1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9 
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14 
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19 
20 #pragma once
21 
22 #include <unordered_set>
23 #include "irrlichttypes_bloated.h"
24 #include "activeobject.h"
25 #include "inventorymanager.h"
26 #include "itemgroup.h"
27 #include "util/container.h"
28 
29 /*
30 
31 Some planning
32 -------------
33 
34 * Server environment adds an active object, which gets the id 1
35 * The active object list is scanned for each client once in a while,
36   and it finds out what objects have been added that are not known
37   by the client yet. This scan is initiated by the Server class and
38   the result ends up directly to the server.
39 * A network packet is created with the info and sent to the client.
40 * Environment converts objects to static data and static data to
41   objects, based on how close players are to them.
42 
43 */
44 
45 class ServerEnvironment;
46 struct ItemStack;
47 struct ToolCapabilities;
48 struct ObjectProperties;
49 struct PlayerHPChangeReason;
50 
51 class ServerActiveObject : public ActiveObject
52 {
53 public:
54 	/*
55 		NOTE: m_env can be NULL, but step() isn't called if it is.
56 		Prototypes are used that way.
57 	*/
58 	ServerActiveObject(ServerEnvironment *env, v3f pos);
59 	virtual ~ServerActiveObject() = default;
60 
getSendType()61 	virtual ActiveObjectType getSendType() const
62 	{ return getType(); }
63 
64 	// Called after id has been set and has been inserted in environment
addedToEnvironment(u32 dtime_s)65 	virtual void addedToEnvironment(u32 dtime_s){};
66 	// Called before removing from environment
removingFromEnvironment()67 	virtual void removingFromEnvironment(){};
68 	// Returns true if object's deletion is the job of the
69 	// environment
environmentDeletes()70 	virtual bool environmentDeletes() const
71 	{ return true; }
72 
73 	// Safely mark the object for removal or deactivation
74 	void markForRemoval();
75 	void markForDeactivation();
76 
77 	// Create a certain type of ServerActiveObject
78 	static ServerActiveObject* create(ActiveObjectType type,
79 			ServerEnvironment *env, u16 id, v3f pos,
80 			const std::string &data);
81 
82 	/*
83 		Some simple getters/setters
84 	*/
getBasePosition()85 	v3f getBasePosition() const { return m_base_position; }
setBasePosition(v3f pos)86 	void setBasePosition(v3f pos){ m_base_position = pos; }
getEnv()87 	ServerEnvironment* getEnv(){ return m_env; }
88 
89 	/*
90 		Some more dynamic interface
91 	*/
92 
setPos(const v3f & pos)93 	virtual void setPos(const v3f &pos)
94 		{ setBasePosition(pos); }
95 	// continuous: if true, object does not stop immediately at pos
moveTo(v3f pos,bool continuous)96 	virtual void moveTo(v3f pos, bool continuous)
97 		{ setBasePosition(pos); }
98 	// If object has moved less than this and data has not changed,
99 	// saving to disk may be omitted
100 	virtual float getMinimumSavedMovement();
101 
getDescription()102 	virtual std::string getDescription(){return "SAO";}
103 
104 	/*
105 		Step object in time.
106 		Messages added to messages are sent to client over network.
107 
108 		send_recommended:
109 			True at around 5-10 times a second, same for all objects.
110 			This is used to let objects send most of the data at the
111 			same time so that the data can be combined in a single
112 			packet.
113 	*/
step(float dtime,bool send_recommended)114 	virtual void step(float dtime, bool send_recommended){}
115 
116 	/*
117 		The return value of this is passed to the client-side object
118 		when it is created
119 	*/
getClientInitializationData(u16 protocol_version)120 	virtual std::string getClientInitializationData(u16 protocol_version) {return "";}
121 
122 	/*
123 		The return value of this is passed to the server-side object
124 		when it is created (converted from static to active - actually
125 		the data is the static form)
126 	*/
getStaticData(std::string * result)127 	virtual void getStaticData(std::string *result) const
128 	{
129 		assert(isStaticAllowed());
130 		*result = "";
131 	}
132 
133 	/*
134 		Return false in here to never save and instead remove object
135 		on unload. getStaticData() will not be called in that case.
