#include "network/connection.h"
#include "clientenvironment.h"
#include "irrlichttypes_extrabloated.h"
-#include "threading/mutex.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 "hud.h"
#include "particles.h"
+#include "mapnode.h"
+#include "tileanimation.h"
+#include "mesh_generator_thread.h"
+#include <fstream>
+#include "filesys.h"
+
+#define CLIENT_CHAT_MESSAGE_LIMIT_PER_10S 10.0f
struct MeshMakeData;
+struct ChatMessage;
class MapBlockMesh;
class IWritableTextureSource;
class IWritableShaderSource;
struct MapDrawControl;
class MtEventManager;
struct PointedThing;
-class Database;
-class Mapper;
+class MapDatabase;
+class Minimap;
struct MinimapMapblock;
class Camera;
class NetworkPacket;
-struct QueuedMeshUpdate
-{
- v3s16 p;
- MeshMakeData *data;
- bool ack_block_to_server;
-
- QueuedMeshUpdate();
- ~QueuedMeshUpdate();
-};
-
enum LocalClientState {
LC_Created,
LC_Init,
LC_Ready
};
-/*
- 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()
- {
- MutexAutoLock lock(m_mutex);
- return m_queue.size();
- }
-
-private:
- std::vector<QueuedMeshUpdate*> m_queue;
- std::set<v3s16> m_urgents;
- Mutex 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 UpdateThread
-{
-private:
- MeshUpdateQueue m_queue_in;
-
-protected:
- virtual void doUpdate();
-
-public:
-
- MeshUpdateThread() : UpdateThread("Mesh") {}
-
- void enqueueUpdate(v3s16 p, MeshMakeData *data,
- bool ack_block_to_server, bool urgent);
- MutexedQueue<MeshUpdateResult> m_queue_out;
-
- v3s16 m_camera_offset;
-};
-
enum ClientEventType
{
CE_NONE,
CE_PLAYER_FORCE_MOVE,
CE_DEATHSCREEN,
CE_SHOW_FORMSPEC,
+ CE_SHOW_LOCAL_FORMSPEC,
CE_SPAWN_PARTICLE,
CE_ADD_PARTICLESPAWNER,
CE_DELETE_PARTICLESPAWNER,
CE_HUDCHANGE,
CE_SET_SKY,
CE_OVERRIDE_DAY_NIGHT_RATIO,
+ CE_CLOUD_PARAMS,
};
struct ClientEvent
bool collision_removal;
bool vertical;
std::string *texture;
+ struct TileAnimationParams animation;
+ u8 glow;
} spawn_particle;
struct{
u16 amount;
bool vertical;
std::string *texture;
u32 id;
+ struct TileAnimationParams animation;
+ u8 glow;
} add_particlespawner;
struct{
u32 id;
video::SColor *bgcolor;
std::string *type;
std::vector<std::string> *params;
+ bool clouds;
} set_sky;
struct{
bool do_override;
float ratio_f;
} override_day_night_ratio;
+ struct {
+ f32 density;
+ u32 color_bright;
+ u32 color_ambient;
+ f32 height;
+ f32 thickness;
+ f32 speed_x;
+ f32 speed_y;
+ } cloud_params;
};
};
class PacketCounter
{
public:
- PacketCounter()
- {
- }
+ PacketCounter() = default;
void add(u16 command)
{
void clear()
{
- for(std::map<u16, u16>::iterator
- i = m_packets.begin();
- i != m_packets.end(); ++i)
- {
- i->second = 0;
+ for (auto &m_packet : m_packets) {
+ m_packet.second = 0;
}
}
void print(std::ostream &o)
{
- for(std::map<u16, u16>::iterator
- i = m_packets.begin();
- i != m_packets.end(); ++i)
- {
- o<<"cmd "<<i->first
- <<" count "<<i->second
- <<std::endl;
+ for (const auto &m_packet : m_packets) {
+ o << "cmd "<< m_packet.first <<" count "<< m_packet.second << std::endl;
}
}
std::map<u16, u16> m_packets;
};
+class ClientScripting;
+struct GameUIFlags;
+
class Client : public con::PeerHandler, public InventoryManager, public IGameDef
{
public:
*/
Client(
- IrrlichtDevice *device,
const char *playername,
- std::string password,
+ const std::string &password,
+ const std::string &address_name,
MapDrawControl &control,
IWritableTextureSource *tsrc,
IWritableShaderSource *shsrc,
IWritableNodeDefManager *nodedef,
ISoundManager *sound,
MtEventManager *event,
- bool ipv6
+ bool ipv6,
+ GameUIFlags *game_ui_flags
);
~Client();
+ DISABLE_CLASS_COPY(Client);
+
+ // Load local mods into memory
+ void loadMods();
+ 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, "");
+ }
+
+ // Initizle the mods
+ void initMods();
/*
request all threads managed by client to be stopped
The name of the local player should already be set when
calling this, as it is sent in the initialization.
