Trigger on_place in many situations even if prediction failed
authorDS-Minetest <vorunbekannt75@web.de>
Sat, 29 Jun 2019 15:06:58 +0000 (17:06 +0200)
committersfan5 <sfan5@live.de>
Thu, 19 Sep 2019 14:36:02 +0000 (16:36 +0200)
src/client/game.cpp

index 2b0976649ea348c6c3f7821a17cd569f8c0b36a0..ef846fe18467f3dbafe85c303a894035e929d665 100644 (file)
@@ -801,8 +801,8 @@ private:
 
        void updateChat(f32 dtime, const v2u32 &screensize);
 
-       bool nodePlacementPrediction(const ItemDefinition &selected_def,
-               const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos);
+       bool nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item,
+               const v3s16 &nodepos, const v3s16 &neighbourpos, const PointedThing &pointed);
        static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
 
        InputHandler *input = nullptr;
@@ -1083,7 +1083,7 @@ void Game::run()
                //    RenderingEngine::run() from this iteration
                //  + Sleep time until the wanted FPS are reached
                limitFps(&draw_times, &dtime);
-               
+
                // Prepare render data for next iteration
 
                updateStats(&stats, draw_times, dtime);
@@ -3225,39 +3225,24 @@ void Game::handlePointingAtNode(const PointedThing &pointed,
 
                        camera->setDigging(1);  // right click animation (always shown for feedback)
 
+                       soundmaker->m_player_rightpunch_sound = SimpleSoundSpec();
+
                        // If the wielded item has node placement prediction,
                        // make that happen
+                       // And also set the sound and send the interact
                        auto &def = selected_item.getDefinition(itemdef_manager);
-                       bool placed = nodePlacementPrediction(def, selected_item, nodepos,
-                               neighbourpos);
-
-                       if (placed) {
-                               // Report to server
-                               client->interact(INTERACT_PLACE, pointed);
-                               // Read the sound
-                               soundmaker->m_player_rightpunch_sound =
-                                               def.sound_place;
-
-                               if (client->modsLoaded())
-                                       client->getScript()->on_placenode(pointed, def);
-                       } else {
-                               soundmaker->m_player_rightpunch_sound =
-                                               SimpleSoundSpec();
+                       bool placed = nodePlacement(def, selected_item, nodepos, neighbourpos,
+                               pointed);
 
-                               if (def.node_placement_prediction.empty() ||
-                                               nodedef_manager->get(map.getNode(nodepos)).rightclickable) {
-                                       client->interact(INTERACT_PLACE, pointed); // Report to server
-                               } else {
-                                       soundmaker->m_player_rightpunch_sound =
-                                               def.sound_place_failed;
-                               }
-                       }
+                       if (placed && client->modsLoaded())
+                               client->getScript()->on_placenode(pointed, def);
                }
        }
 }
 
-bool Game::nodePlacementPrediction(const ItemDefinition &selected_def,
-       const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos)
+bool Game::nodePlacement(const ItemDefinition &selected_def,
+       const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos,
+       const PointedThing &pointed)
 {
        std::string prediction = selected_def.node_placement_prediction;
        const NodeDefManager *nodedef = client->ndef();
@@ -3266,144 +3251,162 @@ bool Game::nodePlacementPrediction(const ItemDefinition &selected_def,
        bool is_valid_position;
 
        node = map.getNode(nodepos, &is_valid_position);
-       if (!is_valid_position)
+       if (!is_valid_position) {
+               soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
                return false;
+       }
 
