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/*
Minetest-c55
Copyright (C) 2010 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.
*/
#ifndef CLIENT_HEADER
#define CLIENT_HEADER
#include "connection.h"
#include "environment.h"
#include "irrlichttypes_extrabloated.h"
#include "jmutex.h"
#include <ostream>
#include <set>
#include <vector>
#include "clientobject.h"
#include "gamedef.h"
#include "inventorymanager.h"
#include "filesys.h"
#include "filecache.h"
#include "localplayer.h"
#include "server.h"
#include "util/pointedthing.h"
struct MeshMakeData;
class MapBlockMesh;
class IGameDef;
class IWritableTextureSource;
class IWritableShaderSource;
class IWritableItemDefManager;
class IWritableNodeDefManager;
//class IWritableCraftDefManager;
class ClientEnvironment;
struct MapDrawControl;
class MtEventManager;
class ClientNotReadyException : public BaseException
{
public:
ClientNotReadyException(const char *s):
BaseException(s)
{}
};
struct QueuedMeshUpdate
{
v3s16 p;
MeshMakeData *data;
bool ack_block_to_server;
QueuedMeshUpdate();
~QueuedMeshUpdate();
};
/*
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()
{
JMutexAutoLock lock(m_mutex);
return m_queue.size();
}
private:
std::vector<QueuedMeshUpdate*> m_queue;
std::set<v3s16> m_urgents;
JMutex 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 SimpleThread
{
public:
MeshUpdateThread(IGameDef *gamedef):
m_gamedef(gamedef)
{
}
void * Thread();
MeshUpdateQueue m_queue_in;
MutexedQueue<MeshUpdateResult> m_queue_out;
IGameDef *m_gamedef;
};
class MediaFetchThread : public SimpleThread
{
public:
MediaFetchThread(IGameDef *gamedef):
m_gamedef(gamedef)
{
}
void * Thread();
core::list<MediaRequest> m_file_requests;
MutexedQueue<std::pair<std::string, std::string> > m_file_data;
core::list<MediaRequest> m_failed;
std::string m_remote_url;
IGameDef *m_gamedef;
};
enum ClientEventType
{
CE_NONE,
CE_PLAYER_DAMAGE,
CE_PLAYER_FORCE_MOVE,
CE_DEATHSCREEN,
CE_TEXTURES_UPDATED
};
struct ClientEvent
{
ClientEventType type;
union{
struct{
} none;
struct{
u8 amount;
} player_damage;
struct{
f32 pitch;
f32 yaw;
} player_force_move;
struct{
bool set_camera_point_target;
f32 camera_point_target_x;
f32 camera_point_target_y;
f32 camera_point_target_z;
} deathscreen;
struct{
} textures_updated;
};
};
class Client : public con::PeerHandler, public InventoryManager, public IGameDef
{
public:
/*
NOTE: Nothing is thread-safe here.
*/
Client(
IrrlichtDevice *device,
const char *playername,
std::string password,
MapDrawControl &control,
IWritableTextureSource *tsrc,
IWritableShaderSource *shsrc,
IWritableItemDefManager *itemdef,
IWritableNodeDefManager *nodedef,
ISoundManager *sound,
MtEventManager *event
);
~Client();
/*
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)
If this throws a PeerNotFoundException, the connection has
timed out.
*/
void step(float dtime);
void ProcessData(u8 *data, u32 datasize, u16 sender_peer_id);
// Returns true if something was received
bool AsyncProcessPacket();
bool AsyncProcessData();
void Send(u16 channelnum, SharedBuffer<u8> data, bool reliable);
void interact(u8 action, const PointedThing& pointed);
void sendNodemetaFields(v3s16 p, const std::string &formname,
const std::map<std::string, std::string> &fields);
void sendInventoryFields(const std::string &formname,
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 sendDamage(u8 damage);
void sendRespawn();
ClientEnvironment& getEnv()
{ return m_env; }
// Causes urgent mesh updates (unlike Map::add/removeNodeWithEvent)
void removeNode(v3s16 p);
void addNode(v3s16 p, MapNode n);
void setPlayerControl(PlayerControl &control);
void selectPlayerItem(u16 item);
u16 getPlayerItem() const
{ return m_playeritem; }
// 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 getLocalInventoryUpdated();
// Copies the inventory of the local player to parameter
void getLocalInventory(Inventory &dst);
/* InventoryManager interface */
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
);
// Prints a line or two of info
void printDebugInfo(std::ostream &os);
core::list<std::wstring> getConnectedPlayerNames();
float getAnimationTime();
int getCrackLevel();
void setCrack(int level, v3s16 pos);
u16 getHP();
bool checkPrivilege(const std::string &priv)
{ return (m_privileges.count(priv) != 0); }
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);
// Get event from queue. CE_NONE is returned if queue is empty.
