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mirror of https://github.com/moparisthebest/minetest synced 2024-11-07 09:55:09 -05:00
minetest/src/client.h
2011-11-29 19:13:58 +02:00

400 lines
9.2 KiB
C++

/*
Minetest-c55
Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef CLIENT_HEADER
#define CLIENT_HEADER
#ifndef SERVER
#include "connection.h"
#include "environment.h"
#include "common_irrlicht.h"
#include "jmutex.h"
#include <ostream>
#include "clientobject.h"
#include "utility.h" // For IntervalLimiter
#include "gamedef.h"
struct MeshMakeData;
class IGameDef;
class IWritableTextureSource;
class IWritableToolDefManager;
class IWritableNodeDefManager;
//class IWritableCraftDefManager;
class IWritableCraftItemDefManager;
class ClientNotReadyException : public BaseException
{
public:
ClientNotReadyException(const char *s):
BaseException(s)
{}
};
struct QueuedMeshUpdate
{
v3s16 p;
MeshMakeData *data;
bool ack_block_to_server;
QueuedMeshUpdate();
~QueuedMeshUpdate();
};
/*
A thread-safe queue of mesh update tasks
*/
class MeshUpdateQueue
{
public:
MeshUpdateQueue();
~MeshUpdateQueue();
/*
peer_id=0 adds with nobody to send to
*/
void addBlock(v3s16 p, MeshMakeData *data, bool ack_block_to_server);
// Returned pointer must be deleted
// Returns NULL if queue is empty
QueuedMeshUpdate * pop();
u32 size()
{
JMutexAutoLock lock(m_mutex);
return m_queue.size();
}
private:
core::list<QueuedMeshUpdate*> m_queue;
JMutex m_mutex;
};
struct MeshUpdateResult
{
v3s16 p;
scene::SMesh *mesh;
bool ack_block_to_server;
MeshUpdateResult():
p(-1338,-1338,-1338),
mesh(NULL),
ack_block_to_server(false)
{
}
};
class MeshUpdateThread : public SimpleThread
{
public:
MeshUpdateThread(IGameDef *gamedef):
m_gamedef(gamedef)
{
}
void * Thread();
MeshUpdateQueue m_queue_in;
MutexedQueue<MeshUpdateResult> m_queue_out;
IGameDef *m_gamedef;
};
enum ClientEventType
{
CE_NONE,
CE_PLAYER_DAMAGE,
CE_PLAYER_FORCE_MOVE,
CE_DEATHSCREEN,
CE_TEXTURES_UPDATED
};
struct ClientEvent
{
ClientEventType type;
union{
struct{
} none;
struct{
u8 amount;
} player_damage;
struct{
f32 pitch;
f32 yaw;
} player_force_move;
struct{
bool set_camera_point_target;
f32 camera_point_target_x;
f32 camera_point_target_y;
f32 camera_point_target_z;
} deathscreen;
struct{
} textures_updated;
};
};
class Client : public con::PeerHandler, public InventoryManager, public IGameDef
{
public:
/*
NOTE: Nothing is thread-safe here.
*/
Client(
IrrlichtDevice *device,
const char *playername,
std::string password,
MapDrawControl &control,
IWritableTextureSource *tsrc,
IWritableToolDefManager *tooldef,
IWritableNodeDefManager *nodedef,
IWritableCraftItemDefManager *craftitemdef
);
~Client();
/*
The name of the local player should already be set when
calling this, as it is sent in the initialization.
*/
void connect(Address address);
/*
returns true when
m_con.Connected() == true
AND m_server_ser_ver != SER_FMT_VER_INVALID
throws con::PeerNotFoundException if connection has been deleted,
eg. timed out.
*/
bool connectedAndInitialized();
/*
Stuff that references the environment is valid only as
long as this is not called. (eg. Players)
If this throws a PeerNotFoundException, the connection has
timed out.
*/
void step(float dtime);
// Called from updater thread
// Returns dtime
//float asyncStep();
void ProcessData(u8 *data, u32 datasize, u16 sender_peer_id);
// Returns true if something was received
bool AsyncProcessPacket();
bool AsyncProcessData();
void Send(u16 channelnum, SharedBuffer<u8> data, bool reliable);
// Pops out a packet from the packet queue
//IncomingPacket getPacket();
void interact(u8 action, const PointedThing& pointed);
void sendSignNodeText(v3s16 p, std::string text);
void sendInventoryAction(InventoryAction *a);
void sendChatMessage(const std::wstring &message);
void sendChangePassword(const std::wstring oldpassword,
const std::wstring newpassword);
void sendDamage(u8 damage);
void sendRespawn();
// locks envlock
void removeNode(v3s16 p);
// locks envlock
void addNode(v3s16 p, MapNode n);
void updateCamera(v3f pos, v3f dir, f32 fov);
void renderPostFx();
// Returns InvalidPositionException if not found
MapNode getNode(v3s16 p);
// Wrapper to Map
NodeMetadata* getNodeMetadata(v3s16 p);
LocalPlayer* getLocalPlayer();
void setPlayerControl(PlayerControl &control);
void selectPlayerItem(u16 item);
u16 getPlayerItem() const
{ return m_playeritem; }
// Returns true if the inventory of the local player has been
// updated from the server. If it is true, it is set to false.
