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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.
*/

#ifndef ROLLBACK_HEADER
#define ROLLBACK_HEADER

#include <string>
#include "irr_v3d.h"
#include "rollback_interface.h"
#include <list>

class IGameDef;

class IRollbackManager: public IRollbackReportSink
{
public:
	// IRollbackReportManager
	virtual void reportAction(const RollbackAction &action) = 0;
	virtual std::string getActor() = 0;
	virtual bool isActorGuess() = 0;
	virtual void setActor(const std::string &actor, bool is_guess) = 0;
	virtual std::string getSuspect(v3s16 p, float nearness_shortcut,
	                               float min_nearness) = 0;

	virtual ~IRollbackManager() {}
	virtual void flush() = 0;
	// Get all actors that did something to position p, but not further than
	// <seconds> in history
	virtual std::list<RollbackAction> getNodeActors(v3s16 pos, int range,
	                time_t seconds, int limit) = 0;
	// Get actions to revert <seconds> of history made by <actor>
	virtual std::list<RollbackAction> getRevertActions(const std::string &actor,
	                time_t seconds) = 0;
};

IRollbackManager *createRollbackManager(const std::string &filepath, IGameDef *gamedef);

#endif
ItemType type; std::string name; // "" = hand std::string description; // Shown in tooltip. /* Visual properties */ std::string inventory_image; // Optional for nodes, mandatory for tools/craftitems std::string wield_image; // If empty, inventory_image or mesh (only nodes) is used v3f wield_scale; /* Item stack and interaction properties */ s16 stack_max; bool usable; bool liquids_pointable; // May be NULL. If non-NULL, deleted by destructor ToolCapabilities *tool_capabilities; ItemGroupList groups; SimpleSoundSpec sound_place; // Client shall immediately place this node when player places the item. // Server will update the precise end result a moment later. // "" = no prediction std::string node_placement_prediction; /* Some helpful methods */ ItemDefinition(); ItemDefinition(const ItemDefinition &def); ItemDefinition& operator=(const ItemDefinition &def); ~ItemDefinition(); void reset(); void serialize(std::ostream &os, u16 protocol_version) const; void deSerialize(std::istream &is); private: void resetInitial(); }; class IItemDefManager { public: IItemDefManager(){} virtual ~IItemDefManager(){} // Get item definition virtual const ItemDefinition& get(const std::string &name) const=0; // Get alias definition virtual std::string getAlias(const std::string &name) const=0; // Get set of all defined item names and aliases virtual std::set<std::string> getAll() const=0; // Check if item is known virtual bool isKnown(const std::string &name) const=0; #ifndef SERVER // Get item inventory texture virtual video::ITexture* getInventoryTexture(const std::string &name, IGameDef *gamedef) const=0; // Get item wield mesh virtual scene::IMesh* getWieldMesh(const std::string &name, IGameDef *gamedef) const=0; #endif virtual void serialize(std::ostream &os, u16 protocol_version)=0; }; class IWritableItemDefManager : public IItemDefManager { public: IWritableItemDefManager(){} virtual ~IWritableItemDefManager(){} // Get item definition virtual const ItemDefinition& get(const std::string &name) const=0; // Get alias definition virtual std::string getAlias(const std::string &name) const=0; // Get set of all defined item names and aliases virtual std::set<std::string> getAll() const=0; // Check if item is known virtual bool isKnown(const std::string &name) const=0; #ifndef SERVER // Get item inventory texture virtual video::ITexture* getInventoryTexture(const std::string &name, IGameDef *gamedef) const=0; // Get item wield mesh virtual scene::IMesh* getWieldMesh(const std::string &name, IGameDef *gamedef) const=0; #endif // Remove all registered item and node definitions and aliases // Then re-add the builtin item definitions virtual void clear()=0; // Register item definition virtual void registerItem(const ItemDefinition &def)=0; // Set an alias so that items named <name> will load as <convert_to>. // Alias is not set if <name> has already been defined. // Alias will be removed if <name> is defined at a later point of time. virtual void registerAlias(const std::string &name, const std::string &convert_to)=0; virtual void serialize(std::ostream &os, u16 protocol_version)=0; virtual void deSerialize(std::istream &is)=0; // Do stuff asked by threads that can only be done in the main thread virtual void processQueue(IGameDef *gamedef)=0; }; IWritableItemDefManager* createItemDefManager(); #endif