#include "network/networkpacket.h"
#include "threading/mutex_auto_lock.h"
#include "client/clientevent.h"
+#include "client/gameui.h"
#include "client/renderingengine.h"
+#include "client/sound.h"
+#include "client/tile.h"
#include "util/auth.h"
#include "util/directiontables.h"
#include "util/pointedthing.h"
#include "mapblock.h"
#include "minimap.h"
#include "modchannels.h"
-#include "mods.h"
+#include "content/mods.h"
#include "profiler.h"
#include "shader.h"
#include "gettext.h"
IWritableTextureSource *tsrc,
IWritableShaderSource *shsrc,
IWritableItemDefManager *itemdef,
- IWritableNodeDefManager *nodedef,
+ NodeDefManager *nodedef,
ISoundManager *sound,
MtEventManager *event,
bool ipv6,
- GameUIFlags *game_ui_flags
+ GameUI *game_ui
):
m_tsrc(tsrc),
m_shsrc(shsrc),
m_chosen_auth_mech(AUTH_MECHANISM_NONE),
m_media_downloader(new ClientMediaDownloader()),
m_state(LC_Created),
- m_game_ui_flags(game_ui_flags),
+ m_game_ui(game_ui),
m_modchannel_mgr(new ModChannelMgr())
{
// Add local player
m_script->setEnv(&m_env);
}
-void Client::loadMods()
+void Client::loadBuiltin()
{
// Load builtin
scanModIntoMemory(BUILTIN_MOD_NAME, getBuiltinLuaPath());
- // If modding is not enabled, don't load mods, just builtin
+ m_script->loadModFromMemory(BUILTIN_MOD_NAME);
+}
+
+void Client::loadMods()
+{
+ // Don't permit to load mods twice
+ if (m_mods_loaded) {
+ return;
+ }
+
+ // If modding is not enabled or flavour disable it, don't load mods, just builtin
if (!m_modding_enabled) {
+ warningstream << "Client side mods are disabled by configuration." << std::endl;
+ return;
+ }
+
+ if (checkCSMFlavourLimit(CSMFlavourLimit::CSM_FL_LOAD_CLIENT_MODS)) {
+ warningstream << "Client side mods are disabled by server." << std::endl;
+ // If mods loading is disabled and builtin integrity is wrong, disconnect user.
+ if (!checkBuiltinIntegrity()) {
+ // @TODO disconnect user
+ }
return;
}
+
ClientModConfiguration modconf(getClientModsLuaPath());
m_mods = modconf.getMods();
- std::vector<ModSpec> unsatisfied_mods = modconf.getUnsatisfiedMods();
// complain about mods with unsatisfied dependencies
if (!modconf.isConsistent()) {
modconf.printUnsatisfiedModsError();
}
scanModIntoMemory(mod.name, mod.path);
}
+
+ // Load and run "mod" scripts
+ for (const ModSpec &mod : m_mods)
+ m_script->loadModFromMemory(mod.name);
+
+ m_mods_loaded = true;
+}
+
+bool Client::checkBuiltinIntegrity()
+{
+ // @TODO
+ return true;
}
void Client::scanModSubfolder(const std::string &mod_name, const std::string &mod_path,
}
}
-void Client::initMods()
-{
- m_script->loadModFromMemory(BUILTIN_MOD_NAME);
-
- // If modding is not enabled, don't load mods, just builtin
- if (!m_modding_enabled) {
- return;
- }
-
- // Load and run "mod" scripts
- for (const ModSpec &mod : m_mods)
- m_script->loadModFromMemory(mod.name);
-}
-
const std::string &Client::getBuiltinLuaPath()
{
static const std::string builtin_dir = porting::path_share + DIR_DELIM + "builtin";
void Client::step(float dtime)
{
// Limit a bit
- if(dtime > 2.0)
+ if (dtime > 2.0)
dtime = 2.0;
- if(m_ignore_damage_timer > dtime)
- m_ignore_damage_timer -= dtime;
- else
- m_ignore_damage_timer = 0.0;
-
m_animation_time += dtime;
if(m_animation_time > 60.0)
m_animation_time -= 60.0;
initial_step = false;
}
else if(m_state == LC_Created) {
+ if (m_is_registration_confirmation_state) {
+ // Waiting confirmation
+ return;
+ }
float &counter = m_connection_reinit_timer;
counter -= dtime;
if(counter <= 0.0) {
ClientEnvEvent envEvent = m_env.getClientEnvEvent();
if (envEvent.type == CEE_PLAYER_DAMAGE) {
- if (m_ignore_damage_timer <= 0) {
- u8 damage = envEvent.player_damage.amount;
+ u8 damage = envEvent.player_damage.amount;
- if (envEvent.player_damage.send_to_server)
- sendDamage(damage);
+ if (envEvent.player_damage.send_to_server)
+ sendDamage(damage);
- // Add to ClientEvent queue
- ClientEvent *event = new ClientEvent();
- event->type = CE_PLAYER_DAMAGE;
- event->player_damage.amount = damage;
- m_client_event_queue.push(event);
- }
+ // Add to ClientEvent queue
+ ClientEvent *event = new ClientEvent();
+ event->type = CE_PLAYER_DAMAGE;
+ event->player_damage.amount = damage;
+ m_client_event_queue.push(event);
}
}
the local inventory (so the player notices the lag problem
and knows something is wrong).