bool getLocalInventoryUpdated();
// Copies the inventory of the local player to parameter
void getLocalInventory(Inventory &dst);
InventoryContext *getInventoryContext();
Inventory* getInventory(InventoryContext *c, std::string id);
void inventoryAction(InventoryAction *a);
// Gets closest object pointed by the shootline
// Returns NULL if not found
ClientActiveObject * getSelectedActiveObject(
f32 max_d,
v3f from_pos_f_on_map,
core::line3d<f32> shootline_on_map
);
// Prints a line or two of info
void printDebugInfo(std::ostream &os);
u32 getDayNightRatio();
u16 getHP();
void setTempMod(v3s16 p, NodeMod mod);
void clearTempMod(v3s16 p);
float getAvgRtt()
{
try{
return m_con.GetPeerAvgRTT(PEER_ID_SERVER);
} catch(con::PeerNotFoundException){
return 1337;
}
}
bool getChatMessage(std::wstring &message)
{
if(m_chat_queue.size() == 0)
return false;
message = m_chat_queue.pop_front();
return true;
}
void addChatMessage(const std::wstring &message)
{
if (message[0] == L'/') {
m_chat_queue.push_back(
(std::wstring)L"issued command: "+message);
return;
}
//JMutexAutoLock envlock(m_env_mutex); //bulk comment-out
LocalPlayer *player = m_env.getLocalPlayer();
assert(player != NULL);
std::wstring name = narrow_to_wide(player->getName());
m_chat_queue.push_back(
(std::wstring)L"<"+name+L"> "+message);
}
u64 getMapSeed(){ return m_map_seed; }
void addUpdateMeshTask(v3s16 blockpos, bool ack_to_server=false);
// Including blocks at appropriate edges
void addUpdateMeshTaskWithEdge(v3s16 blockpos, bool ack_to_server=false);
// Get event from queue. CE_NONE is returned if queue is empty.
ClientEvent getClientEvent();
bool accessDenied()
{ return m_access_denied; }
std::wstring accessDeniedReason()
{ return m_access_denied_reason; }
float textureReceiveProgress()
{ return m_texture_receive_progress; }
bool texturesReceived()
{ return m_textures_received; }
bool tooldefReceived()
{ return m_tooldef_received; }
bool nodedefReceived()
{ return m_nodedef_received; }
bool craftitemdefReceived()
{ return m_craftitemdef_received; }
float getRTT(void);
// IGameDef interface
virtual IToolDefManager* getToolDefManager();
virtual INodeDefManager* getNodeDefManager();
virtual ICraftDefManager* getCraftDefManager();
virtual ICraftItemDefManager* getCraftItemDefManager();
virtual ITextureSource* getTextureSource();
virtual u16 allocateUnknownNodeId(const std::string &name);
private:
// Virtual methods from con::PeerHandler
void peerAdded(con::Peer *peer);
void deletingPeer(con::Peer *peer, bool timeout);
void ReceiveAll();
void Receive();
void sendPlayerPos();
// This sends the player's current name etc to the server
void sendPlayerInfo();
// Send the item number 'item' as player item to the server
void sendPlayerItem(u16 item);
float m_packetcounter_timer;
float m_connection_reinit_timer;
float m_avg_rtt_timer;
float m_playerpos_send_timer;
float m_ignore_damage_timer; // Used after server moves player
IntervalLimiter m_map_timer_and_unload_interval;
IWritableTextureSource *m_tsrc;
IWritableToolDefManager *m_tooldef;
IWritableNodeDefManager *m_nodedef;
IWritableCraftItemDefManager *m_craftitemdef;
MeshUpdateThread m_mesh_update_thread;
ClientEnvironment m_env;
con::Connection m_con;
IrrlichtDevice *m_device;
// Server serialization version
u8 m_server_ser_ver;
u16 m_playeritem;
bool m_inventory_updated;
core::map<v3s16, bool> m_active_blocks;
PacketCounter m_packetcounter;
// Received from the server. 0-23999
u32 m_time_of_day;
// 0 <= m_daynight_i < DAYNIGHT_CACHE_COUNT
//s32 m_daynight_i;
//u32 m_daynight_ratio;
Queue<std::wstring> m_chat_queue;
// The seed returned by the server in TOCLIENT_INIT is stored here
u64 m_map_seed;
std::string m_password;
bool m_access_denied;
std::wstring m_access_denied_reason;
InventoryContext m_inventory_context;
Queue<ClientEvent> m_client_event_queue;
float m_texture_receive_progress;
bool m_textures_received;
bool m_tooldef_received;
bool m_nodedef_received;
bool m_craftitemdef_received;
friend class FarMesh;
};
#endif // !SERVER
#endif // !CLIENT_HEADER