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#ifndef CLIENT_HEADER
#define CLIENT_HEADER
#include "connection.h"
#include "environment.h"
#include "common_irrlicht.h"
#include "jmutex.h"
#include <ostream>
class ClientNotReadyException : public BaseException
{
public:
ClientNotReadyException(const char *s):
BaseException(s)
{}
};
class Client;
class ClientUpdateThread : public JThread
{
bool run;
JMutex run_mutex;
Client *m_client;
public:
ClientUpdateThread(Client *client) : JThread(), run(true), m_client(client)
{
run_mutex.Init();
}
void * Thread();
bool getRun()
{
run_mutex.Lock();
bool run_cached = run;
run_mutex.Unlock();
return run_cached;
}
void setRun(bool a_run)
{
run_mutex.Lock();
run = a_run;
run_mutex.Unlock();
}
};
struct IncomingPacket
{
IncomingPacket()
{
m_data = NULL;
m_datalen = 0;
m_refcount = NULL;
}
IncomingPacket(const IncomingPacket &a)
{
m_data = a.m_data;
m_datalen = a.m_datalen;
m_refcount = a.m_refcount;
if(m_refcount != NULL)
(*m_refcount)++;
}
IncomingPacket(u8 *data, u32 datalen)
{
m_data = new u8[datalen];
memcpy(m_data, data, datalen);
m_datalen = datalen;
m_refcount = new s32(1);
}
~IncomingPacket()
{
if(m_refcount != NULL){
assert(*m_refcount > 0);
(*m_refcount)--;
if(*m_refcount == 0){
if(m_data != NULL)
delete[] m_data;
}
}
}
/*IncomingPacket & operator=(IncomingPacket a)
{
m_data = a.m_data;
m_datalen = a.m_datalen;
m_refcount = a.m_refcount;
(*m_refcount)++;
return *this;
}*/
u8 *m_data;
u32 m_datalen;
s32 *m_refcount;
};
// TODO: Remove this. It is not used as supposed.
class LazyMeshUpdater
{
public:
LazyMeshUpdater(Environment *env)
{
m_env = env;
}
~LazyMeshUpdater()
{
/*
TODO: This could be optimized. It will currently
double-update some blocks.
*/
for(core::map<v3s16, bool>::Iterator
i = m_blocks.getIterator();
i.atEnd() == false; i++)
{
v3s16 p = i.getNode()->getKey();
m_env->getMap().updateMeshes(p);
}
m_blocks.clear();
}
void add(v3s16 p)
{
m_blocks.insert(p, true);
}
private:
Environment *m_env;
core::map<v3s16, bool> m_blocks;
};
class Client : public con::PeerHandler
{
public:
/*
NOTE: Every public method should be thread-safe
*/
Client(IrrlichtDevice *device, video::SMaterial *materials,
float delete_unused_sectors_timeout,
const char *playername);
~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);
// Called from updater thread
// Returns dtime
float asyncStep();
void ProcessData(u8 *data, u32 datasize, u16 sender_peer_id);
// Returns true if something was received
bool AsyncProcessPacket(LazyMeshUpdater &mesh_updater);
bool AsyncProcessData();
void Send(u16 channelnum, SharedBuffer<u8> data, bool reliable);
//TODO: Remove
bool isFetchingBlocks();
// Pops out a packet from the packet queue
IncomingPacket getPacket();
/*void removeNode(v3s16 nodepos);
void addNodeFromInventory(v3s16 nodepos, u16 i);*/
void clickGround(u8 button, v3s16 nodepos_undersurface,
v3s16 nodepos_oversurface, u16 item);
void clickObject(u8 button, v3s16 blockpos, s16 id, u16 item);
void release(u8 button);
void sendSignText(v3s16 blockpos, s16 id, std::string text);
void updateCamera(v3f pos, v3f dir);
// Returns InvalidPositionException if not found
MapNode getNode(v3s16 p);
// Returns InvalidPositionException if not found
//f32 getGroundHeight(v2s16 p);
// Returns InvalidPositionException if not found
bool isNodeUnderground(v3s16 p);
// Note: The players should not be exposed outside
// Return value is valid until client is destroyed
//Player * getLocalPlayer();
// Return value is valid until step()
//core::list<Player*> getPlayers();
v3f getPlayerPosition();
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 getLocalInventoryUpdated();
// Copies the inventory of the local player to parameter
void getLocalInventory(Inventory &dst);
// TODO: Functions for sending inventory editing commands to
// server
// Gets closest object pointed by the shootline
// Returns NULL if not found
MapBlockObject * getSelectedObject(
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);
private:
// 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();
ClientUpdateThread m_thread;
// NOTE: If connection and environment are both to be locked,
// environment shall be locked first.
Environment m_env;
JMutex m_env_mutex;
con::Connection m_con;
JMutex m_con_mutex;
/*core::map<v3s16, float> m_fetchblock_history;
JMutex m_fetchblock_mutex;*/
core::list<IncomingPacket> m_incoming_queue;
JMutex m_incoming_queue_mutex;
IrrlichtDevice *m_device;
v3f camera_position;
v3f camera_direction;
// Server serialization version
u8 m_server_ser_ver;
float m_step_dtime;
JMutex m_step_dtime_mutex;
float m_delete_unused_sectors_timeout;
// This is behind m_env_mutex.
bool m_inventory_updated;
core::map<v3s16, bool> m_active_blocks;
PacketCounter m_packetcounter;
};
#endif
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