136 	*/
isStaticAllowed()137 	virtual bool isStaticAllowed() const
138 	{return true;}
139 
140 	/*
141 		Return false here to never unload the object.
142 		isStaticAllowed && shouldUnload -> unload when out of active block range
143 		!isStaticAllowed && shouldUnload -> unload when block is unloaded
144 	*/
shouldUnload()145 	virtual bool shouldUnload() const
146 	{ return true; }
147 
148 	// Returns tool wear
149 	virtual u16 punch(v3f dir,
150 			const ToolCapabilities *toolcap = nullptr,
151 			ServerActiveObject *puncher = nullptr,
152 			float time_from_last_punch = 1000000.0f)
153 	{ return 0; }
rightClick(ServerActiveObject * clicker)154 	virtual void rightClick(ServerActiveObject *clicker)
155 	{}
setHP(s32 hp,const PlayerHPChangeReason & reason)156 	virtual void setHP(s32 hp, const PlayerHPChangeReason &reason)
157 	{}
getHP()158 	virtual u16 getHP() const
159 	{ return 0; }
160 
setArmorGroups(const ItemGroupList & armor_groups)161 	virtual void setArmorGroups(const ItemGroupList &armor_groups)
162 	{}
getArmorGroups()163 	virtual const ItemGroupList &getArmorGroups() const
164 	{ static ItemGroupList rv; return rv; }
setAnimation(v2f frames,float frame_speed,float frame_blend,bool frame_loop)165 	virtual void setAnimation(v2f frames, float frame_speed, float frame_blend, bool frame_loop)
166 	{}
getAnimation(v2f * frames,float * frame_speed,float * frame_blend,bool * frame_loop)167 	virtual void getAnimation(v2f *frames, float *frame_speed, float *frame_blend, bool *frame_loop)
168 	{}
setAnimationSpeed(float frame_speed)169 	virtual void setAnimationSpeed(float frame_speed)
170 	{}
setBonePosition(const std::string & bone,v3f position,v3f rotation)171 	virtual void setBonePosition(const std::string &bone, v3f position, v3f rotation)
172 	{}
getBonePosition(const std::string & bone,v3f * position,v3f * lotation)173 	virtual void getBonePosition(const std::string &bone, v3f *position, v3f *lotation)
174 	{}
getAttachmentChildIds()175 	virtual const std::unordered_set<int> &getAttachmentChildIds() const
176 	{ static std::unordered_set<int> rv; return rv; }
getParent()177 	virtual ServerActiveObject *getParent() const { return nullptr; }
accessObjectProperties()178 	virtual ObjectProperties* accessObjectProperties()
179 	{ return NULL; }
notifyObjectPropertiesModified()180 	virtual void notifyObjectPropertiesModified()
181 	{}
182 
183 	// Inventory and wielded item
getInventory()184 	virtual Inventory *getInventory() const
185 	{ return NULL; }
getInventoryLocation()186 	virtual InventoryLocation getInventoryLocation() const
187 	{ return InventoryLocation(); }
setInventoryModified()188 	virtual void setInventoryModified()
189 	{}
getWieldList()190 	virtual std::string getWieldList() const
191 	{ return ""; }
getWieldIndex()192 	virtual u16 getWieldIndex() const
193 	{ return 0; }
194 	virtual ItemStack getWieldedItem(ItemStack *selected,
195 			ItemStack *hand = nullptr) const;
196 	virtual bool setWieldedItem(const ItemStack &item);
attachParticleSpawner(u32 id)197 	inline void attachParticleSpawner(u32 id)
198 	{
199 		m_attached_particle_spawners.insert(id);
200 	}
detachParticleSpawner(u32 id)201 	inline void detachParticleSpawner(u32 id)
202 	{
203 		m_attached_particle_spawners.erase(id);
204 	}
205 
206 	std::string generateUpdateInfantCommand(u16 infant_id, u16 protocol_version);
207 
208 	void dumpAOMessagesToQueue(std::queue<ActiveObjectMessage> &queue);
209 
210 	/*
211 		Number of players which know about this object. Object won't be
212 		deleted until this is 0 to keep the id preserved for the right
213 		object.
214 	*/
215 	u16 m_known_by_count = 0;
216 
217 	/*
218 		A getter that unifies the above to answer the question:
219 		"Can the environment still interact with this object?"
220 	*/
isGone()221 	inline bool isGone() const
222 	{ return m_pending_removal || m_pending_deactivation; }
223 
isPendingRemoval()224 	inline bool isPendingRemoval() const
225 	{ return m_pending_removal; }
226 
227 	/*
228 		Whether the object's static data has been stored to a block
229 	*/
230 	bool m_static_exists = false;
231 	/*
232 		The block from which the object was loaded from, and in which
233 		a copy of the static data resides.
234 	*/
235 	v3s16 m_static_block = v3s16(1337,1337,1337);
236 
237 protected:
onMarkedForDeactivation()238 	virtual void onMarkedForDeactivation() {}
onMarkedForRemoval()239 	virtual void onMarkedForRemoval() {}
240 
onAttach(int parent_id)241 	virtual void onAttach(int parent_id) {}
onDetach(int parent_id)242 	virtual void onDetach(int parent_id) {}
243 
244 	ServerEnvironment *m_env;
245 	v3f m_base_position;
246 	std::unordered_set<u32> m_attached_particle_spawners;
247 
248 	/*
249 		Same purpose as m_pending_removal but for deactivation.
250 		deactvation = save static data in block, remove active object
251 
252 		If this is set alongside with m_pending_removal, removal takes
253 		priority.
254 		Note: Do not assign this directly, use markForDeactivation() instead.
255 	*/
256 	bool m_pending_deactivation = false;
257 
258 	/*
259 		- Whether this object is to be removed when nobody knows about
260 		  it anymore.
261 		- Removal is delayed to preserve the id for the time during which
262 		  it could be confused to some other object by some client.
263 		- This is usually set to true by the step() method when the object wants
264 		  to be deleted but can be set by anything else too.
265 		Note: Do not assign this directly, use markForRemoval() instead.
266 	*/
267 	bool m_pending_removal = false;
268 
269 	/*
270 		Queue of messages to be sent to the client
271 	*/
272 	std::queue<ActiveObjectMessage> m_messages_out;
273 };
274