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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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SmallJoker committed Oct 2, 2019
1 parent 251038e commit 81c2370c8b1a66a279a5ff450c78caf5dfef77bf
@@ -402,6 +402,23 @@ void ClientEnvironment::addActiveObject(u16 id, u8 type,
}
}


void ClientEnvironment::removeActiveObject(u16 id)
{
// Get current attachment childs to detach them visually
std::unordered_set<int> attachment_childs;
if (auto *obj = getActiveObject(id))
attachment_childs = obj->getAttachmentChildIds();

m_ao_manager.removeObject(id);

// Perform a proper detach in Irrlicht
for (auto c_id : attachment_childs) {
if (ClientActiveObject *child = getActiveObject(c_id))
child->updateAttachments();
}
}

void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
{
ClientActiveObject *obj = getActiveObject(id);
@@ -104,10 +104,7 @@ class ClientEnvironment : public Environment
u16 addActiveObject(ClientActiveObject *object);

void addActiveObject(u16 id, u8 type, const std::string &init_data);
void removeActiveObject(u16 id)
{
m_ao_manager.removeObject(id);
}
void removeActiveObject(u16 id);

void processActiveObjectMessage(u16 id, const std::string &data);

@@ -523,7 +523,9 @@ void GenericCAO::removeFromScene(bool permanent)
// Should be true when removing the object permanently
// and false when refreshing (eg: updating visuals)
if (m_env && permanent) {
clearChildAttachments();
// The client does not know whether this object does re-appear to
// a later time, thus do not clear child attachments.

clearParentAttachment();
}

@@ -1330,10 +1332,17 @@ void GenericCAO::updateAttachments()

m_attached_to_local = parent && parent->isLocalPlayer();

if (!parent && m_attachment_parent_id) {
//m_is_visible = false; maybe later. needs better handling
return;
}
/*
Following cases exist:
m_attachment_parent_id == 0 && !parent
This object is not attached
m_attachment_parent_id != 0 && parent
This object is attached
m_attachment_parent_id != 0 && !parent
This object will be attached as soon the parent is known
m_attachment_parent_id == 0 && parent
Impossible case
*/

if (!parent) { // Detach or don't attach
if (m_matrixnode) {
@@ -156,6 +156,11 @@ class GenericCAO : public ClientActiveObject

const v3f getPosition() const;

void setPosition(const v3f &pos)
{
pos_translator.val_current = pos;
}

inline const v3f &getRotation() const { return m_rotation; }

const bool isImmortal();
@@ -1107,14 +1107,14 @@ void PlayerSAO::step(float dtime, bool send_recommended)
if (!send_recommended)
return;

// If the object is attached client-side, don't waste bandwidth sending its
// position or rotation to clients.
if (m_position_not_sent && !isAttached()) {
if (m_position_not_sent) {
m_position_not_sent = false;
float update_interval = m_env->getSendRecommendedInterval();
v3f pos;
if (isAttached()) // Just in case we ever do send attachment position too
pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
// When attached, the position is only sent to clients where the
// parent isn't known
if (isAttached())
pos = m_last_good_position;
else
pos = m_base_position;

@@ -694,19 +694,33 @@ void Server::AsyncRunStep(bool initial_step)
// Route data to every client
for (const auto &client_it : clients) {
RemoteClient *client = client_it.second;
PlayerSAO *player = getPlayerSAO(client->peer_id);
std::string reliable_data;
std::string unreliable_data;
// Go through all objects in message buffer
for (const auto &buffered_message : buffered_messages) {
// If object is not known by client, skip it
// If object does not exist or is not known by client, skip it
u16 id = buffered_message.first;
if (client->m_known_objects.find(id) == client->m_known_objects.end())
ServerActiveObject *sao = m_env->getActiveObject(id);
if (!sao || client->m_known_objects.find(id) == client->m_known_objects.end())
continue;

// Get message list of object
std::vector<ActiveObjectMessage>* list = buffered_message.second;
// Go through every message
for (const ActiveObjectMessage &aom : *list) {
// Send position updates to players who do not see the attachment
if (aom.datastring[0] == GENERIC_CMD_UPDATE_POSITION) {
if (sao->getId() == player->getId())
continue;

// Do not send position updates for attached players
// as long the parent is known to the client
ServerActiveObject *parent = sao->getParent();
if (parent && client->m_known_objects.find(parent->getId()) !=
client->m_known_objects.end())
continue;
}
// Compose the full new data with header
std::string new_data;
// Add object id
@@ -1907,34 +1921,31 @@ void Server::SendActiveObjectRemoveAdd(RemoteClient *client, PlayerSAO *playersa
while (!added_objects.empty()) {
// Get object
u16 id = added_objects.front();
ServerActiveObject* obj = m_env->getActiveObject(id);
ServerActiveObject *obj = m_env->getActiveObject(id);
added_objects.pop();

if (!obj) {
warningstream << FUNCTION_NAME << ": NULL object id="
<< (int)id << std::endl;
continue;
}

// Get object type
u8 type = ACTIVEOBJECT_TYPE_INVALID;
if (!obj)
warningstream << FUNCTION_NAME << ": NULL object" << std::endl;
else
type = obj->getSendType();
u8 type = obj->getSendType();

// Add to data buffer for sending
writeU16((u8*)buf, id);
data.append(buf, 2);
writeU8((u8*)buf, type);
data.append(buf, 1);

if (obj)
data.append(serializeLongString(
obj->getClientInitializationData(client->net_proto_version)));
else
data.append(serializeLongString(""));
data.append(serializeLongString(
obj->getClientInitializationData(client->net_proto_version)));

// Add to known objects
client->m_known_objects.insert(id);

if (obj)
obj->m_known_by_count++;

added_objects.pop();
obj->m_known_by_count++;
}

NetworkPacket pkt(TOCLIENT_ACTIVE_OBJECT_REMOVE_ADD, data.size(), client->peer_id);

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