voxelands/src/client.h

432 lines
10 KiB
C++

/************************************************************************
* Minetest-c55
* Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
*
* client.h
* voxelands - 3d voxel world sandbox game
* Copyright (C) Lisa 'darkrose' Milne 2014 <lisa@ltmnet.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 3 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, see <http://www.gnu.org/licenses/>
*
* License updated from GPLv2 or later to GPLv3 or later by Lisa Milne
* for Voxelands.
************************************************************************/
#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 "particles.h"
#include "utility.h" // For IntervalLimiter
#include "sound.h"
#include "list.h"
struct MeshMakeData;
class ClientNotReadyException : public BaseException
{
public:
ClientNotReadyException(const char *s):
BaseException(s)
{}
};
struct QueuedMeshUpdate
{
struct QueuedMeshUpdate *prev;
struct QueuedMeshUpdate *next;
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);
if (m_queue == NULL)
return 0;
return list_count(&m_queue);
}
private:
QueuedMeshUpdate* m_queue;
JMutex m_mutex;
};
class MapBlockMesh;
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()
{
}
void * Thread();
MeshUpdateQueue m_queue_in;
MutexedQueue<MeshUpdateResult> m_queue_out;
v3s16 m_camera_offset;
ClientEnvironment *m_env;
};
enum ClientEventType
{
CE_NONE,
CE_PLAYER_DAMAGE,
CE_PLAYER_SUFFOCATE,
CE_PLAYER_HUNGER,
CE_PLAYER_FORCE_MOVE,
CE_DEATHSCREEN,
};
struct ClientEvent
{
ClientEventType type;
union{
struct{
} none;
struct{
s8 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;
};
};
class Client : public con::PeerHandler, public InventoryManager
{
public:
/*
NOTE: Nothing is thread-safe here.
*/
Client(
IrrlichtDevice *device,
std::string password,
MapDrawControl &control
);
~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 groundAction(u8 action, v3s16 nodepos_undersurface,
v3s16 nodepos_oversurface, u16 item);
void throwItem(v3f dir, u16 item);
void useItem();
void clickActiveObject(u8 button, u16 id, u16 item_i);
void sendNodemetaFields(v3s16 p, const std::string &formname,
const std::map<std::string, std::wstring> &fields);
void sendInventoryAction(InventoryAction *a);
void sendChatMessage(const std::wstring &message);
void sendChangePassword(const std::wstring oldpassword,
const std::wstring newpassword);
void sendDamage(s8 damage, s8 suffocate, s8 hunger);
void sendClothesWear(u16 wear);
void sendRespawn();
ClientEnvironment& getEnv() { return m_env; }
// locks envlock
void removeNode(v3s16 p);
// locks envlock
void addNode(v3s16 p, MapNode n);
void updateCamera(v3f pos, v3f dir, f32 fov, v3s16 camera_offset);
void renderPostFx();
// Returns InvalidPositionException if not found
MapNode getNode(v3s16 p);
// Wrapper to Map
NodeMetadata* getNodeMetadata(v3s16 p);
Player* getPlayer(const char* name) { return m_env.getPlayer(name);}
LocalPlayer* getLocalPlayer();
void setPlayerControl(PlayerControl &control);
void selectPlayerItem(u16 item);
// 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);
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<f32> shootline_on_map
);
// Prints a line or two of info
void printDebugInfo(std::ostream &os);
u16 getHP();
u16 getAir();
u16 getHunger();
float getEnergy();
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);
}
uint64_t getMapSeed() {return m_map_seed;}
MapGenType getMapType() {return m_map_type;}
void addUpdateMeshTask(v3s16 blockpos, bool ack_to_server=false, bool refresh_only=false);
// Including blocks at appropriate edges
void addUpdateMeshTaskWithEdge(v3s16 blockpos, bool ack_to_server=false);
void updateCameraOffset(v3s16 camera_offset){ m_mesh_update_thread.m_camera_offset = camera_offset; }
// Get event from queue. CE_NONE is returned if queue is empty.
ClientEvent getClientEvent();
inline bool accessDenied()
{
return m_access_denied;
}
inline std::wstring accessDeniedReason()
{
return m_access_denied_reason;
}
float getRTT(void);
void playStepSound(int foot);
void playDigSound(content_t c);
void playPlaceSound(content_t c);
void playSound(std::string &name, bool loop);
void playSoundAt(std::string &name, v3f pos, bool loop);
void setPointedNode(v3s16 p) {m_pointed_node = p;}
v3s16 getPointedNode() {return m_pointed_node;}
void setPointedContent(content_t c) {m_pointed_content = c;}
content_t getPointedContent() {return m_pointed_content;}
bool getServerDamage() {return m_server_damage;}
bool getServerSuffocation() {return m_server_suffocation;}
bool getServerHunger() {return m_server_hunger;}
bool getFormState() {return m_form_open;}
void setFormState(bool state) {m_form_open = state;}
u8 getSleepAlpha() {return m_sleep_state*255;}
float getAnimationTime()
{
return m_animation_time;
}
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);
void setServerSettings(bool damage, bool suffocation, bool hunger);
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;
MeshUpdateThread m_mesh_update_thread;
ClientEnvironment m_env;
// when connecting to a server it will give these via TOCLIENT_SERVERSETTINGS
bool m_server_damage;
bool m_server_suffocation;
bool m_server_hunger;
con::Connection m_con;
IrrlichtDevice *m_device;
// Server serialization version
u8 m_server_ser_ver;
// This is behind m_env_mutex.
bool m_inventory_updated;
core::map<v3s16, bool> m_active_blocks;
v3s16 m_pointed_node;
content_t m_pointed_content;
PacketCounter m_packetcounter;
bool m_form_open;
Queue<std::wstring> m_chat_queue;
// The seed returned by the server in TOCLIENT_INIT is stored here
uint64_t m_map_seed;
MapGenType m_map_type;
std::string m_password;
bool m_access_denied;
std::wstring m_access_denied_reason;
InventoryContext m_inventory_context;
Queue<ClientEvent> m_client_event_queue;
// 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;
// sleep effects
bool m_sleeping;
bool m_waking;
float m_sleep_state;
float m_animation_time;
};
#endif // !SERVER
#endif // !CLIENT_HEADER