*/
- if(m_inventory_from_server)
- {
- float interval = 10.0;
- float count_before = floor(m_inventory_from_server_age / interval);
+ if (m_inventory_from_server) {
+ float interval = 10.0f;
+ float count_before = std::floor(m_inventory_from_server_age / interval);
m_inventory_from_server_age += dtime;
- float count_after = floor(m_inventory_from_server_age / interval);
+ float count_after = std::floor(m_inventory_from_server_age / interval);
- if(count_after != count_before)
- {
+ if (count_after != count_before) {
// Do this every <interval> seconds after TOCLIENT_INVENTORY
// Reset the locally changed inventory to the authoritative inventory
- LocalPlayer *player = m_env.getLocalPlayer();
- player->inventory = *m_inventory_from_server;
+ m_env.getLocalPlayer()->inventory = *m_inventory_from_server;
m_inventory_updated = true;
}
}
Send(&pkt);
}
+void Client::promptConfirmRegistration(AuthMechanism chosen_auth_mechanism)
+{
+ m_chosen_auth_mech = chosen_auth_mechanism;
+ m_is_registration_confirmation_state = true;
+}
+
+void Client::confirmRegistration()
+{
+ m_is_registration_confirmation_state = false;
+ startAuth(m_chosen_auth_mech);
+}
+
void Client::startAuth(AuthMechanism chosen_auth_mechanism)
{
m_chosen_auth_mech = chosen_auth_mechanism;
text = wgettext("Initializing nodes...");
RenderingEngine::draw_load_screen(text, guienv, m_tsrc, 0, 72);
m_nodedef->updateAliases(m_itemdef);
- std::string texture_path = g_settings->get("texture_path");
- if (!texture_path.empty() && fs::IsDir(texture_path))
- m_nodedef->applyTextureOverrides(texture_path + DIR_DELIM + "override.txt");
+ for (const auto &path : getTextureDirs())
+ m_nodedef->applyTextureOverrides(path + DIR_DELIM + "override.txt");
m_nodedef->setNodeRegistrationStatus(true);
m_nodedef->runNodeResolveCallbacks();
delete[] text;
if (g_settings->getBool("enable_client_modding")) {
m_script->on_client_ready(m_env.getLocalPlayer());
- m_script->on_connect();
}
text = wgettext("Done!");
m_client_event_queue.push(event);
}
-void Client::showGameChat(const bool show)
-{
- m_game_ui_flags->show_chat = show;
-}
-
-void Client::showGameHud(const bool show)
-{
- m_game_ui_flags->show_hud = show;
-}
-
void Client::showMinimap(const bool show)
{
- m_game_ui_flags->show_minimap = show;
-}
-
-void Client::showProfiler(const bool show)
-{
- m_game_ui_flags->show_profiler_graph = show;
-}
-
-void Client::showGameFog(const bool show)
-{
- m_game_ui_flags->force_fog_off = !show;
-}
-
-void Client::showGameDebug(const bool show)
-{
- m_game_ui_flags->show_debug = show;
+ m_game_ui->showMinimap(show);
}
// IGameDef interface
{
return m_itemdef;
}
-INodeDefManager* Client::getNodeDefManager()
+const NodeDefManager* Client::getNodeDefManager()
{
return m_nodedef;
}
return &m_particle_manager;
}
-scene::IAnimatedMesh* Client::getMesh(const std::string &filename)
+scene::IAnimatedMesh* Client::getMesh(const std::string &filename, bool cache)
{
StringMap::const_iterator it = m_mesh_data.find(filename);
if (it == m_mesh_data.end()) {
scene::IAnimatedMesh *mesh = RenderingEngine::get_scene_manager()->getMesh(rfile);
rfile->drop();
- // NOTE: By playing with Irrlicht refcounts, maybe we could cache a bunch
- // of uniquely named instances and re-use them
mesh->grab();
- RenderingEngine::get_mesh_cache()->removeMesh(mesh);
+ if (!cache)
+ RenderingEngine::get_mesh_cache()->removeMesh(mesh);
return mesh;
}