-       if (!prediction.empty() && !(nodedef->get(node).rightclickable &&
+       if (prediction.empty() || (nodedef->get(node).rightclickable &&
                        !isKeyDown(KeyType::SNEAK))) {
-               verbosestream << "Node placement prediction for "
-                       << selected_item.name << " is "
-                       << prediction << std::endl;
-               v3s16 p = neighbourpos;
-
-               // Place inside node itself if buildable_to
-               MapNode n_under = map.getNode(nodepos, &is_valid_position);
-               if (is_valid_position)
-               {
-                       if (nodedef->get(n_under).buildable_to)
-                               p = nodepos;
-                       else {
-                               node = map.getNode(p, &is_valid_position);
-                               if (is_valid_position &&!nodedef->get(node).buildable_to)
-                                       return false;
+               // Report to server
+               client->interact(INTERACT_PLACE, pointed);
+               return false;
+       }
+
+       verbosestream << "Node placement prediction for "
+               << selected_def.name << " is "
+               << prediction << std::endl;
+       v3s16 p = neighbourpos;
+
+       // Place inside node itself if buildable_to
+       MapNode n_under = map.getNode(nodepos, &is_valid_position);
+       if (is_valid_position) {
+               if (nodedef->get(n_under).buildable_to) {
+                       p = nodepos;
+               } else {
+                       node = map.getNode(p, &is_valid_position);
+                       if (is_valid_position && !nodedef->get(node).buildable_to) {
+                               // Report to server
+                               client->interact(INTERACT_PLACE, pointed);
+                               return false;
                        }
                }
+       }
 
-               // Find id of predicted node
-               content_t id;
-               bool found = nodedef->getId(prediction, id);
+       // Find id of predicted node
+       content_t id;
+       bool found = nodedef->getId(prediction, id);
 
-               if (!found) {
-                       errorstream << "Node placement prediction failed for "
-                               << selected_item.name << " (places "
-                               << prediction
-                               << ") - Name not known" << std::endl;
-                       return false;
-               }
+       if (!found) {
+               errorstream << "Node placement prediction failed for "
+                       << selected_def.name << " (places "
+                       << prediction
+                       << ") - Name not known" << std::endl;
+               // Handle this as if prediction was empty
+               // Report to server
+               client->interact(INTERACT_PLACE, pointed);
+               return false;
+       }
 
-               const ContentFeatures &predicted_f = nodedef->get(id);
+       const ContentFeatures &predicted_f = nodedef->get(id);
 
-               // Predict param2 for facedir and wallmounted nodes
-               u8 param2 = 0;
+       // Predict param2 for facedir and wallmounted nodes
+       u8 param2 = 0;
 
-               if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
+       if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
                        predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
-                       v3s16 dir = nodepos - neighbourpos;
+               v3s16 dir = nodepos - neighbourpos;
 
-                       if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
-                               param2 = dir.Y < 0 ? 1 : 0;
-                       } else if (abs(dir.X) > abs(dir.Z)) {
-                               param2 = dir.X < 0 ? 3 : 2;
-                       } else {
-                               param2 = dir.Z < 0 ? 5 : 4;
-                       }
+               if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
+                       param2 = dir.Y < 0 ? 1 : 0;
+               } else if (abs(dir.X) > abs(dir.Z)) {
+                       param2 = dir.X < 0 ? 3 : 2;
+               } else {
+                       param2 = dir.Z < 0 ? 5 : 4;
                }
+       }
 
-               if (predicted_f.param_type_2 == CPT2_FACEDIR ||
+       if (predicted_f.param_type_2 == CPT2_FACEDIR ||
                        predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
-                       v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
+               v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
 
-                       if (abs(dir.X) > abs(dir.Z)) {
-                               param2 = dir.X < 0 ? 3 : 1;
-                       } else {
-                               param2 = dir.Z < 0 ? 2 : 0;
-                       }
+               if (abs(dir.X) > abs(dir.Z)) {
+                       param2 = dir.X < 0 ? 3 : 1;
+               } else {
+                       param2 = dir.Z < 0 ? 2 : 0;
                }
+       }
 
-               assert(param2 <= 5);
-
-               //Check attachment if node is in group attached_node
-               if (((ItemGroupList) predicted_f.groups)["attached_node"] != 0) {
-                       static v3s16 wallmounted_dirs[8] = {
-                               v3s16(0, 1, 0),
-                               v3s16(0, -1, 0),
-                               v3s16(1, 0, 0),
-                               v3s16(-1, 0, 0),
-                               v3s16(0, 0, 1),
-                               v3s16(0, 0, -1),
-                       };
-                       v3s16 pp;
-
-                       if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
+       assert(param2 <= 5);
+
+       //Check attachment if node is in group attached_node
+       if (((ItemGroupList) predicted_f.groups)["attached_node"] != 0) {
+               static v3s16 wallmounted_dirs[8] = {
+                       v3s16(0, 1, 0),
+                       v3s16(0, -1, 0),
+                       v3s16(1, 0, 0),
+                       v3s16(-1, 0, 0),
+                       v3s16(0, 0, 1),
+                       v3s16(0, 0, -1),
+               };
+               v3s16 pp;
+
+               if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
                                predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)
-                               pp = p + wallmounted_dirs[param2];
-                       else
-                               pp = p + v3s16(0, -1, 0);
+                       pp = p + wallmounted_dirs[param2];
+               else
+                       pp = p + v3s16(0, -1, 0);
 