*/
- void connect(Address address,
- const std::string &address_name,
- bool is_local_server);
+ void connect(Address address, bool is_local_server);
/*
Stuff that references the environment is valid only as
void handleCommand_BlockData(NetworkPacket* pkt);
void handleCommand_Inventory(NetworkPacket* pkt);
void handleCommand_TimeOfDay(NetworkPacket* pkt);
- void handleCommand_ChatMessage(NetworkPacket* pkt);
+ void handleCommand_ChatMessageOld(NetworkPacket *pkt);
+ void handleCommand_ChatMessage(NetworkPacket *pkt);
void handleCommand_ActiveObjectRemoveAdd(NetworkPacket* pkt);
void handleCommand_ActiveObjectMessages(NetworkPacket* pkt);
void handleCommand_Movement(NetworkPacket* pkt);
void handleCommand_HP(NetworkPacket* pkt);
void handleCommand_Breath(NetworkPacket* pkt);
void handleCommand_MovePlayer(NetworkPacket* pkt);
- void handleCommand_PlayerItem(NetworkPacket* pkt);
void handleCommand_DeathScreen(NetworkPacket* pkt);
void handleCommand_AnnounceMedia(NetworkPacket* pkt);
void handleCommand_Media(NetworkPacket* pkt);
- void handleCommand_ToolDef(NetworkPacket* pkt);
void handleCommand_NodeDef(NetworkPacket* pkt);
- void handleCommand_CraftItemDef(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_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_SrpBytesSandB(NetworkPacket* pkt);
+ void handleCommand_CSMFlavourLimits(NetworkPacket *pkt);
void ProcessData(NetworkPacket *pkt);
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(u8 damage);
ClientEnvironment& getEnv() { return m_env; }
ITextureSource *tsrc() { return getTextureSource(); }
ISoundManager *sound() { return getSoundManager(); }
+ static const std::string &getBuiltinLuaPath();
+ static const std::string &getClientModsLuaPath();
+
+ virtual const std::vector<ModSpec> &getMods() const;
+ virtual const ModSpec* getModSpec(const std::string &modname) const;
// Causes urgent mesh updates (unlike Map::add/removeNodeWithEvent)
void removeNode(v3s16 p);
+
+ /**
+ * Helper function for Client Side Modding
+ * Flavour is 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);
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);
void updateCameraOffset(v3s16 camera_offset)
{ m_mesh_update_thread.m_camera_offset = camera_offset; }
- // Get event from queue. CE_NONE is returned if queue is empty.
+ 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()
- { return m_access_denied; }
+ bool accessDenied() const { return m_access_denied; }
- bool reconnectRequested() { return m_access_denied_reconnect; }
+ bool reconnectRequested() const { return m_access_denied_reconnect; }
- std::string accessDeniedReason()
- { return m_access_denied_reason; }
+ 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; }
bool itemdefReceived()
{ return m_itemdef_received; }
bool nodedefReceived()
{ return m_nodedef_received; }
bool mediaReceived()
- { return m_media_downloader == NULL; }
+ { return !m_media_downloader; }
u8 getProtoVersion()
{ return m_proto_ver; }
float mediaReceiveProgress();
- void afterContentReceived(IrrlichtDevice *device);
-
- float getRTT(void);
- float getCurRate(void);
- float getAvgRate(void);
+ void afterContentReceived();
- Mapper* getMapper ()
- { return m_mapper; }
+ float getRTT();
+ float getCurRate();
- void setCamera(Camera* camera)
- { m_camera = camera; }
+ Minimap* getMinimap() { return m_minimap; }
+ void setCamera(Camera* camera) { m_camera = camera; }
- Camera* getCamera ()
- { return m_camera; }
+ Camera* getCamera () { return m_camera; }
- bool isMinimapDisabledByServer()
- { return m_minimap_disabled_by_server; }
+ bool shouldShowMinimap() const;
// IGameDef interface
virtual IItemDefManager* getItemDefManager();
ITextureSource* getTextureSource();
virtual IShaderSource* getShaderSource();
IShaderSource *shsrc() { return getShaderSource(); }
- scene::ISceneManager* getSceneManager();
virtual u16 allocateUnknownNodeId(const std::string &name);
virtual ISoundManager* getSoundManager();
virtual MtEventManager* getEventManager();
bool checkLocalPrivilege(const std::string &priv)
{ return checkPrivilege(priv); }
virtual scene::IAnimatedMesh* getMesh(const std::string &filename);
+ const std::string* getModFile(const std::string &filename);
+
+ virtual std::string getModStoragePath() const;
+ virtual bool registerModStorage(ModMetadata *meta);
+ virtual void unregisterModStorage(const std::string &name);