ClientEvent getClientEvent();
bool accessDenied()
{ return m_access_denied; }
std::wstring accessDeniedReason()
{ return m_access_denied_reason; }
float mediaReceiveProgress()
{
if (!m_media_receive_started) return 0;
return 1.0 * m_media_received_count / m_media_count;
}
bool texturesReceived()
{ return m_media_receive_started && m_media_received_count == m_media_count; }
bool itemdefReceived()
{ return m_itemdef_received; }
bool nodedefReceived()
{ return m_nodedef_received; }
void afterContentReceived();
float getRTT(void);
// IGameDef interface
virtual IItemDefManager* getItemDefManager();
virtual INodeDefManager* getNodeDefManager();
virtual ICraftDefManager* getCraftDefManager();
virtual ITextureSource* getTextureSource();
virtual IShaderSource* getShaderSource();
virtual u16 allocateUnknownNodeId(const std::string &name);
virtual ISoundManager* getSoundManager();
virtual MtEventManager* getEventManager();
virtual bool checkLocalPrivilege(const std::string &priv)
{ return checkPrivilege(priv); }
private:
// Insert a media file appropriately into the appropriate manager
bool loadMedia(const std::string &data, const std::string &filename);
void request_media(const core::list<MediaRequest> &file_requests);
// Virtual methods from con::PeerHandler
void peerAdded(con::Peer *peer);
void deletingPeer(con::Peer *peer, bool timeout);
void ReceiveAll();
void Receive();
void sendPlayerPos();
// This sends the player's current name etc to the server
void sendPlayerInfo();
// Send the item number 'item' as player item to the server
void sendPlayerItem(u16 item);
float m_packetcounter_timer;
float m_connection_reinit_timer;
float m_avg_rtt_timer;
float m_playerpos_send_timer;
float m_ignore_damage_timer; // Used after server moves player
IntervalLimiter m_map_timer_and_unload_interval;
IWritableTextureSource *m_tsrc;
IWritableShaderSource *m_shsrc;
IWritableItemDefManager *m_itemdef;
IWritableNodeDefManager *m_nodedef;
ISoundManager *m_sound;
MtEventManager *m_event;
MeshUpdateThread m_mesh_update_thread;
core::list<MediaFetchThread*> m_media_fetch_threads;
ClientEnvironment m_env;
con::Connection m_con;
IrrlichtDevice *m_device;
// Server serialization version
u8 m_server_ser_ver;
u16 m_playeritem;
bool m_inventory_updated;
Inventory *m_inventory_from_server;
float m_inventory_from_server_age;
core::map<v3s16, bool> m_active_blocks;
PacketCounter m_packetcounter;
// Block mesh animation parameters
float m_animation_time;
int m_crack_level;
v3s16 m_crack_pos;
// 0 <= m_daynight_i < DAYNIGHT_CACHE_COUNT
//s32 m_daynight_i;
//u32 m_daynight_ratio;
Queue<std::wstring> m_chat_queue;
// The seed returned by the server in TOCLIENT_INIT is stored here
u64 m_map_seed;
std::string m_password;
bool m_access_denied;
std::wstring m_access_denied_reason;
Queue<ClientEvent> m_client_event_queue;
FileCache m_media_cache;
// Mapping from media file name to SHA1 checksum
core::map<std::string, std::string> m_media_name_sha1_map;
bool m_media_receive_started;
u32 m_media_count;
u32 m_media_received_count;
bool m_itemdef_received;
bool m_nodedef_received;
friend class FarMesh;
// time_of_day speed approximation for old protocol
bool m_time_of_day_set;
float m_last_time_of_day_f;
float m_time_of_day_update_timer;
// An interval for generally sending object positions and stuff
float m_recommended_send_interval;
// 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;
// And the other way!
std::map<int, s32> m_sounds_client_to_server;
// And relations to objects
std::map<int, u16> m_sounds_to_objects;
// Privileges
std::set<std::string> m_privileges;
// Detached inventories
// key = name
std::map<std::string, Inventory*> m_detached_inventories;
};
#endif // !CLIENT_HEADER
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