mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-15 05:45:13 -05:00
2b119e1e19
NOTE 1: This does not mean a 2x increase in framerate. Increase in fps may be up to 1-2fps NOTE 2: This local 'caching' of settings is not optimal and an alternative solution will be worked on after 0.4.11 is released
572 lines
13 KiB
C++
572 lines
13 KiB
C++
/*
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Minetest
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Copyright (C) 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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#ifndef CLIENT_HEADER
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#define CLIENT_HEADER
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#include "connection.h"
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#include "environment.h"
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#include "irrlichttypes_extrabloated.h"
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#include "jthread/jmutex.h"
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#include <ostream>
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#include <map>
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#include <set>
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#include <vector>
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#include "clientobject.h"
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#include "gamedef.h"
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#include "inventorymanager.h"
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#include "localplayer.h"
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#include "hud.h"
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#include "particles.h"
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struct MeshMakeData;
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class MapBlockMesh;
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class IWritableTextureSource;
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class IWritableShaderSource;
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class IWritableItemDefManager;
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class IWritableNodeDefManager;
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//class IWritableCraftDefManager;
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class ClientMediaDownloader;
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struct MapDrawControl;
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class MtEventManager;
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struct PointedThing;
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class Database;
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class Server;
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struct QueuedMeshUpdate
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{
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v3s16 p;
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MeshMakeData *data;
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bool ack_block_to_server;
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QueuedMeshUpdate();
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~QueuedMeshUpdate();
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};
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enum LocalClientState {
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LC_Created,
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LC_Init,
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LC_Ready
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};
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/*
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A thread-safe queue of mesh update tasks
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*/
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class MeshUpdateQueue
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{
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public:
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MeshUpdateQueue();
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~MeshUpdateQueue();
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/*
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peer_id=0 adds with nobody to send to
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*/
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void addBlock(v3s16 p, MeshMakeData *data,
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bool ack_block_to_server, bool urgent);
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// Returned pointer must be deleted
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// Returns NULL if queue is empty
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QueuedMeshUpdate * pop();
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u32 size()
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{
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JMutexAutoLock lock(m_mutex);
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return m_queue.size();
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}
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private:
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std::vector<QueuedMeshUpdate*> m_queue;
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std::set<v3s16> m_urgents;
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JMutex m_mutex;
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};
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struct MeshUpdateResult
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{
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v3s16 p;
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MapBlockMesh *mesh;
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bool ack_block_to_server;
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MeshUpdateResult():
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p(-1338,-1338,-1338),
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mesh(NULL),
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ack_block_to_server(false)
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{
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}
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};
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class MeshUpdateThread : public JThread
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{
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public:
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MeshUpdateThread(IGameDef *gamedef):
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m_gamedef(gamedef)
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{
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}
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void * Thread();
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MeshUpdateQueue m_queue_in;
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MutexedQueue<MeshUpdateResult> m_queue_out;
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IGameDef *m_gamedef;
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v3s16 m_camera_offset;
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};
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enum ClientEventType
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{
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CE_NONE,
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CE_PLAYER_DAMAGE,
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CE_PLAYER_FORCE_MOVE,
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CE_DEATHSCREEN,
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CE_SHOW_FORMSPEC,
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CE_SPAWN_PARTICLE,
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CE_ADD_PARTICLESPAWNER,
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CE_DELETE_PARTICLESPAWNER,
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CE_HUDADD,
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CE_HUDRM,
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CE_HUDCHANGE,
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CE_SET_SKY,
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CE_OVERRIDE_DAY_NIGHT_RATIO,
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};
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struct ClientEvent
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{
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ClientEventType type;
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union{
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struct{
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} none;
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struct{
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u8 amount;
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} player_damage;
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struct{
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f32 pitch;
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f32 yaw;
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} player_force_move;
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struct{
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bool set_camera_point_target;
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f32 camera_point_target_x;
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f32 camera_point_target_y;
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f32 camera_point_target_z;
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} deathscreen;
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struct{
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std::string *formspec;
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std::string *formname;
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} show_formspec;
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struct{
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} textures_updated;
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struct{
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v3f *pos;
