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path: root/src/content_mapblock.cpp
Commit message (Expand)AuthorAge
* Fix liquid_rangePilzAdam2013-11-02
* Add support for parameter 'visual_scale' for drawtypes 'signlike' and 'torchl...Sokomine2013-10-14
* Diagonal liquid animationKahrl2013-08-17
* Add liquid_range to nodedefPilzAdam2013-07-20
* Remove texture atlas / AtlasPointer, rename getTextureRaw to getTextureKahrl2013-07-02
* Make raillike nodes connect to any other raillike nodes if both are in the gr...Jeija2013-05-22
* Add new drawtype GLASSLIKE_FRAMEDRealBadAngel2013-04-24
* 6d facedirRealBadAngel2013-03-23
* Fix new_style_waterPilzAdam2013-03-17
* Liquid fine tuningproller2013-03-14
* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
* Merge pull request #482 from proller/liquidkwolekr2013-02-25
|\
| * new adjustable finite liquidproller2013-02-24
* | Update Copyright YearsSfan52013-02-24
* | Change Minetest-c55 to MinetestPilzAdam2013-02-24
|/
* Disable backface culling for drawtype plantlike and only draw 2 faces instead...Jürgen Doser2013-02-10
* Handle day-night transition in shader and make light sources brighter when sh...Perttu Ahola2012-12-02
* Remove unnecessary util/serialize.h from content_mapblock.cppPerttu Ahola2012-11-26
* Fix flowing liquid animation direction calculationPerttu Ahola2012-11-02
* Rotate facedir-rotated top and bottom textures too, and re-implement nodebox ...Perttu Ahola2012-07-21
* Facedir rotation of nodebox texturesPerttu Ahola2012-07-21
* Custom boxy nodes (stairs, slabs) and collision changesKahrl2012-06-17
* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
* Node texture animationPerttu Ahola2012-06-16
* Fix NDT_RAILLIKE tweakingsPerttu Ahola2012-06-05
* Shadily clean up NDT_RAILLIKE to surely differ from the few leftover non-LGPL...darkrose2012-06-05
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* Make lava brighter by showing light sources at their full emitted light levelPerttu Ahola2012-04-08
* Improve the look of fencesPerttu Ahola2012-03-29
* "or" -> "||" in content_mapblock.cppPerttu Ahola2012-03-18
* MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric light,...Kahrl2012-03-15
* Improve raillike drawtypeJeija2012-03-10
* Node placement / mineral / serialization / iron freq / node_dig callbackKahrl2012-01-22
* The huge item definition and item namespace unification patch (itemdef), see ...Kahrl2012-01-12
* Fix mirrored sign texturePerttu Ahola2011-12-28
* Make liquid_alternative_* to be stringsPerttu Ahola2011-11-29
* Improve glassPerttu Ahola2011-11-29
* Fix NDT_PLANTLIKE scaling to always keep the bottom at ground levelPerttu Ahola2011-11-29
* Completely generalized mesh generation; ContentFeatures serializationPerttu Ahola2011-11-29
* Clean morePerttu Ahola2011-11-29
* Prepare more for node definition serializationPerttu Ahola2011-11-29
* Better node texture generationPerttu Ahola2011-11-29
* GameDef compilesPerttu Ahola2011-11-29
* Create framework for getting rid of global definitions of node/tool/item/what...Perttu Ahola2011-11-29
* Move ContentFeatures to mapnode_contentfeatures.{h,cpp} and clean stuffPerttu Ahola2011-11-29
* Fix water-glass and water-lava surfacesPerttu Ahola2011-11-08
* Fix flowing liquid spacing; water and lava next to each other will glitch a b...Perttu Ahola2011-11-03
* set backface culling off again for torches, ladders, rails and signsPerttu Ahola2011-10-18
* Improve rendering and fix tiling in mesh generationPerttu Ahola2011-10-18
* Header file tweaking; mainly for speedPerttu Ahola2011-10-12
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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#pragma once

#include "clientenvironment.h"
#include "irrlichttypes_extrabloated.h"
#include <ostream>
#include <map>
#include <set>
#include <vector>
#include <unordered_set>
#include "clientobject.h"
#include "gamedef.h"
#include "inventorymanager.h"
#include "localplayer.h"
#include "client/hud.h"
#include "particles.h"
#include "mapnode.h"
#include "tileanimation.h"
#include "mesh_generator_thread.h"
#include "network/address.h"
#include "network/peerhandler.h"
#include <fstream>

