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4aa9a669cb
What happened: 1) Object data is received. Client begins to read the data 2) Client initializes all its children (gob_cmd_update_infant) 3) Children try to attach to parent (yet not added) 4) Parent initializes, is added to the environment And somewhere in between, Irrlicht wrecks up the attachments due to the missing matrix node. The solution here is to: 1) Use the same structure as ServerActiveObject 2) Attach all children after the parent is really initialized
118 lines
3.6 KiB
C++
118 lines
3.6 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include "irrlichttypes_extrabloated.h"
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#include "activeobject.h"
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#include <unordered_map>
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#include <unordered_set>
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class ClientEnvironment;
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class ITextureSource;
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class Client;
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class IGameDef;
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class LocalPlayer;
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struct ItemStack;
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class WieldMeshSceneNode;
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class ClientActiveObject : public ActiveObject
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{
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public:
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ClientActiveObject(u16 id, Client *client, ClientEnvironment *env);
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virtual ~ClientActiveObject();
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virtual void addToScene(ITextureSource *tsrc) {};
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virtual void removeFromScene(bool permanent) {}
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// 0 <= light_at_pos <= LIGHT_SUN
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virtual void updateLight(u8 light_at_pos){}
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virtual void updateLightNoCheck(u8 light_at_pos){}
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virtual v3s16 getLightPosition(){return v3s16(0,0,0);}
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virtual bool getCollisionBox(aabb3f *toset) const { return false; }
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virtual bool getSelectionBox(aabb3f *toset) const { return false; }
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virtual bool collideWithObjects() const { return false; }
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virtual v3f getPosition(){ return v3f(0,0,0); }
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virtual float getYaw() const { return 0; }
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virtual scene::ISceneNode *getSceneNode() { return NULL; }
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virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() { return NULL; }
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virtual bool isLocalPlayer() const {return false;}
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virtual ClientActiveObject *getParent() const { return nullptr; };
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virtual const std::unordered_set<int> &getAttachmentChildIds() const
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{ static std::unordered_set<int> rv; return rv; }
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virtual void updateAttachments() {};
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virtual bool doShowSelectionBox(){return true;}
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// Step object in time
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virtual void step(float dtime, ClientEnvironment *env){}
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// Process a message sent by the server side object
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virtual void processMessage(const std::string &data){}
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virtual std::string infoText() {return "";}
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virtual std::string debugInfoText() {return "";}
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/*
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This takes the return value of
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ServerActiveObject::getClientInitializationData
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*/
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virtual void initialize(const std::string &data){}
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// Create a certain type of ClientActiveObject
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static ClientActiveObject* create(ActiveObjectType type, Client *client,
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ClientEnvironment *env);
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// If returns true, punch will not be sent to the server
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virtual bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
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float time_from_last_punch=1000000)
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{ return false; }
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protected:
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// Used for creating objects based on type
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typedef ClientActiveObject* (*Factory)(Client *client, ClientEnvironment *env);
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static void registerType(u16 type, Factory f);
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Client *m_client;
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ClientEnvironment *m_env;
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private:
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// Used for creating objects based on type
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static std::unordered_map<u16, Factory> m_types;
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};
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class DistanceSortedActiveObject
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{
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public:
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ClientActiveObject *obj;
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DistanceSortedActiveObject(ClientActiveObject *a_obj, f32 a_d)
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{
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obj = a_obj;
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d = a_d;
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}
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bool operator < (const DistanceSortedActiveObject &other) const
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{
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return d < other.d;
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}
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private:
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f32 d;
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};
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