377 lines
14 KiB
C++
377 lines
14 KiB
C++
#pragma once
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#include "StarWorldClientState.hpp"
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#include "StarNetPackets.hpp"
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#include "StarWorldRenderData.hpp"
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#include "StarAmbient.hpp"
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#include "StarCellularLighting.hpp"
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#include "StarWeather.hpp"
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#include "StarInterpolationTracker.hpp"
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#include "StarWorldStructure.hpp"
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#include "StarChatAction.hpp"
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#include "StarWiring.hpp"
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#include "StarEntityRendering.hpp"
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#include "StarWorld.hpp"
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#include "StarGameTimers.hpp"
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#include "StarLuaRoot.hpp"
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#include "StarTickRateMonitor.hpp"
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namespace Star {
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STAR_STRUCT(Biome);
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STAR_CLASS(WorldTemplate);
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STAR_CLASS(Sky);
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STAR_CLASS(Parallax);
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STAR_CLASS(LuaRoot);
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STAR_CLASS(DamageManager);
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STAR_CLASS(EntityMap);
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STAR_CLASS(ParticleManager);
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STAR_CLASS(WorldClient);
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STAR_CLASS(Player);
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STAR_CLASS(Item);
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STAR_CLASS(CelestialLog);
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STAR_CLASS(ClientContext);
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STAR_CLASS(PlayerStorage);
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STAR_STRUCT(OverheadBar);
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STAR_EXCEPTION(WorldClientException, StarException);
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class WorldClient : public World {
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public:
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WorldClient(PlayerPtr mainPlayer);
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~WorldClient();
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ConnectionId connection() const override;
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WorldGeometry geometry() const override;
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uint64_t currentStep() const override;
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MaterialId material(Vec2I const& position, TileLayer layer) const override;
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MaterialHue materialHueShift(Vec2I const& position, TileLayer layer) const override;
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ModId mod(Vec2I const& position, TileLayer layer) const override;
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MaterialHue modHueShift(Vec2I const& position, TileLayer layer) const override;
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MaterialColorVariant colorVariant(Vec2I const& position, TileLayer layer) const override;
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LiquidLevel liquidLevel(Vec2I const& pos) const override;
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LiquidLevel liquidLevel(RectF const& region) const override;
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TileModificationList validTileModifications(TileModificationList const& modificationList, bool allowEntityOverlap) const override;
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TileModificationList applyTileModifications(TileModificationList const& modificationList, bool allowEntityOverlap) override;
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EntityPtr entity(EntityId entityId) const override;
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void addEntity(EntityPtr const& entity, EntityId entityId = NullEntityId) override;
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EntityPtr closestEntity(Vec2F const& center, float radius, EntityFilter selector = EntityFilter()) const override;
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void forAllEntities(EntityCallback entityCallback) const override;
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void forEachEntity(RectF const& boundBox, EntityCallback callback) const override;
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void forEachEntityLine(Vec2F const& begin, Vec2F const& end, EntityCallback callback) const override;
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void forEachEntityAtTile(Vec2I const& pos, EntityCallbackOf<TileEntity> entityCallback) const override;
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EntityPtr findEntity(RectF const& boundBox, EntityFilter entityFilter) const override;
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EntityPtr findEntityLine(Vec2F const& begin, Vec2F const& end, EntityFilter entityFilter) const override;
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EntityPtr findEntityAtTile(Vec2I const& pos, EntityFilterOf<TileEntity> entityFilter) const override;
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bool tileIsOccupied(Vec2I const& pos, TileLayer layer, bool includeEphemeral = false, bool checkCollision = false) const override;
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CollisionKind tileCollisionKind(Vec2I const& pos) const override;
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void forEachCollisionBlock(RectI const& region, function<void(CollisionBlock const&)> const& iterator) const override;
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bool isTileConnectable(Vec2I const& pos, TileLayer layer, bool tilesOnly = false) const override;
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bool pointTileCollision(Vec2F const& point, CollisionSet const& collisionSet = DefaultCollisionSet) const override;
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bool lineTileCollision(Vec2F const& begin, Vec2F const& end, CollisionSet const& collisionSet = DefaultCollisionSet) const override;
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Maybe<pair<Vec2F, Vec2I>> lineTileCollisionPoint(Vec2F const& begin, Vec2F const& end, CollisionSet const& collisionSet = DefaultCollisionSet) const override;
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List<Vec2I> collidingTilesAlongLine(Vec2F const& begin, Vec2F const& end, CollisionSet const& collisionSet = DefaultCollisionSet, int maxSize = -1, bool includeEdges = true) const override;
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bool rectTileCollision(RectI const& region, CollisionSet const& collisionSet = DefaultCollisionSet) const override;
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TileDamageResult damageTiles(List<Vec2I> const& pos, TileLayer layer, Vec2F const& sourcePosition, TileDamage const& tileDamage, Maybe<EntityId> sourceEntity = {}) override;
