#ifndef CLIENT_HEADER
#define CLIENT_HEADER
+#ifndef SERVER
+
#include "connection.h"
#include "environment.h"
#include "common_irrlicht.h"
#include "jmutex.h"
#include <ostream>
+#include "clientobject.h"
+#include "utility.h" // For IntervalLimiter
+#include "gamedef.h"
+#include "inventorymanager.h"
+#include "filesys.h"
+
+struct MeshMakeData;
+class IGameDef;
+class IWritableTextureSource;
+class IWritableItemDefManager;
+class IWritableNodeDefManager;
+//class IWritableCraftDefManager;
class ClientNotReadyException : public BaseException
{
{}
};
-class Client;
-
-class ClientUpdateThread : public JThread
+struct QueuedMeshUpdate
{
- bool run;
- JMutex run_mutex;
+ v3s16 p;
+ MeshMakeData *data;
+ bool ack_block_to_server;
- Client *m_client;
+ QueuedMeshUpdate();
+ ~QueuedMeshUpdate();
+};
+/*
+ A thread-safe queue of mesh update tasks
+*/
+class MeshUpdateQueue
+{
public:
+ MeshUpdateQueue();
- ClientUpdateThread(Client *client) : JThread(), run(true), m_client(client)
- {
- run_mutex.Init();
- }
+ ~MeshUpdateQueue();
+
+ /*
+ peer_id=0 adds with nobody to send to
+ */
+ void addBlock(v3s16 p, MeshMakeData *data, bool ack_block_to_server);
- void * Thread();
+ // Returned pointer must be deleted
+ // Returns NULL if queue is empty
+ QueuedMeshUpdate * pop();
- bool getRun()
+ u32 size()
{
- 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();
+ JMutexAutoLock lock(m_mutex);
+ return m_queue.size();
}
+
+private:
+ core::list<QueuedMeshUpdate*> m_queue;
+ JMutex m_mutex;
};
-struct IncomingPacket
+struct MeshUpdateResult
{
- IncomingPacket()
- {
- m_data = NULL;
- m_datalen = 0;
- m_refcount = NULL;
- }
- IncomingPacket(const IncomingPacket &a)
+ v3s16 p;
+ scene::SMesh *mesh;
+ bool ack_block_to_server;
+
+ MeshUpdateResult():
+ p(-1338,-1338,-1338),
+ mesh(NULL),
+ ack_block_to_server(false)
{
- 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
+class MeshUpdateThread : public SimpleThread
{
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->updateMeshes(p);
- }
- m_blocks.clear();
- }
- void add(v3s16 p)
+
+ MeshUpdateThread(IGameDef *gamedef):
+ m_gamedef(gamedef)
{
- m_blocks.insert(p, true);
}
-private:
- Environment *m_env;
- core::map<v3s16, bool> m_blocks;
+
+ void * Thread();
+
+ MeshUpdateQueue m_queue_in;
+
+ MutexedQueue<MeshUpdateResult> m_queue_out;
+
+ IGameDef *m_gamedef;
+};
+
+enum ClientEventType
+{
+ CE_NONE,
+ CE_PLAYER_DAMAGE,
+ CE_PLAYER_FORCE_MOVE,
+ CE_DEATHSCREEN,
+ CE_TEXTURES_UPDATED
};
-class Client : public con::PeerHandler
+struct ClientEvent
+{
+ ClientEventType type;
+ union{
+ struct{
+ } none;
+ struct{
+ u8 amount;
+ } player_damage;
+ struct{
+ f32 pitch;
+ f32 yaw;
+ } player_force_move;
+ struct{
+ bool set_camera_point_target;
+ f32 camera_point_target_x;
+ f32 camera_point_target_y;
+ f32 camera_point_target_z;
+ } deathscreen;
+ struct{
+ } textures_updated;
+ };
+};
+
+class Client : public con::PeerHandler, public InventoryManager, public IGameDef
{
public:
/*
- NOTE: Every public method should be thread-safe
+ NOTE: Nothing is thread-safe here.