// 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);
- // Send a notification that no conventional media transfer is needed
- void received_media();
LocalClientState getState() { return m_state; }
- void makeScreenshot(IrrlichtDevice *device);
+ void makeScreenshot();
+
+ inline void pushToChatQueue(ChatMessage *cec)
+ {
+ m_chat_queue.push(cec);
+ }
+
+ ClientScripting *getScript() { return m_script; }
+ const bool moddingEnabled() const { return m_modding_enabled; }
+
+ inline void pushToEventQueue(const ClientEvent &event)
+ {
+ m_client_event_queue.push(event);
+ }
+
+ void showGameChat(bool show = true);
+ void showGameHud(bool show = true);
+ void showMinimap(bool show = true);
+ void showProfiler(bool show = true);
+ void showGameFog(bool show = true);
+ void showGameDebug(bool show = true);
+
+ const Address getServerAddress()
+ {
+ return m_con.GetPeerAddress(PEER_ID_SERVER);
+ }
+
+ const std::string &getAddressName() const
+ {
+ return m_address_name;
+ }
+
+ inline bool checkCSMFlavourLimit(CSMFlavourLimit flag) const
+ {
+ return m_csm_flavour_limits & flag;
+ }
+
+ u32 getCSMNodeRangeLimit() const
+ {
+ return m_csm_noderange_limit;
+ }
private:
inline std::string getPlayerName()
{ return m_env.getLocalPlayer()->getName(); }
- 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
+ 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;
+ float m_ignore_damage_timer = 0.0f; // Used after server moves player
IntervalLimiter m_map_timer_and_unload_interval;
IWritableTextureSource *m_tsrc;
ClientEnvironment m_env;
ParticleManager m_particle_manager;
con::Connection m_con;
- IrrlichtDevice *m_device;
- Camera *m_camera;
- Mapper *m_mapper;
- bool m_minimap_disabled_by_server;
+ 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;
// 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.
- u8 m_proto_ver;
+ u8 m_proto_ver = 0;
- u16 m_playeritem;
- bool m_inventory_updated;
- Inventory *m_inventory_from_server;
- float m_inventory_from_server_age;
+ u16 m_playeritem = 0;
+ bool m_inventory_updated = 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;
- int m_crack_level;
+ 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_chat_queue;
+ 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;
+ u64 m_map_seed = 0;
// Auth data
std::string m_playername;
std::string m_new_password;
// Usable by auth mechanisms.
AuthMechanism m_chosen_auth_mech;
- void * m_auth_data;
+ void *m_auth_data = nullptr;
- bool m_access_denied;
- bool m_access_denied_reconnect;
- std::string m_access_denied_reason;
+ 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;
- bool m_nodedef_received;
+ bool m_itemdef_received = false;
+ bool m_nodedef_received = false;
ClientMediaDownloader *m_media_downloader;
// 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;
+ 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;
+ float m_recommended_send_interval = 0.1f;
// Sounds
- float m_removed_sounds_check_timer;
+ float m_removed_sounds_check_timer = 0.0f;
// Mapping from server sound ids to our sound ids
- UNORDERED_MAP<s32, int> m_sounds_server_to_client;
+ std::unordered_map<s32, int> m_sounds_server_to_client;
// And the other way!
- UNORDERED_MAP<int, s32> m_sounds_client_to_server;
+ std::unordered_map<int, s32> m_sounds_client_to_server;
// And relations to objects
- UNORDERED_MAP<int, u16> m_sounds_to_objects;
+ std::unordered_map<int, u16> m_sounds_to_objects;
// Privileges
- UNORDERED_SET<std::string> m_privileges;
+ std::unordered_set<std::string> m_privileges;
// Detached inventories
// key = name
- UNORDERED_MAP<std::string, Inventory*> m_detached_inventories;
+ 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;
// Used for saving server map to disk client-side
- Database *m_localdb;
+ MapDatabase *m_localdb = nullptr;
IntervalLimiter m_localdb_save_interval;
u16 m_cache_save_interval;
- // TODO: Add callback to update these when g_settings changes
- bool m_cache_smooth_lighting;
- bool m_cache_enable_shaders;
- bool m_cache_use_tangent_vertices;
+ 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;
+ GameUIFlags *m_game_ui_flags;
- DISABLE_CLASS_COPY(Client);
+ bool m_shutdown = false;
+
+ // CSM flavour limits byteflag
+ u64 m_csm_flavour_limits = CSMFlavourLimit::CSM_FL_NONE;
+ u32 m_csm_noderange_limit = 8;
};
#endif // !CLIENT_HEADER