~QueuedMeshUpdate();
};
+enum LocalClientState {
+ LC_Created,
+ LC_Init,
+ LC_Ready
+};
+
/*
A thread-safe queue of mesh update tasks
*/
v2f *align;
v2f *offset;
v3f *world_pos;
+ v2s32 * size;
} hudadd;
struct{
u32 id;
std::string *sdata;
u32 data;
v3f *v3fdata;
+ v2s32 * v2s32data;
} hudchange;
struct{
video::SColor *bgcolor;
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)
void sendDamage(u8 damage);
void sendBreath(u16 breath);
void sendRespawn();
+ void sendReady();
ClientEnvironment& getEnv()
{ return m_env; }
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; }
+ 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();
// Send a notification that no conventional media transfer is needed
void received_media();
+ LocalClientState getState() { return m_state; }
+
private:
// Virtual methods from con::PeerHandler
// 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