#ifndef CLIENT_HEADER
#define CLIENT_HEADER
-#include "connection.h"
+#include "network/connection.h"
#include "environment.h"
#include "irrlichttypes_extrabloated.h"
#include "jthread/jmutex.h"
#include "localplayer.h"
#include "hud.h"
#include "particles.h"
+#include "network/networkpacket.h"
struct MeshMakeData;
class MapBlockMesh;
struct MapDrawControl;
class MtEventManager;
struct PointedThing;
+class Database;
+class Server;
struct QueuedMeshUpdate
{
~QueuedMeshUpdate();
};
+enum LocalClientState {
+ LC_Created,
+ LC_Init,
+ LC_Ready
+};
+
/*
A thread-safe queue of mesh update tasks
*/
MeshUpdateQueue();
~MeshUpdateQueue();
-
+
/*
peer_id=0 adds with nobody to send to
*/
JMutexAutoLock lock(m_mutex);
return m_queue.size();
}
-
+
private:
std::vector<QueuedMeshUpdate*> m_queue;
std::set<v3s16> m_urgents;
MutexedQueue<MeshUpdateResult> m_queue_out;
IGameDef *m_gamedef;
+
+ v3s16 m_camera_offset;
};
enum ClientEventType
CE_HUDRM,
CE_HUDCHANGE,
CE_SET_SKY,
+ CE_OVERRIDE_DAY_NIGHT_RATIO,
};
struct ClientEvent
{
ClientEventType type;
union{
- struct{
- } none;
+ //struct{
+ //} none;
struct{
u8 amount;
} player_damage;
std::string *formspec;
std::string *formname;
} show_formspec;
- struct{
- } textures_updated;
+ //struct{
+ //} textures_updated;
struct{
v3f *pos;
v3f *vel;
v2f *align;
v2f *offset;
v3f *world_pos;
+ v2s32 * size;
} hudadd;
struct{
u32 id;
std::string *sdata;
u32 data;
v3f *v3fdata;
+ v2s32 * v2s32data;
} hudchange;
struct{
video::SColor *bgcolor;
std::string *type;
std::vector<std::string> *params;
} set_sky;
+ struct{
+ bool do_override;
+ float ratio_f;
+ } override_day_night_ratio;
};
};
MtEventManager *event,
bool ipv6
);
-
+
~Client();
/*
bool isShutdown();
+
/*
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();
+ void connect(Address address,
+ const std::string &address_name,
+ bool is_local_server);
+
/*
Stuff that references the environment is valid only as
long as this is not called. (eg. Players)
*/
void step(float dtime);
+ /*
+ * Command Handlers
+ */
+
+ void handleCommand(NetworkPacket* pkt);
+
+ void handleCommand_Null(NetworkPacket* pkt) {};
+ void handleCommand_Deprecated(NetworkPacket* pkt);
+ void handleCommand_Init(NetworkPacket* pkt);
+ void handleCommand_AccessDenied(NetworkPacket* pkt);
+ void handleCommand_RemoveNode(NetworkPacket* pkt);
+ void handleCommand_AddNode(NetworkPacket* pkt);
+ void handleCommand_BlockData(NetworkPacket* pkt);
+ void handleCommand_Inventory(NetworkPacket* pkt);
+ void handleCommand_TimeOfDay(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_Privileges(NetworkPacket* pkt);
+ void handleCommand_InventoryFormSpec(NetworkPacket* pkt);
+ void handleCommand_DetachedInventory(NetworkPacket* pkt);
+ void handleCommand_ShowFormSpec(NetworkPacket* pkt);
+ void handleCommand_SpawnParticle(NetworkPacket* pkt);
+ void handleCommand_AddParticleSpawner(NetworkPacket* pkt);
+ void handleCommand_DeleteParticleSpawner(NetworkPacket* pkt);
+ void handleCommand_HudAdd(NetworkPacket* pkt);
+ void handleCommand_HudRemove(NetworkPacket* pkt);
+ void handleCommand_HudChange(NetworkPacket* pkt);
+ void handleCommand_HudSetFlags(NetworkPacket* pkt);
+ void handleCommand_HudSetParam(NetworkPacket* pkt);
+ void handleCommand_HudSetSky(NetworkPacket* pkt);
+ void handleCommand_OverrideDayNightRatio(NetworkPacket* pkt);
+ void handleCommand_LocalPlayerAnimations(NetworkPacket* pkt);
+ void handleCommand_EyeOffset(NetworkPacket* pkt);
+
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 Send(NetworkPacket* pkt);
void interact(u8 action, const PointedThing& pointed);
