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