-                       if (!nodedef->get(map.getNode(pp)).walkable)
-                               return false;
+               if (!nodedef->get(map.getNode(pp)).walkable) {
+                       // Report to server
+                       client->interact(INTERACT_PLACE, pointed);
+                       return false;
                }
+       }
 
-               // Apply color
-               if ((predicted_f.param_type_2 == CPT2_COLOR
+       // Apply color
+       if ((predicted_f.param_type_2 == CPT2_COLOR
                        || predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
                        || predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
-                       const std::string &indexstr = selected_item.metadata.getString(
-                               "palette_index", 0);
-                       if (!indexstr.empty()) {
-                               s32 index = mystoi(indexstr);
-                               if (predicted_f.param_type_2 == CPT2_COLOR) {
-                                       param2 = index;
-                               } else if (predicted_f.param_type_2
-                                       == CPT2_COLORED_WALLMOUNTED) {
-                                       // param2 = pure palette index + other
-                                       param2 = (index & 0xf8) | (param2 & 0x07);
-                               } else if (predicted_f.param_type_2
-                                       == CPT2_COLORED_FACEDIR) {
-                                       // param2 = pure palette index + other
-                                       param2 = (index & 0xe0) | (param2 & 0x1f);
-                               }
+               const std::string &indexstr = selected_item.metadata.getString(
+                       "palette_index", 0);
+               if (!indexstr.empty()) {
+                       s32 index = mystoi(indexstr);
+                       if (predicted_f.param_type_2 == CPT2_COLOR) {
+                               param2 = index;
+                       } else if (predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
+                               // param2 = pure palette index + other
+                               param2 = (index & 0xf8) | (param2 & 0x07);
+                       } else if (predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
+                               // param2 = pure palette index + other
+                               param2 = (index & 0xe0) | (param2 & 0x1f);
                        }
                }
+       }
 
-               // Add node to client map
-               MapNode n(id, 0, param2);
+       // Add node to client map
+       MapNode n(id, 0, param2);
 
-               try {
-                       LocalPlayer *player = client->getEnv().getLocalPlayer();
+       try {
+               LocalPlayer *player = client->getEnv().getLocalPlayer();
 
-                       // Dont place node when player would be inside new node
-                       // NOTE: This is to be eventually implemented by a mod as client-side Lua
-                       if (!nodedef->get(n).walkable ||
+               // Dont place node when player would be inside new node
+               // NOTE: This is to be eventually implemented by a mod as client-side Lua
+               if (!nodedef->get(n).walkable ||
                                g_settings->getBool("enable_build_where_you_stand") ||
                                (client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
                                (nodedef->get(n).walkable &&
                                        neighbourpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
                                        neighbourpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
-
-                               // This triggers the required mesh update too
-                               client->addNode(p, n);
-                               return true;
-                       }
-               } catch (InvalidPositionException &e) {
-                       errorstream << "Node placement prediction failed for "
-                               << selected_item.name << " (places "
-                               << prediction
-                               << ") - Position not loaded" << std::endl;
+                       // This triggers the required mesh update too
+                       client->addNode(p, n);
+                       // Report to server
+                       client->interact(INTERACT_PLACE, pointed);
+                       // A node is predicted, also play a sound
+                       soundmaker->m_player_rightpunch_sound = selected_def.sound_place;
+                       return true;
+               } else {
+                       soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
+                       return false;
                }
+       } catch (InvalidPositionException &e) {
+               errorstream << "Node placement prediction failed for "
+                       << selected_def.name << " (places "
+                       << prediction
+                       << ") - Position not loaded" << std::endl;
+               soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
+               return false;
        }
-
-       return false;
 }
 
 void Game::handlePointingAtObject(const PointedThing &pointed,