#define CLIENT_HEADER
#include "network/connection.h"
-#include "environment.h"
+#include "clientenvironment.h"
#include "irrlichttypes_extrabloated.h"
#include "threading/mutex.h"
#include <ostream>
#include "localplayer.h"
#include "hud.h"
#include "particles.h"
-#include "network/networkpacket.h"
+#include "mapnode.h"
+#include "tileanimation.h"
+#include "mesh_generator_thread.h"
+
+#define CLIENT_CHAT_MESSAGE_LIMIT_PER_10S 10.0f
struct MeshMakeData;
class MapBlockMesh;
struct MapDrawControl;
class MtEventManager;
struct PointedThing;
-class Database;
-class Mapper;
+class MapDatabase;
+class Minimap;
struct MinimapMapblock;
class Camera;
-
-struct QueuedMeshUpdate
-{
- v3s16 p;
- MeshMakeData *data;
- bool ack_block_to_server;
-
- QueuedMeshUpdate();
- ~QueuedMeshUpdate();
-};
+class NetworkPacket;
enum LocalClientState {
LC_Created,
LC_Ready
};
-/*
- 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()
- {
- MutexAutoLock lock(m_mutex);
- return m_queue.size();
- }
-
-private:
- std::vector<QueuedMeshUpdate*> m_queue;
- std::set<v3s16> m_urgents;
- Mutex 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 UpdateThread
-{
-private:
- MeshUpdateQueue m_queue_in;
-
-protected:
- virtual void doUpdate();
-
-public:
-
- MeshUpdateThread() : UpdateThread("Mesh") {}
-
- void enqueueUpdate(v3s16 p, MeshMakeData *data,
- bool ack_block_to_server, bool urgent);
- MutexedQueue<MeshUpdateResult> m_queue_out;
-
- v3s16 m_camera_offset;
-};
-
enum ClientEventType
{
CE_NONE,
CE_PLAYER_FORCE_MOVE,
CE_DEATHSCREEN,
CE_SHOW_FORMSPEC,
+ CE_SHOW_LOCAL_FORMSPEC,
CE_SPAWN_PARTICLE,
CE_ADD_PARTICLESPAWNER,
CE_DELETE_PARTICLESPAWNER,
CE_HUDCHANGE,
CE_SET_SKY,
CE_OVERRIDE_DAY_NIGHT_RATIO,
+ CE_CLOUD_PARAMS,
};
struct ClientEvent
bool collision_removal;
bool vertical;
std::string *texture;
+ struct TileAnimationParams animation;
+ u8 glow;
} spawn_particle;
struct{
u16 amount;
f32 maxsize;
bool collisiondetection;
bool collision_removal;
+ u16 attached_id;
bool vertical;
std::string *texture;
u32 id;
+ struct TileAnimationParams animation;
+ u8 glow;
} add_particlespawner;
struct{
u32 id;
video::SColor *bgcolor;
std::string *type;
std::vector<std::string> *params;
+ bool clouds;
} set_sky;
struct{
bool do_override;
float ratio_f;
} override_day_night_ratio;
+ struct {
+ f32 density;
+ u32 color_bright;
+ u32 color_ambient;
+ f32 height;
+ f32 thickness;
+ f32 speed_x;
+ f32 speed_y;
+ } cloud_params;
};
};
std::map<u16, u16> m_packets;
};
+class ClientScripting;
+struct GameUIFlags;
+
class Client : public con::PeerHandler, public InventoryManager, public IGameDef
{
public:
Client(
IrrlichtDevice *device,
const char *playername,
- std::string password,
+ const std::string &password,
+ const std::string &address_name,
MapDrawControl &control,
IWritableTextureSource *tsrc,
IWritableShaderSource *shsrc,
IWritableNodeDefManager *nodedef,
ISoundManager *sound,
MtEventManager *event,
- bool ipv6
+ bool ipv6,
+ GameUIFlags *game_ui_flags
);
~Client();
+ void initMods();
+
/*
request all threads managed by client to be stopped
*/
The name of the local player should already be set when
calling this, as it is sent in the initialization.