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InteractiveEntityPtr getInteractiveInRange(Vec2F const& targetPosition, Vec2F const& sourcePosition, float maxRange) const override;
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bool canReachEntity(Vec2F const& position, float radius, EntityId targetEntity, bool preferInteractive = true) const override;
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RpcPromise<InteractAction> interact(InteractRequest const& request) override;
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float gravity(Vec2F const& pos) const override;
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float windLevel(Vec2F const& pos) const override;
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float lightLevel(Vec2F const& pos) const override;
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bool breathable(Vec2F const& pos) const override;
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float threatLevel() const override;
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StringList environmentStatusEffects(Vec2F const& pos) const override;
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StringList weatherStatusEffects(Vec2F const& pos) const override;
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bool exposedToWeather(Vec2F const& pos) const override;
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bool isUnderground(Vec2F const& pos) const override;
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bool disableDeathDrops() const override;
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List<PhysicsForceRegion> forceRegions() const override;
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Json getProperty(String const& propertyName, Json const& def = Json()) const override;
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void setProperty(String const& propertyName, Json const& property) override;
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void timer(float delay, WorldAction worldAction) override;
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double epochTime() const override;
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uint32_t day() const override;
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float dayLength() const override;
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float timeOfDay() const override;
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LuaRootPtr luaRoot() override;
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RpcPromise<Vec2F> findUniqueEntity(String const& uniqueId) override;
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RpcPromise<Json> sendEntityMessage(Variant<EntityId, String> const& entity, String const& message, JsonArray const& args = {}) override;
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bool isTileProtected(Vec2I const& pos) const override;
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// Is this WorldClient properly initialized in a world
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bool inWorld() const;
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bool inSpace() const;
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bool flying() const;
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bool mainPlayerDead() const;
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void reviveMainPlayer();
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bool respawnInWorld() const;
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void removeEntity(EntityId entityId, bool andDie);
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WorldTemplateConstPtr currentTemplate() const;
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SkyConstPtr currentSky() const;
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void dimWorld();
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bool interactiveHighlightMode() const;
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void setInteractiveHighlightMode(bool enabled);
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void setParallax(ParallaxPtr newParallax);
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void overrideGravity(float gravity);
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void resetGravity();
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// Disable normal client-side lighting algorithm, everything full brightness.
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bool fullBright() const;
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void setFullBright(bool fullBright);
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// Disable asynchronous client-side lighting algorithm, run on main thread.
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bool asyncLighting() const;
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void setAsyncLighting(bool asyncLighting);
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// Spatial log generated collision geometry.
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bool collisionDebug() const;
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void setCollisionDebug(bool collisionDebug);
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void handleIncomingPackets(List<PacketPtr> const& packets);
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List<PacketPtr> getOutgoingPackets();
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// Sets default callbacks in the LuaRoot.
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void setLuaCallbacks(String const& groupName, LuaCallbacks const& callbacks);
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// Set the rendering window for this client.
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void setClientWindow(RectI window);
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// Sets the client window around the position of the main player.
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void centerClientWindowOnPlayer(Vec2U const& windowSize);
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void centerClientWindowOnPlayer();
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RectI clientWindow() const;
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void update(float dt);
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// borderTiles here should extend the client window for border tile
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// calculations. It is not necessary on the light array.
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void render(WorldRenderData& renderData, unsigned borderTiles);
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List<AudioInstancePtr> pullPendingAudio();
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List<AudioInstancePtr> pullPendingMusic();
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bool playerCanReachEntity(EntityId entityId, bool preferInteractive = true) const;
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void disconnectAllWires(Vec2I wireEntityPosition, WireNode const& node);
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void connectWire(WireConnection const& output, WireConnection const& input);
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// Functions for sending broadcast messages to other players that can receive them,
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// on completely vanilla servers by smuggling it through a DamageNotification.
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// It's cursed as fuck, but it works.