#define CLIENT_CHAT_MESSAGE_LIMIT_PER_10S 10.0f

struct ClientEvent;
struct MeshMakeData;
struct ChatMessage;
class MapBlockMesh;
class IWritableTextureSource;
class IWritableShaderSource;
class IWritableItemDefManager;
class ISoundManager;
class NodeDefManager;
//class IWritableCraftDefManager;
class ClientMediaDownloader;
struct MapDrawControl;
class ModChannelMgr;
class MtEventManager;
struct PointedThing;
class MapDatabase;
class Minimap;
struct MinimapMapblock;
class Camera;
class NetworkPacket;
namespace con {
class Connection;
}

enum LocalClientState {
	LC_Created,
	LC_Init,
	LC_Ready
};

/*
	Packet counter
*/

class PacketCounter
{
public:
	PacketCounter() = default;

	void add(u16 command)
	{
		std::map<u16, u16>::iterator n = m_packets.find(command);
		if(n == m_packets.end())
		{
			m_packets[command] = 1;
		}
		else
		{
			n->second++;
		}
	}

	void clear()
	{
		for (auto &m_packet : m_packets) {
			m_packet.second = 0;
		}
	}

	void print(std::ostream &o)
	{
		for (const auto &m_packet : m_packets) {
			o << "cmd "<< m_packet.first <<" count "<< m_packet.second << std::endl;
		}
	}

private:
	// command, count
	std::map<u16, u16> m_packets;
};

class ClientScripting;
class GameUI;

class Client : public con::PeerHandler, public InventoryManager, public IGameDef
{
public:
	/*
		NOTE: Nothing is thread-safe here.
	*/

	Client(
			const char *playername,
			const std::string &password,
			const std::string &address_name,
			MapDrawControl &control,
			IWritableTextureSource *tsrc,
			IWritableShaderSource *shsrc,
			IWritableItemDefManager *itemdef,
			NodeDefManager *nodedef,
			ISoundManager *sound,
			MtEventManager *event,
			bool ipv6,
			GameUI *game_ui
	);

	~Client();
	DISABLE_CLASS_COPY(Client);

	// Load local mods into memory
	void scanModSubfolder(const std::string &mod_name, const std::string &mod_path,
				std::string mod_subpath);
	inline void scanModIntoMemory(const std::string &mod_name, const std::string &mod_path)
	{
		scanModSubfolder(mod_name, mod_path, "");
	}

	/*
	 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, bool is_local_server);

	/*
		Stuff that references the environment is valid only as
		long as this is not called. (eg. Players)
		If this throws a PeerNotFoundException, the connection has
		timed out.
	*/
	void step(float dtime);

	/*
	 * Command Handlers
	 */

	void handleCommand(NetworkPacket* pkt);

