2011-02-20 17:45:14 -05:00
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/*
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Minetest-c55
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Copyright (C) 2010-2011 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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2012-06-05 10:56:56 -04:00
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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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2011-02-20 17:45:14 -05:00
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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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2011-02-20 17:45:14 -05:00
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2012-06-05 10:56:56 -04:00
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You should have received a copy of the GNU Lesser General Public License along
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2011-02-20 17:45:14 -05:00
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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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#ifndef SERVEROBJECT_HEADER
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#define SERVEROBJECT_HEADER
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2012-06-16 21:00:31 -04:00
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#include "irrlichttypes_bloated.h"
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#include "activeobject.h"
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#include "inventorymanager.h"
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#include "itemgroup.h"
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#include "util/container.h"
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/*
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Some planning
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-------------
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* Server environment adds an active object, which gets the id 1
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* The active object list is scanned for each client once in a while,
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and it finds out what objects have been added that are not known
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by the client yet. This scan is initiated by the Server class and
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the result ends up directly to the server.
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* A network packet is created with the info and sent to the client.
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* Environment converts objects to static data and static data to
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objects, based on how close players are to them.
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*/
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class ServerEnvironment;
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struct ItemStack;
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class Player;
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struct ToolCapabilities;
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struct ObjectProperties;
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class ServerActiveObject : public ActiveObject
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{
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public:
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/*
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NOTE: m_env can be NULL, but step() isn't called if it is.
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Prototypes are used that way.
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*/
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ServerActiveObject(ServerEnvironment *env, v3f pos);
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virtual ~ServerActiveObject();
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virtual u8 getSendType() const
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{ return getType(); }
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// Called after id has been set and has been inserted in environment
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virtual void addedToEnvironment(u32 dtime_s){};
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// Called before removing from environment
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virtual void removingFromEnvironment(){};
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// Returns true if object's deletion is the job of the
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// environment
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virtual bool environmentDeletes() const
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{ return true; }
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virtual bool unlimitedTransferDistance() const
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{ return false; }
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// Create a certain type of ServerActiveObject
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static ServerActiveObject* create(u8 type,
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ServerEnvironment *env, u16 id, v3f pos,
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const std::string &data);
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/*
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Some simple getters/setters
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*/
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v3f getBasePosition(){ return m_base_position; }
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void setBasePosition(v3f pos){ m_base_position = pos; }
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ServerEnvironment* getEnv(){ return m_env; }
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/*
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Some more dynamic interface
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*/
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virtual void setPos(v3f pos)
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{ setBasePosition(pos); }
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// continuous: if true, object does not stop immediately at pos
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virtual void moveTo(v3f pos, bool continuous)
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{ setBasePosition(pos); }
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// If object has moved less than this and data has not changed,
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// saving to disk may be omitted
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virtual float getMinimumSavedMovement();
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virtual bool isPeaceful(){return true;}
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virtual std::string getDescription(){return "SAO";}
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/*
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Step object in time.
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Messages added to messages are sent to client over network.
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send_recommended:
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True at around 5-10 times a second, same for all objects.
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This is used to let objects send most of the data at the
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same time so that the data can be combined in a single
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packet.
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*/
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virtual void step(float dtime, bool send_recommended){}
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/*
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The return value of this is passed to the client-side object
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when it is created
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*/
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virtual std::string getClientInitializationData(u16 protocol_version){return "";}
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/*
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The return value of this is passed to the server-side object
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when it is created (converted from static to active - actually
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the data is the static form)
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*/
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virtual std::string getStaticData()
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{
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assert(isStaticAllowed());
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return "";
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}
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/*
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Return false in here to never save and instead remove object
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on unload. getStaticData() will not be called in that case.
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*/
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virtual bool isStaticAllowed() const
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{return true;}
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// Returns tool wear
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virtual int punch(v3f dir,
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const ToolCapabilities *toolcap=NULL,
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ServerActiveObject *puncher=NULL,
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float time_from_last_punch=1000000)
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{ return 0; }
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virtual void rightClick(ServerActiveObject *clicker)
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{}
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virtual void setHP(s16 hp)
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{}
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virtual s16 getHP() const
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{ return 0; }
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virtual void setArmorGroups(const ItemGroupList &armor_groups)
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{}
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virtual void setAnimation(v2f frames, float frame_speed, float frame_blend)
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{}
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virtual void setBonePosition(std::string bone, v3f position, v3f rotation)
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{}
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Update attachments at the ending of the addToScene function for parents. And with this... *drum roll* Client-side attachments are at last functional and stick visibly.
Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed)
Fix a bug in falling code where entities get stuck
Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed.
Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need
Create a separate function for detaching, and also update lua api documentation
When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct
Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too)
Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
2012-11-07 11:42:38 -05:00
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virtual void setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
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{}
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virtual ObjectProperties* accessObjectProperties()
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{ return NULL; }
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virtual void notifyObjectPropertiesModified()
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{}
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// Inventory and wielded item
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virtual Inventory* getInventory()
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{ return NULL; }
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virtual const Inventory* getInventory() const
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{ return NULL; }
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virtual InventoryLocation getInventoryLocation() const
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{ return InventoryLocation(); }
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virtual void setInventoryModified()
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{}
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virtual std::string getWieldList() const
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{ return ""; }
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virtual int getWieldIndex() const
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{ return 0; }
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virtual ItemStack getWieldedItem() const;
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virtual bool setWieldedItem(const ItemStack &item);
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2011-05-22 10:00:09 -04:00
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/*
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Number of players which know about this object. Object won't be
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deleted until this is 0 to keep the id preserved for the right
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object.
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*/
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u16 m_known_by_count;
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/*
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- Whether this object is to be removed when nobody knows about
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it anymore.
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- Removal is delayed to preserve the id for the time during which
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it could be confused to some other object by some client.
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- This is set to true by the step() method when the object wants
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to be deleted.
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- This can be set to true by anything else too.
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*/
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bool m_removed;
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/*
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This is set to true when an object should be removed from the active
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object list but couldn't be removed because the id has to be
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reserved for some client.
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The environment checks this periodically. If this is true and also
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m_known_by_count is true, object is deleted from the active object
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list.
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*/
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bool m_pending_deactivation;
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2011-04-09 21:15:10 -04:00
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/*
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Whether the object's static data has been stored to a block
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*/
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bool m_static_exists;
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/*
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The block from which the object was loaded from, and in which
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a copy of the static data resides.
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*/
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v3s16 m_static_block;
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/*
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Queue of messages to be sent to the client
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*/
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Queue<ActiveObjectMessage> m_messages_out;
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protected:
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// Used for creating objects based on type
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typedef ServerActiveObject* (*Factory)
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(ServerEnvironment *env, v3f pos,
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const std::string &data);
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static void registerType(u16 type, Factory f);
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ServerEnvironment *m_env;
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v3f m_base_position;
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private:
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// Used for creating objects based on type
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static core::map<u16, Factory> m_types;
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};
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#endif
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