~QueuedMeshUpdate();
};
+enum LocalClientState {
+ LC_Created,
+ LC_Init,
+ LC_Ready
+};
+
/*
A thread-safe queue of mesh update tasks
*/
}
};
-class MeshUpdateThread : public SimpleThread
+class MeshUpdateThread : public JThread
{
public:
MutexedQueue<MeshUpdateResult> m_queue_out;
IGameDef *m_gamedef;
+
+ v3s16 m_camera_offset;
};
enum ClientEventType
CE_DELETE_PARTICLESPAWNER,
CE_HUDADD,
CE_HUDRM,
- CE_HUDCHANGE
+ CE_HUDCHANGE,
+ CE_SET_SKY,
+ CE_OVERRIDE_DAY_NIGHT_RATIO,
};
struct ClientEvent
f32 expirationtime;
f32 size;
bool collisiondetection;
+ bool vertical;
std::string *texture;
} spawn_particle;
struct{
f32 minsize;
f32 maxsize;
bool collisiondetection;
+ bool vertical;
std::string *texture;
u32 id;
} add_particlespawner;
u32 dir;
v2f *align;
v2f *offset;
+ v3f *world_pos;
+ v2s32 * size;
} hudadd;
struct{
u32 id;
v2f *v2fdata;
std::string *sdata;
u32 data;
+ v3f *v3fdata;
+ v2s32 * v2s32data;
} hudchange;
+ struct{
+ video::SColor *bgcolor;
+ std::string *type;
+ std::vector<std::string> *params;
+ } set_sky;
+ struct{
+ bool do_override;
+ float ratio_f;
+ } override_day_night_ratio;
};
};
);
~Client();
+
+ /*
+ request all threads managed by client to be stopped
+ */
+ void Stop();
+
+
+ bool isShutdown();
/*
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)
const std::map<std::string, std::string> &fields);
void sendInventoryAction(InventoryAction *a);
void sendChatMessage(const std::wstring &message);
- void sendChangePassword(const std::wstring oldpassword,
- const std::wstring newpassword);
+ void sendChangePassword(const std::wstring &oldpassword,
+ const std::wstring &newpassword);
void sendDamage(u8 damage);
void sendBreath(u16 breath);
void sendRespawn();
+ void sendReady();
ClientEnvironment& getEnv()
{ return m_env; }
core::line3d<f32> shootline_on_map
);
- // Prints a line or two of info
- void printDebugInfo(std::ostream &os);
-
std::list<std::string> getConnectedPlayerNames();
float getAnimationTime();
// 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);
+
+ 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();
void afterContentReceived(IrrlichtDevice *device, gui::IGUIFont* font);
float getRTT(void);
+ float getCurRate(void);
+ float getAvgRate(void);
// IGameDef interface
virtual IItemDefManager* getItemDefManager();
virtual MtEventManager* getEventManager();
virtual bool checkLocalPrivilege(const std::string &priv)
{ return checkPrivilege(priv); }
+ virtual scene::IAnimatedMesh* getMesh(const std::string &filename);
// The following set of functions is used by ClientMediaDownloader
// Insert a media file appropriately into the appropriate manager
// Send a notification that no conventional media transfer is needed
void received_media();
+ LocalClientState getState() { return m_state; }
+
private:
// Virtual methods from con::PeerHandler
// Detached inventories
// key = name
std::map<std::string, Inventory*> m_detached_inventories;
+
+ // Storage for mesh data for creating multiple instances of the same mesh
+ std::map<std::string, std::string> m_mesh_data;
+
+ // own state
+ LocalClientState m_state;
};
#endif // !CLIENT_HEADER