	void handleCommand_Null(NetworkPacket* pkt) {};
	void handleCommand_Deprecated(NetworkPacket* pkt);
	void handleCommand_Hello(NetworkPacket* pkt);
	void handleCommand_AuthAccept(NetworkPacket* pkt);
	void handleCommand_AcceptSudoMode(NetworkPacket* pkt);
	void handleCommand_DenySudoMode(NetworkPacket* pkt);
	void handleCommand_AccessDenied(NetworkPacket* pkt);
	void handleCommand_RemoveNode(NetworkPacket* pkt);
	void handleCommand_AddNode(NetworkPacket* pkt);
	void handleCommand_NodemetaChanged(NetworkPacket *pkt);
	void handleCommand_BlockData(NetworkPacket* pkt);
	void handleCommand_Inventory(NetworkPacket* pkt);
	void handleCommand_TimeOfDay(NetworkPacket* pkt);
	void handleCommand_ChatMessage(NetworkPacket *pkt);
	void handleCommand_ActiveObjectRemoveAdd(NetworkPacket* pkt);
	void handleCommand_ActiveObjectMessages(NetworkPacket* pkt);
	void handleCommand_Movement(NetworkPacket* pkt);
	void handleCommand_Fov(NetworkPacket *pkt);
	void handleCommand_HP(NetworkPacket* pkt);
	void handleCommand_Breath(NetworkPacket* pkt);
	void handleCommand_MovePlayer(NetworkPacket* pkt);
	void handleCommand_DeathScreen(NetworkPacket* pkt);
	void handleCommand_AnnounceMedia(NetworkPacket* pkt);
	void handleCommand_Media(NetworkPacket* pkt);
	void handleCommand_NodeDef(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_ShowFormSpec(NetworkPacket* pkt);
	void handleCommand_SpawnParticle(NetworkPacket* pkt);
	void handleCommand_AddParticleSpawner(NetworkPacket* pkt);
	void handleCommand_DeleteParticleSpawner(NetworkPacket* pkt);
	void handleCommand_HudAdd(NetworkPacket* pkt);
	void handleCommand_HudRemove(NetworkPacket* pkt);
	void handleCommand_HudChange(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 handleCommand_UpdatePlayerList(NetworkPacket* pkt);
	void handleCommand_ModChannelMsg(NetworkPacket *pkt);
	void handleCommand_ModChannelSignal(NetworkPacket *pkt);
	void handleCommand_SrpBytesSandB(NetworkPacket *pkt);
	void handleCommand_FormspecPrepend(NetworkPacket *pkt);
	void handleCommand_CSMRestrictionFlags(NetworkPacket *pkt);
	void handleCommand_PlayerSpeed(NetworkPacket *pkt);

	void ProcessData(NetworkPacket *pkt);

	void Send(NetworkPacket* pkt);

	void interact(InteractAction action, const PointedThing &pointed);

	void sendNodemetaFields(v3s16 p, const std::string &formname,
		const StringMap &fields);
	void sendInventoryFields(const std::string &formname,
		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(u16 damage);
	void sendRespawn();
	void sendReady();

	ClientEnvironment& getEnv() { return m_env; }
	ITextureSource *tsrc() { return getTextureSource(); }
	ISoundManager *sound() { return getSoundManager(); }
	static const std::string &getBuiltinLuaPath();
	static const std::string &getClientModsLuaPath();

	const std::vector<ModSpec> &getMods() const override;
	const ModSpec* getModSpec(const std::string &modname) const override;

	// Causes urgent mesh updates (unlike Map::add/removeNodeWithEvent)
	void removeNode(v3s16 p);

	/**
	 * Helper function for Client Side Modding
	 * CSM restrictions are applied there, this should not be used for core engine
	 * @param p
	 * @param is_valid_position
	 * @return
	 */
	MapNode getNode(v3s16 p, bool *is_valid_position);
	void addNode(v3s16 p, MapNode n, bool remove_metadata = true);

	void setPlayerControl(PlayerControl &control);

	// Returns true if the inventory of the local player has been
	// updated from the server. If it is true, it is set to false.
	bool updateWieldedItem();

	/* InventoryManager interface */
	Inventory* getInventory(const InventoryLocation &loc) override;
	void inventoryAction(InventoryAction *a) override;

	// Send the item number 'item' as player item to the server
	void setPlayerItem(u16 item);

	const std::list<std::string> &getConnectedPlayerNames()
	{
		return m_env.getPlayerNames();
	}

	float getAnimationTime();

	int getCrackLevel();
	v3s16 getCrackPos();
	void setCrack(int level, v3s16 pos);

	u16 getHP();

	bool checkPrivilege(const std::string &priv) const
	{ return (m_privileges.count(priv) != 0); }

	const std::unordered_set<std::string> &getPrivilegeList() const
	{ return m_privileges; }

	bool getChatMessage(std::wstring &message);
	void typeChatMessage(const std::wstring& message);

	u64 getMapSeed(){ return m_map_seed; }

	void addUpdateMeshTask(v3s16 blockpos, bool ack_to_server=false, bool urgent=false);
	// 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; }

	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() const { return m_access_denied; }

	bool reconnectRequested() const { return m_access_denied_reconnect; }

	void setFatalError(const std::string &reason)
	{
		m_access_denied = true;
		m_access_denied_reason = 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; }

	const bool itemdefReceived() const
	{ return m_itemdef_received; }
	const bool nodedefReceived() const
	{ return m_nodedef_received; }
	const bool mediaReceived() const
	{ return !m_media_downloader; }
	const bool activeObjectsReceived() const
	{ return m_activeobjects_received; }

	u16 getProtoVersion()
	{ return m_proto_ver; }

	bool connectedToServer();
	void confirmRegistration();
	bool m_is_registration_confirmation_state = false;
	bool m_simple_singleplayer_mode;

	float mediaReceiveProgress();

	void afterContentReceived();

	float getRTT();
	float getCurRate();

