/* Minetest Copyright (C) 2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser 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 #include "connection.h" #include "environment.h" #include "irrlichttypes_extrabloated.h" #include "jmutex.h" #include #include #include #include "clientobject.h" #include "gamedef.h" #include "inventorymanager.h" #include "filesys.h" #include "filecache.h" #include "localplayer.h" #include "server.h" #include "particles.h" #include "util/pointedthing.h" #include struct MeshMakeData; class MapBlockMesh; class IGameDef; class IWritableTextureSource; class IWritableShaderSource; class IWritableItemDefManager; class IWritableNodeDefManager; //class IWritableCraftDefManager; class ClientEnvironment; struct MapDrawControl; class MtEventManager; 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, bool urgent); // Returned pointer must be deleted // Returns NULL if queue is empty QueuedMeshUpdate * pop(); u32 size() { JMutexAutoLock lock(m_mutex); return m_queue.size(); } private: std::vector m_queue; std::set m_urgents; JMutex m_mutex; }; struct MeshUpdateResult { v3s16 p; MapBlockMesh *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 m_queue_out; IGameDef *m_gamedef; }; class MediaFetchThread : public SimpleThread { public: MediaFetchThread(IGameDef *gamedef): m_gamedef(gamedef) { } void * Thread(); std::list m_file_requests; MutexedQueue > m_file_data; std::list m_failed; std::string m_remote_url; IGameDef *m_gamedef; }; enum ClientEventType { CE_NONE, CE_PLAYER_DAMAGE, CE_PLAYER_FORCE_MOVE, CE_DEATHSCREEN, CE_TEXTURES_UPDATED, CE_SHOW_FORMSPEC, CE_SPAWN_PARTICLE, CE_ADD_PARTICLESPAWNER, CE_DELETE_PARTICLESPAWNER, CE_HUDADD, CE_HUDRM, CE_HUDCHANGE }; 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{ std::string* formspec; std::string* formname; } show_formspec; struct{ } textures_updated; struct{ v3f *pos; v3f *vel; v3f *acc; f32 expirationtime; f32 size; bool collisiondetection; std::string *texture; } spawn_particle; struct{ u16 amount; f32 spawntime; v3f *minpos; v3f *maxpos; v3f *minvel; v3f *maxvel; v3f *minacc; v3f *maxacc; f32 minexptime; f32 maxexptime; f32 minsize; f32 maxsize; bool collisiondetection; std::string *texture; u32 id; } add_particlespawner; struct{ u32 id; } delete_particlespawner; struct{ u32 id; u8 type; v2f* pos; std::string* name; v2f* scale; std::string* text; u32 number; u32 item; u32 dir; } hudadd; struct{ u32 id; } hudrm; struct{ u32 id; u8 stat; v2f* v2fdata; std::string* sdata; u32 data; } hudchange; }; }; 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, IWritableShaderSource *shsrc, IWritableItemDefManager *itemdef, IWritableNodeDefManager *nodedef, ISoundManager *sound, MtEventManager *event ); ~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); 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 data, bool reliable); void interact(u8 action, const PointedThing& pointed); void sendNodemetaFields(v3s16 p, const std::string &formname, const std::map &fields); void sendInventoryFields(const std::string &formname, const std::map &fields); 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(); ClientEnvironment& getEnv() { return m_env; } // Causes urgent mesh updates (unlike Map::add/removeNodeWithEvent) void removeNode(v3s16 p); void addNode(v3s16 p, MapNode n); 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); /* InventoryManager interface */ Inventory* getInventory(const InventoryLocation &loc); 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 shootline_on_map ); // Prints a line or two of info void printDebugInfo(std::ostream &os); std::list getConnectedPlayerNames(); float getAnimationTime(); int getCrackLevel(); void setCrack(int level, v3s16 pos); u16 getHP(); bool checkPrivilege(const std::string &priv) { return (m_privileges.count(priv) != 0); } bool getChatMessage(std::wstring &message); void typeChatMessage(const std::wstring& message); u64 getMapSeed(){ return m_map_seed; } void addUpdateMeshTask(v3s16 blockpos, bool ack_to_server=false, bool urgent=false); // Including blocks at appropriate edges void addUpdateMeshTaskWithEdge(v3s16 blockpos, bool ack_to_server=false, bool urgent=false); void addUpdateMeshTaskForNode(v3s16 nodepos, bool ack_to_server=false, bool urgent=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 mediaReceiveProgress() { if (!m_media_receive_started) return 0; return 1.0 * m_media_received_count / m_media_count; } bool texturesReceived() { return m_media_receive_started && m_media_received_count == m_media_count; } bool itemdefReceived() { return m_itemdef_received; } bool nodedefReceived() { return m_nodedef_received; } void afterContentReceived(); float getRTT(void); // IGameDef interface virtual IItemDefManager* getItemDefManager(); virtual INodeDefManager* getNodeDefManager(); virtual ICraftDefManager* getCraftDefManager(); virtual ITextureSource* getTextureSource(); virtual IShaderSource* getShaderSource(); virtual u16 allocateUnknownNodeId(const std::string &name); virtual ISoundManager* getSoundManager(); virtual MtEventManager* getEventManager(); virtual bool checkLocalPrivilege(const std::string &priv) { return checkPrivilege(priv); } private: // Insert a media file appropriately into the appropriate manager bool loadMedia(const std::string &data, const std::string &filename); void request_media(const std::list &file_requests); // 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; IWritableShaderSource *m_shsrc; IWritableItemDefManager *m_itemdef; IWritableNodeDefManager *m_nodedef; ISoundManager *m_sound; MtEventManager *m_event; MeshUpdateThread m_mesh_update_thread; std::list m_media_fetch_threads; 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; Inventory *m_inventory_from_server; float m_inventory_from_server_age; std::set m_active_blocks; PacketCounter m_packetcounter; // Block mesh animation parameters float m_animation_time; int m_crack_level; v3s16 m_crack_pos; // 0 <= m_daynight_i < DAYNIGHT_CACHE_COUNT //s32 m_daynight_i; //u32 m_daynight_ratio; Queue 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; Queue m_client_event_queue; FileCache m_media_cache; // Mapping from media file name to SHA1 checksum std::map m_media_name_sha1_map; bool m_media_receive_started; u32 m_media_count; u32 m_media_received_count; bool m_itemdef_received; bool m_nodedef_received; friend class FarMesh; // time_of_day speed approximation for old protocol bool m_time_of_day_set; float m_last_time_of_day_f; float m_time_of_day_update_timer; // An interval for generally sending object positions and stuff float m_recommended_send_interval; // Sounds float m_removed_sounds_check_timer; // Mapping from server sound ids to our sound ids std::map m_sounds_server_to_client; // And the other way! std::map m_sounds_client_to_server; // And relations to objects std::map m_sounds_to_objects; // Privileges std::set m_privileges; // Detached inventories // key = name std::map m_detached_inventories; }; #endif // !CLIENT_HEADER