*/
- void connect(Address address,
- const std::string &address_name,
- bool is_local_server);
+ void connect(Address address, bool is_local_server);
/*
Stuff that references the environment is valid only as
void handleCommand_HP(NetworkPacket* pkt);
void handleCommand_Breath(NetworkPacket* pkt);
void handleCommand_MovePlayer(NetworkPacket* pkt);
- void handleCommand_PlayerItem(NetworkPacket* pkt);
void handleCommand_DeathScreen(NetworkPacket* pkt);
void handleCommand_AnnounceMedia(NetworkPacket* pkt);
void handleCommand_Media(NetworkPacket* pkt);
- void handleCommand_ToolDef(NetworkPacket* pkt);
void handleCommand_NodeDef(NetworkPacket* pkt);
- void handleCommand_CraftItemDef(NetworkPacket* pkt);
void handleCommand_ItemDef(NetworkPacket* pkt);
void handleCommand_PlaySound(NetworkPacket* pkt);
void handleCommand_StopSound(NetworkPacket* pkt);
+ void handleCommand_FadeSound(NetworkPacket *pkt);
void handleCommand_Privileges(NetworkPacket* pkt);
void handleCommand_InventoryFormSpec(NetworkPacket* pkt);
void handleCommand_DetachedInventory(NetworkPacket* pkt);
void handleCommand_HudSetFlags(NetworkPacket* pkt);
void handleCommand_HudSetParam(NetworkPacket* pkt);
void handleCommand_HudSetSky(NetworkPacket* pkt);
+ void handleCommand_CloudParams(NetworkPacket* pkt);
void handleCommand_OverrideDayNightRatio(NetworkPacket* pkt);
void handleCommand_LocalPlayerAnimations(NetworkPacket* pkt);
void handleCommand_EyeOffset(NetworkPacket* pkt);
void ProcessData(NetworkPacket *pkt);
- // Returns true if something was received
- bool AsyncProcessPacket();
- bool AsyncProcessData();
void Send(NetworkPacket* pkt);
void interact(u8 action, const PointedThing& pointed);
const StringMap &fields);
void sendInventoryAction(InventoryAction *a);
void sendChatMessage(const std::wstring &message);
+ void clearOutChatQueue();
void sendChangePassword(const std::string &oldpassword,
const std::string &newpassword);
void sendDamage(u8 damage);
void sendRespawn();
void sendReady();
- ClientEnvironment& getEnv()
- { return m_env; }
+ ClientEnvironment& getEnv() { return m_env; }
+ ITextureSource *tsrc() { return getTextureSource(); }
+ ISoundManager *sound() { return getSoundManager(); }
+ static const std::string &getBuiltinLuaPath();
+ static const std::string &getClientModsLuaPath();
+
+ virtual const std::vector<ModSpec> &getMods() const;
+ virtual const ModSpec* getModSpec(const std::string &modname) const;
// Causes urgent mesh updates (unlike Map::add/removeNodeWithEvent)
void removeNode(v3s16 p);
+ MapNode getNode(v3s16 p, bool *is_valid_position);
void addNode(v3s16 p, MapNode n, bool remove_metadata = true);
void setPlayerControl(PlayerControl &control);
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
- );
-
- std::list<std::string> getConnectedPlayerNames();
+ const std::list<std::string> &getConnectedPlayerNames()
+ {
+ return m_env.getPlayerNames();
+ }
float getAnimationTime();
int getCrackLevel();
+ v3s16 getCrackPos();
void setCrack(int level, v3s16 pos);
u16 getHP();
- u16 getBreath();
- bool checkPrivilege(const std::string &priv)
+ bool checkPrivilege(const std::string &priv) const
{ return (m_privileges.count(priv) != 0); }
bool getChatMessage(std::wstring &message);
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.
+ bool hasClientEvents() const { return !m_client_event_queue.empty(); }
+ // Get event from queue. If queue is empty, it triggers an assertion failure.
ClientEvent getClientEvent();
- bool accessDenied()
- { return m_access_denied; }
+ bool accessDenied() const { return m_access_denied; }
+
+ bool reconnectRequested() const { return m_access_denied_reconnect; }
- bool reconnectRequested() { return m_access_denied_reconnect; }
+ void setFatalError(const std::string &reason)
+ {
+ m_access_denied = true;
+ m_access_denied_reason = reason;
+ }
- std::string accessDeniedReason()
- { return m_access_denied_reason; }
+ // Renaming accessDeniedReason to better name could be good as it's used to
+ // disconnect client when CSM failed.