*/
- Client(IrrlichtDevice *device, const char *playername);
+
+ Client(
+ IrrlichtDevice *device,
+ const char *playername,
+ std::string password,
+ MapDrawControl &control,
+ IWritableTextureSource *tsrc,
+ IWritableItemDefManager *itemdef,
+ IWritableNodeDefManager *nodedef
+ );
+
~Client();
/*
The name of the local player should already be set when
// Called from updater thread
// Returns dtime
- float asyncStep();
+ //float asyncStep();
void ProcessData(u8 *data, u32 datasize, u16 sender_peer_id);
// Returns true if something was received
- bool AsyncProcessPacket(LazyMeshUpdater &mesh_updater);
+ bool AsyncProcessPacket();
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();
+ //IncomingPacket getPacket();
- /*void removeNode(v3s16 nodepos);
- void addNodeFromInventory(v3s16 nodepos, u16 i);*/
- void pressGround(u8 button, v3s16 nodepos_undersurface,
- v3s16 nodepos_oversurface, u16 item);
- void clickObject(u8 button, v3s16 blockpos, s16 id, u16 item);
- void stopDigging();
+ void interact(u8 action, const PointedThing& pointed);
- void sendSignText(v3s16 blockpos, s16 id, std::string text);
+ void sendSignNodeText(v3s16 p, std::string text);
+ void sendInventoryAction(InventoryAction *a);
+ void sendChatMessage(const std::wstring &message);
+ void sendChangePassword(const std::wstring oldpassword,
+ const std::wstring newpassword);
+ void sendDamage(u8 damage);
+ void sendRespawn();
- void updateCamera(v3f pos, v3f dir);
+ // locks envlock
+ void removeNode(v3s16 p);
+ // locks envlock
+ void addNode(v3s16 p, MapNode n);
+
+ void updateCamera(v3f pos, v3f dir, f32 fov);
+
+ void renderPostFx();
// 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);
+ // Wrapper to Map
+ NodeMetadata* getNodeMetadata(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();
+ LocalPlayer* getLocalPlayer();
void setPlayerControl(PlayerControl &control);
-
+
+ void selectPlayerItem(u16 item);
+ u16 getPlayerItem() const
+ { return m_playeritem; }
+
// 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
+ /* InventoryManager interface */
+ Inventory* getInventory(const InventoryLocation &loc);
+ void inventoryAction(InventoryAction *a);
+
// Gets closest object pointed by the shootline
// Returns NULL if not found
- MapBlockObject * getSelectedObject(
+ ClientActiveObject * getSelectedActiveObject(
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);
- float getDaylightRatio();
+ u32 getDayNightRatio();
+
+ u16 getHP();
+
+ void setTempMod(v3s16 p, NodeMod mod);
+ void clearTempMod(v3s16 p);
+
+ float getAvgRtt()
+ {
+ try{
+ return m_con.GetPeerAvgRTT(PEER_ID_SERVER);
+ } catch(con::PeerNotFoundException){
+ return 1337;
+ }
+ }
+
+ bool getChatMessage(std::wstring &message)
+ {
+ if(m_chat_queue.size() == 0)
+ return false;
+ message = m_chat_queue.pop_front();
+ return true;
+ }
+
+ void addChatMessage(const std::wstring &message)
+ {
+ if (message[0] == L'/') {
+ m_chat_queue.push_back(
+ (std::wstring)L"issued command: "+message);
+ return;
+ }
+
+ //JMutexAutoLock envlock(m_env_mutex); //bulk comment-out
+ LocalPlayer *player = m_env.getLocalPlayer();
+ assert(player != NULL);
+ std::wstring name = narrow_to_wide(player->getName());
+ m_chat_queue.push_back(
+ (std::wstring)L"<"+name+L"> "+message);
+ }
+
+ u64 getMapSeed(){ return m_map_seed; }
+
+ void addUpdateMeshTask(v3s16 blockpos, bool ack_to_server=false);
+ // Including blocks at appropriate edges
+ void addUpdateMeshTaskWithEdge(v3s16 blockpos, bool ack_to_server=false);
+
+ // Get event from queue. CE_NONE is returned if queue is empty.
+ ClientEvent getClientEvent();
+
+ bool accessDenied()
+ { return m_access_denied; }
+
+ std::wstring accessDeniedReason()
+ { return m_access_denied_reason; }
+
+ float textureReceiveProgress()
+ { return m_texture_receive_progress; }
+
+ bool texturesReceived()
+ { return m_textures_received; }
+ bool itemdefReceived()
+ { return m_itemdef_received; }
+ bool nodedefReceived()
+ { return m_nodedef_received; }
+ void afterContentReceived();
+
+ float getRTT(void);
+
+ // IGameDef interface
+ virtual IItemDefManager* getItemDefManager();
+ virtual INodeDefManager* getNodeDefManager();
+ virtual ICraftDefManager* getCraftDefManager();
+ virtual ITextureSource* getTextureSource();
+ virtual u16 allocateUnknownNodeId(const std::string &name);
+
private:
// Virtual methods from con::PeerHandler
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;
+ // 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;
+ float m_playerpos_send_timer;
+ float m_ignore_damage_timer; // Used after server moves player
+ IntervalLimiter m_map_timer_and_unload_interval;
+
+ IWritableTextureSource *m_tsrc;
+ IWritableItemDefManager *m_itemdef;
+ IWritableNodeDefManager *m_nodedef;
+ MeshUpdateThread m_mesh_update_thread;
+ ClientEnvironment m_env;
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;
-
- // This is behind m_env_mutex.
+ u16 m_playeritem;
bool m_inventory_updated;
-
+ Inventory *m_inventory_from_server;
+ float m_inventory_from_server_age;
core::map<v3s16, bool> m_active_blocks;
-
PacketCounter m_packetcounter;
-
- // Access these only in main thread.
- u32 m_time;
- float m_time_counter;
+ // Received from the server. 0-23999
+ u32 m_time_of_day;
+ // 0 <= m_daynight_i < DAYNIGHT_CACHE_COUNT
+ //s32 m_daynight_i;
+ //u32 m_daynight_ratio;
+ Queue<std::wstring> m_chat_queue;
+ // The seed returned by the server in TOCLIENT_INIT is stored here
+ u64 m_map_seed;
+ std::string m_password;
+ bool m_access_denied;
+ std::wstring m_access_denied_reason;
+ Queue<ClientEvent> m_client_event_queue;
+ float m_texture_receive_progress;
+ bool m_textures_received;
+ bool m_itemdef_received;
+ bool m_nodedef_received;
+ friend class FarMesh;
};
-#endif
+#endif // !SERVER
+
+#endif // !CLIENT_HEADER