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v3f *vel;
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v3f *acc;
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f32 expirationtime;
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f32 size;
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bool collisiondetection;
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bool vertical;
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std::string *texture;
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} spawn_particle;
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struct{
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u16 amount;
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f32 spawntime;
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v3f *minpos;
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v3f *maxpos;
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v3f *minvel;
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v3f *maxvel;
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v3f *minacc;
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v3f *maxacc;
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f32 minexptime;
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f32 maxexptime;
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f32 minsize;
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f32 maxsize;
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bool collisiondetection;
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bool vertical;
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std::string *texture;
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u32 id;
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} add_particlespawner;
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struct{
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u32 id;
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} delete_particlespawner;
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struct{
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u32 id;
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u8 type;
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v2f *pos;
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std::string *name;
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v2f *scale;
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std::string *text;
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u32 number;
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u32 item;
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u32 dir;
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v2f *align;
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v2f *offset;
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v3f *world_pos;
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v2s32 * size;
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} hudadd;
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struct{
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u32 id;
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} hudrm;
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struct{
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u32 id;
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HudElementStat stat;
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v2f *v2fdata;
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std::string *sdata;
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u32 data;
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v3f *v3fdata;
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v2s32 * v2s32data;
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} hudchange;
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struct{
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video::SColor *bgcolor;
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std::string *type;
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std::vector<std::string> *params;
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} set_sky;
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struct{
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bool do_override;
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float ratio_f;
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} override_day_night_ratio;
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};
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};
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/*
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Packet counter
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*/
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class PacketCounter
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{
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public:
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PacketCounter()
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{
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}
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void add(u16 command)
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{
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std::map<u16, u16>::iterator n = m_packets.find(command);
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if(n == m_packets.end())
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{
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m_packets[command] = 1;
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}
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else
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{
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n->second++;
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}
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}
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void clear()
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{
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for(std::map<u16, u16>::iterator
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i = m_packets.begin();
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i != m_packets.end(); ++i)
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{
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i->second = 0;
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}
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}
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void print(std::ostream &o)
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{
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for(std::map<u16, u16>::iterator
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i = m_packets.begin();
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i != m_packets.end(); ++i)
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{
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o<<"cmd "<<i->first
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<<" count "<<i->second
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<<std::endl;
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}
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}
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private:
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// command, count
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std::map<u16, u16> m_packets;
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};
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class Client : public con::PeerHandler, public InventoryManager, public IGameDef
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{
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public:
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/*
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NOTE: Nothing is thread-safe here.
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*/
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Client(
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IrrlichtDevice *device,
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const char *playername,
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std::string password,
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bool is_simple_singleplayer_game,
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MapDrawControl &control,
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IWritableTextureSource *tsrc,
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IWritableShaderSource *shsrc,
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IWritableItemDefManager *itemdef,
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IWritableNodeDefManager *nodedef,
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ISoundManager *sound,
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MtEventManager *event,
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bool ipv6
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);
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~Client();
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/*
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request all threads managed by client to be stopped
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*/
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void Stop();
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bool isShutdown();
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/*
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The name of the local player should already be set when
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calling this, as it is sent in the initialization.
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*/
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void connect(Address address);
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/*
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Stuff that references the environment is valid only as
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long as this is not called. (eg. Players)
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If this throws a PeerNotFoundException, the connection has
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timed out.