+ const std::string &accessDeniedReason() const { return m_access_denied_reason; }
bool itemdefReceived()
{ return m_itemdef_received; }
u8 getProtoVersion()
{ return m_proto_ver; }
+ bool connectedToServer()
+ { return m_con.Connected(); }
+
float mediaReceiveProgress();
void afterContentReceived(IrrlichtDevice *device);
- float getRTT(void);
- float getCurRate(void);
- float getAvgRate(void);
-
- Mapper* getMapper ()
- { return m_mapper; }
+ float getRTT();
+ float getCurRate();
- void setCamera(Camera* camera)
- { m_camera = camera; }
+ Minimap* getMinimap() { return m_minimap; }
+ void setCamera(Camera* camera) { m_camera = camera; }
- Camera* getCamera ()
- { return m_camera; }
+ Camera* getCamera () { return m_camera; }
- bool isMinimapDisabledByServer()
- { return m_minimap_disabled_by_server; }
+ bool shouldShowMinimap() const;
// IGameDef interface
virtual IItemDefManager* getItemDefManager();
virtual INodeDefManager* getNodeDefManager();
virtual ICraftDefManager* getCraftDefManager();
- virtual ITextureSource* getTextureSource();
+ ITextureSource* getTextureSource();
virtual IShaderSource* getShaderSource();
- virtual scene::ISceneManager* getSceneManager();
+ IShaderSource *shsrc() { return getShaderSource(); }
+ scene::ISceneManager* getSceneManager();
virtual u16 allocateUnknownNodeId(const std::string &name);
virtual ISoundManager* getSoundManager();
virtual MtEventManager* getEventManager();
virtual ParticleManager* getParticleManager();
- virtual bool checkLocalPrivilege(const std::string &priv)
+ bool checkLocalPrivilege(const std::string &priv)
{ return checkPrivilege(priv); }
virtual scene::IAnimatedMesh* getMesh(const std::string &filename);
+ virtual std::string getModStoragePath() const;
+ virtual bool registerModStorage(ModMetadata *meta);
+ virtual void unregisterModStorage(const std::string &name);
+
// The following set of functions is used by ClientMediaDownloader
// Insert a media file appropriately into the appropriate manager
bool loadMedia(const std::string &data, const std::string &filename);
// Send a request for conventional media transfer
void request_media(const std::vector<std::string> &file_requests);
- // Send a notification that no conventional media transfer is needed
- void received_media();
LocalClientState getState() { return m_state; }
void makeScreenshot(IrrlichtDevice *device);
+ inline void pushToChatQueue(const std::wstring &input)
+ {
+ m_chat_queue.push(input);
+ }
+
+ ClientScripting *getScript() { return m_script; }
+ const bool moddingEnabled() const { return m_modding_enabled; }
+
+ inline void pushToEventQueue(const ClientEvent &event)
+ {
+ m_client_event_queue.push(event);
+ }
+
+ void showGameChat(const bool show = true);
+ void showGameHud(const bool show = true);
+ void showMinimap(const bool show = true);
+ void showProfiler(const bool show = true);
+ void showGameFog(const bool show = true);
+ void showGameDebug(const bool show = true);
+
+ IrrlichtDevice *getDevice() const { return m_device; }
+
+ const Address getServerAddress()
+ {
+ return m_con.GetPeerAddress(PEER_ID_SERVER);
+ }
+
+ const std::string &getAddressName() const
+ {
+ return m_address_name;
+ }
+
private:
// Virtual methods from con::PeerHandler
inline std::string getPlayerName()
{ return m_env.getLocalPlayer()->getName(); }
+ bool canSendChatMessage() const;
+
float m_packetcounter_timer;
float m_connection_reinit_timer;
float m_avg_rtt_timer;
ClientEnvironment m_env;
ParticleManager m_particle_manager;
con::Connection m_con;
+ std::string m_address_name;
IrrlichtDevice *m_device;
Camera *m_camera;
- Mapper *m_mapper;
+ Minimap *m_minimap;
bool m_minimap_disabled_by_server;
// Server serialization version
u8 m_server_ser_ver;
//s32 m_daynight_i;
//u32 m_daynight_ratio;
std::queue<std::wstring> m_chat_queue;
+ std::queue<std::wstring> m_out_chat_queue;
+ u32 m_last_chat_message_sent;
+ float m_chat_message_allowance;
// The authentication methods we can use to enter sudo mode (=change password)
u32 m_sudo_auth_methods;
// Sounds
float m_removed_sounds_check_timer;
// Mapping from server sound ids to our sound ids
- std::map<s32, int> m_sounds_server_to_client;
+ UNORDERED_MAP<s32, int> m_sounds_server_to_client;
// And the other way!
- std::map<int, s32> m_sounds_client_to_server;
+ UNORDERED_MAP<int, s32> m_sounds_client_to_server;
// And relations to objects
- std::map<int, u16> m_sounds_to_objects;
+ UNORDERED_MAP<int, u16> m_sounds_to_objects;
// Privileges
- std::set<std::string> m_privileges;
+ UNORDERED_SET<std::string> m_privileges;
// Detached inventories
// key = name
- std::map<std::string, Inventory*> m_detached_inventories;
+ UNORDERED_MAP<std::string, Inventory*> m_detached_inventories;
// Storage for mesh data for creating multiple instances of the same mesh
StringMap m_mesh_data;
LocalClientState m_state;
// Used for saving server map to disk client-side
- Database *m_localdb;
+ MapDatabase *m_localdb;
IntervalLimiter m_localdb_save_interval;
u16 m_cache_save_interval;
- // TODO: Add callback to update these when g_settings changes
- bool m_cache_smooth_lighting;
- bool m_cache_enable_shaders;
- bool m_cache_use_tangent_vertices;
+ ClientScripting *m_script;
+ bool m_modding_enabled;
+ UNORDERED_MAP<std::string, ModMetadata *> m_mod_storages;
+ float m_mod_storage_save_timer;
+ GameUIFlags *m_game_ui_flags;
+ bool m_shutdown;
DISABLE_CLASS_COPY(Client);
};