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 sendChangePassword(const std::wstring &oldpassword,
+ const std::wstring &newpassword);
void sendDamage(u8 damage);
void sendBreath(u16 breath);
void sendRespawn();
+ void sendReady();
ClientEnvironment& getEnv()
{ return m_env; }
-
+
// Causes urgent mesh updates (unlike Map::add/removeNodeWithEvent)
void removeNode(v3s16 p);
void addNode(v3s16 p, MapNode n, bool remove_metadata = true);
-
+
void setPlayerControl(PlayerControl &control);
void selectPlayerItem(u16 item);
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);
core::line3d<f32> shootline_on_map
);
- // Prints a line or two of info
- void printDebugInfo(std::ostream &os);
-
std::list<std::string> getConnectedPlayerNames();
float getAnimationTime();
int getCrackLevel();
void setCrack(int level, v3s16 pos);
+ void setHighlighted(v3s16 pos, bool show_higlighted);
+ v3s16 getHighlighted(){ return m_highlighted_pos; }
+
u16 getHP();
u16 getBreath();
void addUpdateMeshTaskWithEdge(v3s16 blockpos, bool ack_to_server=false, bool urgent=false);
void addUpdateMeshTaskForNode(v3s16 nodepos, bool ack_to_server=false, bool urgent=false);
+ 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.
ClientEvent getClientEvent();
-
+
bool accessDenied()
{ return m_access_denied; }
void afterContentReceived(IrrlichtDevice *device, gui::IGUIFont* font);
float getRTT(void);
+ float getCurRate(void);
+ float getAvgRate(void);
// IGameDef interface
virtual IItemDefManager* getItemDefManager();
virtual ICraftDefManager* getCraftDefManager();
virtual ITextureSource* getTextureSource();
virtual IShaderSource* getShaderSource();
+ virtual scene::ISceneManager* getSceneManager();
virtual u16 allocateUnknownNodeId(const std::string &name);
virtual ISoundManager* getSoundManager();
virtual MtEventManager* getEventManager();
+ virtual ParticleManager* getParticleManager();
virtual bool checkLocalPrivilege(const std::string &priv)
{ return checkPrivilege(priv); }
virtual scene::IAnimatedMesh* getMesh(const std::string &filename);
// Send a notification that no conventional media transfer is needed
void received_media();
+ LocalClientState getState() { return m_state; }
+
+ void makeScreenshot(IrrlichtDevice *device);
+
private:
// Virtual methods from con::PeerHandler
void peerAdded(con::Peer *peer);
void deletingPeer(con::Peer *peer, bool timeout);
-
+
+ void initLocalMapSaving(const Address &address,
+ const std::string &hostname,
+ bool is_local_server);
+
void ReceiveAll();
void Receive();
-
+
void sendPlayerPos();
// 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;
ISoundManager *m_sound;
MtEventManager *m_event;
+
MeshUpdateThread m_mesh_update_thread;
ClientEnvironment m_env;
+ ParticleManager m_particle_manager;
con::Connection m_con;
IrrlichtDevice *m_device;
// Server serialization version
float m_inventory_from_server_age;
std::set<v3s16> m_active_blocks;
PacketCounter m_packetcounter;
+ bool m_show_highlighted;
// Block mesh animation parameters
float m_animation_time;
int m_crack_level;
v3s16 m_crack_pos;
+ v3s16 m_highlighted_pos;
// 0 <= m_daynight_i < DAYNIGHT_CACHE_COUNT
//s32 m_daynight_i;
//u32 m_daynight_ratio;
// Storage for mesh data for creating multiple instances of the same mesh
std::map<std::string, std::string> m_mesh_data;
+
+ // own state
+ LocalClientState m_state;
+
+ // Used for saving server map to disk client-side
+ Database *localdb;
+ Server *localserver;
+
+ // TODO: Add callback to update these when g_settings changes
+ bool m_cache_smooth_lighting;
+ bool m_cache_enable_shaders;
};
#endif // !CLIENT_HEADER
-