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*/
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void step(float dtime);
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void ProcessData(u8 *data, u32 datasize, u16 sender_peer_id);
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// Returns true if something was received
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bool AsyncProcessPacket();
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bool AsyncProcessData();
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void Send(u16 channelnum, SharedBuffer<u8> data, bool reliable);
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void interact(u8 action, const PointedThing& pointed);
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void sendNodemetaFields(v3s16 p, const std::string &formname,
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const std::map<std::string, std::string> &fields);
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void sendInventoryFields(const std::string &formname,
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const std::map<std::string, std::string> &fields);
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void sendInventoryAction(InventoryAction *a);
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void sendChatMessage(const std::wstring &message);
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void sendChangePassword(const std::wstring &oldpassword,
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const std::wstring &newpassword);
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void sendDamage(u8 damage);
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void sendBreath(u16 breath);
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void sendRespawn();
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void sendReady();
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ClientEnvironment& getEnv()
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{ return m_env; }
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// Causes urgent mesh updates (unlike Map::add/removeNodeWithEvent)
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void removeNode(v3s16 p);
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void addNode(v3s16 p, MapNode n, bool remove_metadata = true);
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void setPlayerControl(PlayerControl &control);
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void selectPlayerItem(u16 item);
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u16 getPlayerItem() const
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{ return m_playeritem; }
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// Returns true if the inventory of the local player has been
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// updated from the server. If it is true, it is set to false.
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bool getLocalInventoryUpdated();
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// Copies the inventory of the local player to parameter
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void getLocalInventory(Inventory &dst);
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/* InventoryManager interface */
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Inventory* getInventory(const InventoryLocation &loc);
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void inventoryAction(InventoryAction *a);
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// Gets closest object pointed by the shootline
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// Returns NULL if not found
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ClientActiveObject * getSelectedActiveObject(
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f32 max_d,
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v3f from_pos_f_on_map,
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core::line3d<f32> shootline_on_map
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);
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std::list<std::string> getConnectedPlayerNames();
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float getAnimationTime();
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int getCrackLevel();
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void setCrack(int level, v3s16 pos);
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void setHighlighted(v3s16 pos, bool show_higlighted);
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v3s16 getHighlighted(){ return m_highlighted_pos; }
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u16 getHP();
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u16 getBreath();
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bool checkPrivilege(const std::string &priv)
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{ return (m_privileges.count(priv) != 0); }
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bool getChatMessage(std::wstring &message);
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void typeChatMessage(const std::wstring& message);
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u64 getMapSeed(){ return m_map_seed; }
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void addUpdateMeshTask(v3s16 blockpos, bool ack_to_server=false, bool urgent=false);
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// Including blocks at appropriate edges
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void addUpdateMeshTaskWithEdge(v3s16 blockpos, bool ack_to_server=false, bool urgent=false);
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void addUpdateMeshTaskForNode(v3s16 nodepos, bool ack_to_server=false, bool urgent=false);
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void updateCameraOffset(v3s16 camera_offset)
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{ m_mesh_update_thread.m_camera_offset = camera_offset; }
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// Get event from queue. CE_NONE is returned if queue is empty.