	Minimap* getMinimap() { return m_minimap; }
	void setCamera(Camera* camera) { m_camera = camera; }

	Camera* getCamera () { return m_camera; }

	bool shouldShowMinimap() const;

	// IGameDef interface
	IItemDefManager* getItemDefManager() override;
	const NodeDefManager* getNodeDefManager() override;
	ICraftDefManager* getCraftDefManager() override;
	ITextureSource* getTextureSource();
	virtual IShaderSource* getShaderSource();
	u16 allocateUnknownNodeId(const std::string &name) override;
	virtual ISoundManager* getSoundManager();
	MtEventManager* getEventManager();
	virtual ParticleManager* getParticleManager();
	bool checkLocalPrivilege(const std::string &priv)
	{ return checkPrivilege(priv); }
	virtual scene::IAnimatedMesh* getMesh(const std::string &filename, bool cache = false);
	const std::string* getModFile(const std::string &filename);

	std::string getModStoragePath() const override;
	bool registerModStorage(ModMetadata *meta) override;
	void unregisterModStorage(const std::string &name) override;

	// 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);

	LocalClientState getState() { return m_state; }

	void makeScreenshot();

	inline void pushToChatQueue(ChatMessage *cec)
	{
		m_chat_queue.push(cec);
	}

	ClientScripting *getScript() { return m_script; }
	const bool modsLoaded() const { return m_mods_loaded; }

	void pushToEventQueue(ClientEvent *event);

	void showMinimap(bool show = true);

	const Address getServerAddress();

	const std::string &getAddressName() const
	{
		return m_address_name;
	}

	inline bool checkCSMRestrictionFlag(CSMRestrictionFlags flag) const
	{
		return m_csm_restriction_flags & flag;
	}

	u32 getCSMNodeRangeLimit() const
	{
		return m_csm_restriction_noderange;
	}

	inline std::unordered_map<u32, u32> &getHUDTranslationMap()
	{
		return m_hud_server_to_client;
	}

	bool joinModChannel(const std::string &channel) override;
	bool leaveModChannel(const std::string &channel) override;
	bool sendModChannelMessage(const std::string &channel,
			const std::string &message) override;
	ModChannel *getModChannel(const std::string &channel) override;

	const std::string &getFormspecPrepend() const
	{
		return m_env.getLocalPlayer()->formspec_prepend;
	}
private:
	void loadMods();
	bool checkBuiltinIntegrity();

	// Virtual methods from con::PeerHandler
	void peerAdded(con::Peer *peer) override;
	void deletingPeer(con::Peer *peer, bool timeout) override;

	void initLocalMapSaving(const Address &address,
			const std::string &hostname,
			bool is_local_server);

	void ReceiveAll();
	void Receive();

	void sendPlayerPos();

	void deleteAuthData();
	// helper method shared with clientpackethandler
	static AuthMechanism choseAuthMech(const u32 mechs);

	void sendInit(const std::string &playerName);
	void promptConfirmRegistration(AuthMechanism chosen_auth_mechanism);
	void startAuth(AuthMechanism chosen_auth_mechanism);
	void sendDeletedBlocks(std::vector<v3s16> &blocks);
	void sendGotBlocks(const std::vector<v3s16> &blocks);
	void sendRemovedSounds(std::vector<s32> &soundList);

	// Helper function
	inline std::string getPlayerName()
	{ return m_env.getLocalPlayer()->getName(); }

	bool canSendChatMessage() const;

	float m_packetcounter_timer = 0.0f;
	float m_connection_reinit_timer = 0.1f;
	float m_avg_rtt_timer = 0.0f;
	float m_playerpos_send_timer = 0.0f;
	IntervalLimiter m_map_timer_and_unload_interval;

	IWritableTextureSource *m_tsrc;
	IWritableShaderSource *m_shsrc;
	IWritableItemDefManager *m_itemdef;
	NodeDefManager *m_nodedef;
	ISoundManager *m_sound;
	MtEventManager *m_event;


