 additions & 1 deletion src/CMakeLists.txt
Expand Up @@ -421,7 +421,6 @@ set(common_SRCS
server.cpp
serverenvironment.cpp
serverlist.cpp
serverobject.cpp
settings.cpp
staticobject.cpp
terminal_chat_console.cpp
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2 changes: 1 addition & 1 deletion src/collision.cpp
Expand Up @@ -28,7 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "client/localplayer.h"
#endif
#include "serverenvironment.h"
#include "serverobject.h"
#include "server/serveractiveobject.h"
#include "util/timetaker.h"
#include "profiler.h"

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296 changes: 0 additions & 296 deletions src/content_sao.cpp
Expand Up @@ -106,302 +106,6 @@ class TestSAO : public ServerActiveObject
// Prototype (registers item for deserialization)
TestSAO proto_TestSAO(NULL, v3f(0,0,0));

/*
UnitSAO
*/

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)
{
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)
{
// store these so they can be updated to clients
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)
{
m_animation_speed = frame_speed;
m_animation_speed_sent = false;
}

void UnitSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
{
// store these so they can be updated to clients
m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
m_bone_position_sent = false;
}

void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
{
*position = m_bone_position[bone].X;
*rotation = m_bone_position[bone].Y;
}

void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
{
// Attachments need to be handled on both the server and client.
// If we just attach on the server, we can only copy the position of the parent. Attachments
// are still sent to clients at an interval so players might see them lagging, plus we can't
// read and attach to skeletal bones.
// If we just attach on the client, the server still sees the child at its original location.
// This breaks some things so we also give the server the most accurate representation
// even if players only see the client changes.

int old_parent = m_attachment_parent_id;
m_attachment_parent_id = parent_id;
m_attachment_bone = bone;
m_attachment_position = position;
m_attachment_rotation = rotation;
m_attachment_sent = false;

if (parent_id != old_parent) {
onDetach(old_parent);
onAttach(parent_id);
}
}

void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
v3f *rotation) const
{
*parent_id = m_attachment_parent_id;
*bone = m_attachment_bone;
*position = m_attachment_position;
*rotation = m_attachment_rotation;
}

void UnitSAO::clearChildAttachments()
{
for (int child_id : m_attachment_child_ids) {
// Child can be NULL if it was deleted earlier
if (ServerActiveObject *child = m_env->getActiveObject(child_id))
child->setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
}
m_attachment_child_ids.clear();
}

void UnitSAO::clearParentAttachment()
{
ServerActiveObject *parent = nullptr;
if (m_attachment_parent_id) {
parent = m_env->getActiveObject(m_attachment_parent_id);
setAttachment(0, "", m_attachment_position, m_attachment_rotation);
} else {
setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
}
// Do it
if (parent)
parent->removeAttachmentChild(m_id);
}

void UnitSAO::addAttachmentChild(int child_id)
{
m_attachment_child_ids.insert(child_id);
}

void UnitSAO::removeAttachmentChild(int child_id)
{
m_attachment_child_ids.erase(child_id);
}

const std::unordered_set<int> &UnitSAO::getAttachmentChildIds() const
{
return m_attachment_child_ids;
}

void UnitSAO::onAttach(int parent_id)
{
if (!parent_id)
return;

ServerActiveObject *parent = m_env->getActiveObject(parent_id);

if (!parent || parent->isGone())
return; // Do not try to notify soon gone parent

if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) {
// Call parent's on_attach field
m_env->getScriptIface()->luaentity_on_attach_child(parent_id, this);
}
}

void UnitSAO::onDetach(int parent_id)
{
if (!parent_id)
return;

ServerActiveObject *parent = m_env->getActiveObject(parent_id);
if (getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
m_env->getScriptIface()->luaentity_on_detach(m_id, parent);

if (!parent || parent->isGone())
return; // Do not try to notify soon gone parent

if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
m_env->getScriptIface()->luaentity_on_detach_child(parent_id, 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 << serializeString(m_attachment_bone);
writeV3F32(os, m_attachment_position);
writeV3F32(os, m_attachment_rotation);
return os.str();
}

std::string UnitSAO::generateUpdateBonePositionCommand(const std::string &bone,
const v3f &position, const v3f &rotation)
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, AO_CMD_SET_BONE_POSITION);
// parameters
os << serializeString(bone);
writeV3F32(os, position);
writeV3F32(os, rotation);
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<<serializeString(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()));
}


/*
LuaEntitySAO
*/
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