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ClientEvent getClientEvent();
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bool accessDenied()
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{ return m_access_denied; }
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std::wstring accessDeniedReason()
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{ return m_access_denied_reason; }
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bool itemdefReceived()
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{ return m_itemdef_received; }
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bool nodedefReceived()
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{ return m_nodedef_received; }
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bool mediaReceived()
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{ return m_media_downloader == NULL; }
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float mediaReceiveProgress();
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void afterContentReceived(IrrlichtDevice *device, gui::IGUIFont* font);
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float getRTT(void);
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float getCurRate(void);
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float getAvgRate(void);
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// IGameDef interface
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virtual IItemDefManager* getItemDefManager();
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virtual INodeDefManager* getNodeDefManager();
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virtual ICraftDefManager* getCraftDefManager();
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virtual ITextureSource* getTextureSource();
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virtual IShaderSource* getShaderSource();
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virtual scene::ISceneManager* getSceneManager();
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virtual u16 allocateUnknownNodeId(const std::string &name);
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virtual ISoundManager* getSoundManager();
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virtual MtEventManager* getEventManager();
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virtual bool checkLocalPrivilege(const std::string &priv)
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{ return checkPrivilege(priv); }
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virtual scene::IAnimatedMesh* getMesh(const std::string &filename);
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// The following set of functions is used by ClientMediaDownloader
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// Insert a media file appropriately into the appropriate manager
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bool loadMedia(const std::string &data, const std::string &filename);
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// Send a request for conventional media transfer
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void request_media(const std::list<std::string> &file_requests);
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// Send a notification that no conventional media transfer is needed
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void received_media();
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LocalClientState getState() { return m_state; }
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void makeScreenshot(IrrlichtDevice *device);
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private:
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// Virtual methods from con::PeerHandler
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void peerAdded(con::Peer *peer);
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void deletingPeer(con::Peer *peer, bool timeout);
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void ReceiveAll();
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void Receive();
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void sendPlayerPos();
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// Send the item number 'item' as player item to the server
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void sendPlayerItem(u16 item);
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float m_packetcounter_timer;
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float m_connection_reinit_timer;
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float m_avg_rtt_timer;
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float m_playerpos_send_timer;
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float m_ignore_damage_timer; // Used after server moves player
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IntervalLimiter m_map_timer_and_unload_interval;
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IWritableTextureSource *m_tsrc;
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IWritableShaderSource *m_shsrc;
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IWritableItemDefManager *m_itemdef;
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IWritableNodeDefManager *m_nodedef;
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ISoundManager *m_sound;
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MtEventManager *m_event;
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MeshUpdateThread m_mesh_update_thread;
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ClientEnvironment m_env;
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con::Connection m_con;
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IrrlichtDevice *m_device;
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// Server serialization version
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u8 m_server_ser_ver;
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u16 m_playeritem;
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bool m_inventory_updated;
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Inventory *m_inventory_from_server;
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float m_inventory_from_server_age;
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std::set<v3s16> m_active_blocks;
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PacketCounter m_packetcounter;
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bool m_show_highlighted;
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// Block mesh animation parameters
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float m_animation_time;
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int m_crack_level;
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v3s16 m_crack_pos;
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v3s16 m_highlighted_pos;
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// 0 <= m_daynight_i < DAYNIGHT_CACHE_COUNT
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//s32 m_daynight_i;
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//u32 m_daynight_ratio;
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Queue<std::wstring> m_chat_queue;
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// The seed returned by the server in TOCLIENT_INIT is stored here
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u64 m_map_seed;
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std::string m_password;
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bool m_access_denied;
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std::wstring m_access_denied_reason;
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Queue<ClientEvent> m_client_event_queue;
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bool m_itemdef_received;
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bool m_nodedef_received;
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ClientMediaDownloader *m_media_downloader;
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// time_of_day speed approximation for old protocol
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bool m_time_of_day_set;
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float m_last_time_of_day_f;
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float m_time_of_day_update_timer;
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// An interval for generally sending object positions and stuff
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float m_recommended_send_interval;
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// Sounds
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float m_removed_sounds_check_timer;
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// Mapping from server sound ids to our sound ids
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std::map<s32, int> m_sounds_server_to_client;
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// And the other way!
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std::map<int, s32> m_sounds_client_to_server;
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// And relations to objects
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std::map<int, u16> m_sounds_to_objects;
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// Privileges
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std::set<std::string> m_privileges;
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// Detached inventories
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// key = name
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std::map<std::string, Inventory*> m_detached_inventories;
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// Storage for mesh data for creating multiple instances of the same mesh
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std::map<std::string, std::string> m_mesh_data;
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// own state
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LocalClientState m_state;
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// Used for saving server map to disk client-side
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Database *localdb;
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Server *localserver;
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// TODO: Add callback to update this when g_settings changes
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bool m_cache_smooth_lighting;
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};
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#endif // !CLIENT_HEADER
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