	MeshUpdateThread m_mesh_update_thread;
	ClientEnvironment m_env;
	ParticleManager m_particle_manager;
	std::unique_ptr<con::Connection> m_con;
	std::string m_address_name;
	Camera *m_camera = nullptr;
	Minimap *m_minimap = nullptr;
	bool m_minimap_disabled_by_server = false;
	// Server serialization version
	u8 m_server_ser_ver;

	// Used version of the protocol with server
	// Values smaller than 25 only mean they are smaller than 25,
	// and aren't accurate. We simply just don't know, because
	// the server didn't send the version back then.
	// If 0, server init hasn't been received yet.
	u16 m_proto_ver = 0;

	bool m_update_wielded_item = false;
	Inventory *m_inventory_from_server = nullptr;
	float m_inventory_from_server_age = 0.0f;
	PacketCounter m_packetcounter;
	// Block mesh animation parameters
	float m_animation_time = 0.0f;
	int m_crack_level = -1;
	v3s16 m_crack_pos;
	// 0 <= m_daynight_i < DAYNIGHT_CACHE_COUNT
	//s32 m_daynight_i;
	//u32 m_daynight_ratio;
	std::queue<std::wstring> m_out_chat_queue;
	u32 m_last_chat_message_sent;
	float m_chat_message_allowance = 5.0f;
	std::queue<ChatMessage *> m_chat_queue;

	// The authentication methods we can use to enter sudo mode (=change password)
	u32 m_sudo_auth_methods;

	// The seed returned by the server in TOCLIENT_INIT is stored here
	u64 m_map_seed = 0;

	// Auth data
	std::string m_playername;
	std::string m_password;
	// If set, this will be sent (and cleared) upon a TOCLIENT_ACCEPT_SUDO_MODE
	std::string m_new_password;
	// Usable by auth mechanisms.
	AuthMechanism m_chosen_auth_mech;
	void *m_auth_data = nullptr;


	bool m_access_denied = false;
	bool m_access_denied_reconnect = false;
	std::string m_access_denied_reason = "";
	std::queue<ClientEvent *> m_client_event_queue;
	bool m_itemdef_received = false;
	bool m_nodedef_received = false;
	bool m_activeobjects_received = false;
	bool m_mods_loaded = false;
	ClientMediaDownloader *m_media_downloader;

	// time_of_day speed approximation for old protocol
	bool m_time_of_day_set = false;
	float m_last_time_of_day_f = -1.0f;
	float m_time_of_day_update_timer = 0.0f;

	// An interval for generally sending object positions and stuff
	float m_recommended_send_interval = 0.1f;

	// Sounds
	float m_removed_sounds_check_timer = 0.0f;
	// Mapping from server sound ids to our sound ids
	std::unordered_map<s32, int> m_sounds_server_to_client;
	// And the other way!
	std::unordered_map<int, s32> m_sounds_client_to_server;
	// And relations to objects
	std::unordered_map<int, u16> m_sounds_to_objects;

	// Map server hud ids to client hud ids
	std::unordered_map<u32, u32> m_hud_server_to_client;

	// Privileges
	std::unordered_set<std::string> m_privileges;

	// Detached inventories
	// key = name
	std::unordered_map<std::string, Inventory*> m_detached_inventories;

	// Storage for mesh data for creating multiple instances of the same mesh
	StringMap m_mesh_data;

	StringMap m_mod_files;

	// own state
	LocalClientState m_state;

	GameUI *m_game_ui;

	// Used for saving server map to disk client-side
	MapDatabase *m_localdb = nullptr;
	IntervalLimiter m_localdb_save_interval;
	u16 m_cache_save_interval;

	ClientScripting *m_script = nullptr;
	bool m_modding_enabled;
	std::unordered_map<std::string, ModMetadata *> m_mod_storages;
	float m_mod_storage_save_timer = 10.0f;
	std::vector<ModSpec> m_mods;

	bool m_shutdown = false;

	// CSM restrictions byteflag
	u64 m_csm_restriction_flags = CSMRestrictionFlags::CSM_RF_NONE;
	u32 m_csm_restriction_noderange = 8;

	std::unique_ptr<ModChannelMgr> m_modchannel_mgr;
};