432 lines
10 KiB
C++
432 lines
10 KiB
C++
/************************************************************************
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* Minetest-c55
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* Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
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*
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* client.h
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* voxelands - 3d voxel world sandbox game
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* Copyright (C) Lisa 'darkrose' Milne 2014 <lisa@ltmnet.com>
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*
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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 General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*
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* License updated from GPLv2 or later to GPLv3 or later by Lisa Milne
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* for Voxelands.
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************************************************************************/
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#ifndef CLIENT_HEADER
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#define CLIENT_HEADER
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#ifndef SERVER
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#include "connection.h"
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#include "environment.h"
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#include "common_irrlicht.h"
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#include "jmutex.h"
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#include <ostream>
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#include "clientobject.h"
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#include "particles.h"
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#include "utility.h" // For IntervalLimiter
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#include "sound.h"
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#include "list.h"
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struct MeshMakeData;
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class ClientNotReadyException : public BaseException
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{
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public:
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ClientNotReadyException(const char *s):
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BaseException(s)
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{}
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};
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struct QueuedMeshUpdate
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{
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struct QueuedMeshUpdate *prev;
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struct QueuedMeshUpdate *next;
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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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/*
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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, bool ack_block_to_server);
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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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if (m_queue == NULL)
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return 0;
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return list_count(&m_queue);
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}
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private:
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QueuedMeshUpdate* m_queue;
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JMutex m_mutex;
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};
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class MapBlockMesh;
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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 SimpleThread
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{
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public:
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MeshUpdateThread()
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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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v3s16 m_camera_offset;
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ClientEnvironment *m_env;
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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_SUFFOCATE,
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CE_PLAYER_HUNGER,
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CE_PLAYER_FORCE_MOVE,
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CE_DEATHSCREEN,
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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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s8 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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};
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};
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class Client : public con::PeerHandler, public InventoryManager
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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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std::string password,
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MapDrawControl &control
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);
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~Client();
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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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returns true when
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m_con.Connected() == true
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AND m_server_ser_ver != SER_FMT_VER_INVALID
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throws con::PeerNotFoundException if connection has been deleted,
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eg. timed out.
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*/
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bool connectedAndInitialized();
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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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// Called from updater thread
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// Returns dtime
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//float asyncStep();
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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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// Pops out a packet from the packet queue
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//IncomingPacket getPacket();
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void groundAction(u8 action, v3s16 nodepos_undersurface,
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v3s16 nodepos_oversurface, u16 item);
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void throwItem(v3f dir, u16 item);
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void useItem();
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void clickActiveObject(u8 button, u16 id, u16 item_i);
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void sendNodemetaFields(v3s16 p, const std::string &formname,
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const std::map<std::string, std::wstring> &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(s8 damage, s8 suffocate, s8 hunger);
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void sendClothesWear(u16 wear);
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void sendRespawn();
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ClientEnvironment& getEnv() { return m_env; }
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// locks envlock
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void removeNode(v3s16 p);
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// locks envlock
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void addNode(v3s16 p, MapNode n);
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void updateCamera(v3f pos, v3f dir, f32 fov, v3s16 camera_offset);
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void renderPostFx();
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// Returns InvalidPositionException if not found
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MapNode getNode(v3s16 p);
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// Wrapper to Map
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NodeMetadata* getNodeMetadata(v3s16 p);
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Player* getPlayer(const char* name) { return m_env.getPlayer(name);}
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LocalPlayer* getLocalPlayer();
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void setPlayerControl(PlayerControl &control);
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void selectPlayerItem(u16 item);
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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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InventoryContext *getInventoryContext();
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Inventory* getInventory(InventoryContext *c, std::string id);
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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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// Prints a line or two of info
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void printDebugInfo(std::ostream &os);
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u16 getHP();
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u16 getAir();
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u16 getHunger();
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float getEnergy();
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bool getChatMessage(std::wstring &message)
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{
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if(m_chat_queue.size() == 0)
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return false;
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message = m_chat_queue.pop_front();
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return true;
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}
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void addChatMessage(const std::wstring &message)
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{
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if (message[0] == L'/') {
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m_chat_queue.push_back(
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(std::wstring)L"issued command: "+message);
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return;
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}
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//JMutexAutoLock envlock(m_env_mutex); //bulk comment-out
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LocalPlayer *player = m_env.getLocalPlayer();
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assert(player != NULL);
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std::wstring name = narrow_to_wide(player->getName());
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m_chat_queue.push_back(
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(std::wstring)L"<"+name+L"> "+message);
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}
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uint64_t getMapSeed() {return m_map_seed;}
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MapGenType getMapType() {return m_map_type;}
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void addUpdateMeshTask(v3s16 blockpos, bool ack_to_server=false, bool refresh_only=false);
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// Including blocks at appropriate edges
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void addUpdateMeshTaskWithEdge(v3s16 blockpos, bool ack_to_server=false);
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void updateCameraOffset(v3s16 camera_offset){ 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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inline bool accessDenied()
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{
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return m_access_denied;
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}
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inline std::wstring accessDeniedReason()
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{
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return m_access_denied_reason;
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}
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float getRTT(void);
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void playStepSound(int foot);
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void playDigSound(content_t c);
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void playPlaceSound(content_t c);
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void playSound(std::string &name, bool loop);
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void playSoundAt(std::string &name, v3f pos, bool loop);
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void setPointedNode(v3s16 p) {m_pointed_node = p;}
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v3s16 getPointedNode() {return m_pointed_node;}
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void setPointedContent(content_t c) {m_pointed_content = c;}
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content_t getPointedContent() {return m_pointed_content;}
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bool getServerDamage() {return m_server_damage;}
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bool getServerSuffocation() {return m_server_suffocation;}
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bool getServerHunger() {return m_server_hunger;}
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bool getFormState() {return m_form_open;}
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void setFormState(bool state) {m_form_open = state;}
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u8 getSleepAlpha() {return m_sleep_state*255;}
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float getAnimationTime()
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{
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return m_animation_time;
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}
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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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// This sends the player's current name etc to the server
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void sendPlayerInfo();
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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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void setServerSettings(bool damage, bool suffocation, bool hunger);
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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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MeshUpdateThread m_mesh_update_thread;
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ClientEnvironment m_env;
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// when connecting to a server it will give these via TOCLIENT_SERVERSETTINGS
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bool m_server_damage;
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bool m_server_suffocation;
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bool m_server_hunger;
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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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// This is behind m_env_mutex.
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bool m_inventory_updated;
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core::map<v3s16, bool> m_active_blocks;
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v3s16 m_pointed_node;
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content_t m_pointed_content;
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PacketCounter m_packetcounter;
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bool m_form_open;
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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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uint64_t m_map_seed;
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MapGenType m_map_type;
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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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InventoryContext m_inventory_context;
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Queue<ClientEvent> m_client_event_queue;
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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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// sleep effects
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bool m_sleeping;
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bool m_waking;
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float m_sleep_state;
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float m_animation_time;
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};
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#endif // !SERVER
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#endif // !CLIENT_HEADER
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