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bool sendSecretBroadcast(StringView broadcast, bool raw = false, bool compress = true);
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bool handleSecretBroadcast(PlayerPtr player, StringView broadcast);
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List<ChatAction> pullPendingChatActions();
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WorldStructure const& centralStructure() const;
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DungeonId dungeonId(Vec2I const& pos) const;
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void collectLiquid(List<Vec2I> const& tilePositions, LiquidId liquidId);
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bool waitForLighting(WorldRenderData* renderData = nullptr);
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typedef std::function<bool(PlayerPtr, StringView)> BroadcastCallback;
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BroadcastCallback& broadcastCallback();
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private:
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static const float DropDist;
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struct ClientRenderCallback : RenderCallback {
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void addDrawable(Drawable drawable, EntityRenderLayer renderLayer) override;
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void addLightSource(LightSource lightSource) override;
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void addParticle(Particle particle) override;
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void addAudio(AudioInstancePtr audio) override;
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void addTilePreview(PreviewTile preview) override;
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void addOverheadBar(OverheadBar bar) override;
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Map<EntityRenderLayer, List<Drawable>> drawables;
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List<LightSource> lightSources;
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List<Particle> particles;
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List<AudioInstancePtr> audios;
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List<PreviewTile> previewTiles;
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List<OverheadBar> overheadBars;
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};
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struct DamageNumber {
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float amount;
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Vec2F position;
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double timestamp;
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};
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struct DamageNumberKey {
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String damageNumberParticleKind;
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EntityId sourceEntityId;
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EntityId targetEntityId;
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bool operator<(DamageNumberKey const& other) const;
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};
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typedef function<ClientTile const& (Vec2I)> ClientTileGetter;
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void lightingTileGather();
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void lightingCalc();
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void lightingMain();
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void initWorld(WorldStartPacket const& packet);
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void clearWorld();
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void tryGiveMainPlayerItem(ItemPtr item, bool silent = false);
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void notifyEntityCreate(EntityPtr const& entity);
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// Queues pending (step based) updates to server,
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void queueUpdatePackets(bool sendEntityUpdates);
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void handleDamageNotifications();
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void sparkDamagedBlocks();
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Vec2I environmentBiomeTrackPosition() const;
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AmbientNoisesDescriptionPtr currentAmbientNoises() const;
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WeatherNoisesDescriptionPtr currentWeatherNoises() const;
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AmbientNoisesDescriptionPtr currentMusicTrack() const;
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AmbientNoisesDescriptionPtr currentAltMusicTrack() const;
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void playAltMusic(StringList const& newTracks, float fadeTime);
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void stopAltMusic(float fadeTime);
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BiomeConstPtr mainEnvironmentBiome() const;
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// Populates foregroundTransparent / backgroundTransparent flag on ClientTile
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// based on transparency rules.
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bool readNetTile(Vec2I const& pos, NetTile const& netTile, bool updateCollision = true);
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void dirtyCollision(RectI const& region);
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void freshenCollision(RectI const& region);
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void renderCollisionDebug();
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void informTilePrediction(Vec2I const& pos, TileModification const& modification);
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void setTileProtection(DungeonId dungeonId, bool isProtected);
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void setupForceRegions();
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Json m_clientConfig;
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WorldTemplatePtr m_worldTemplate;
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WorldStructure m_centralStructure;
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Vec2F m_playerStart;
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bool m_respawnInWorld;
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JsonObject m_worldProperties;
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EntityMapPtr m_entityMap;
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ClientTileSectorArrayPtr m_tileArray;
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ClientTileGetter m_tileGetterFunction;
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DamageManagerPtr m_damageManager;
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LuaRootPtr m_luaRoot;
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WorldGeometry m_geometry;
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uint64_t m_currentStep;
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double m_currentTime;
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bool m_fullBright;
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bool m_asyncLighting;
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CellularLightingCalculator m_lightingCalculator;
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mutable CellularLightIntensityCalculator m_lightIntensityCalculator;
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ThreadFunction<void> m_lightingThread;
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Mutex m_lightingMutex;
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ConditionVariable m_lightingCond;
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atomic<bool> m_stopLightingThread;
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Mutex m_lightMapPrepMutex;
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Mutex m_lightMapMutex;
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Lightmap m_pendingLightMap;
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Lightmap m_lightMap;
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List<LightSource> m_pendingLights;
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List<std::pair<Vec2F, Vec3F>> m_pendingParticleLights;
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RectI m_pendingLightRange;
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Vec2I m_lightMinPosition;
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List<PreviewTile> m_previewTiles;
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SkyPtr m_sky;
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CollisionGenerator m_collisionGenerator;
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WorldClientState m_clientState;
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Maybe<ConnectionId> m_clientId;
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PlayerPtr m_mainPlayer;
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bool m_collisionDebug;
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// Client side entity updates are not done until m_inWorld is true, which is
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// set to true after we have entered a world *and* the first batch of updates
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// are received.
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bool m_inWorld;
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GameTimer m_worldDimTimer;
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float m_worldDimLevel;
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Vec3B m_worldDimColor;
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bool m_interactiveHighlightMode;
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GameTimer m_parallaxFadeTimer;
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ParallaxPtr m_currentParallax;
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ParallaxPtr m_nextParallax;
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Maybe<float> m_overrideGravity;
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ClientWeather m_weather;
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ParticleManagerPtr m_particles;
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List<AudioInstancePtr> m_samples;
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List<AudioInstancePtr> m_music;
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HashMap<EntityId, uint64_t> m_masterEntitiesNetVersion;
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InterpolationTracker m_interpolationTracker;
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GameTimer m_entityUpdateTimer;
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List<PacketPtr> m_outgoingPackets;
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Maybe<int64_t> m_pingTime;
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int64_t m_latency;
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Set<EntityId> m_requestedDrops;
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Particle m_blockDamageParticle;
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Particle m_blockDamageParticleVariance;
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float m_blockDamageParticleProbability;
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Particle m_blockDingParticle;
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Particle m_blockDingParticleVariance;
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float m_blockDingParticleProbability;
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HashSet<Vec2I> m_damagedBlocks;
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AmbientManager m_ambientSounds;
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AmbientManager m_musicTrack;
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AmbientManager m_altMusicTrack;
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List<pair<float, WorldAction>> m_timers;
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Map<DamageNumberKey, DamageNumber> m_damageNumbers;
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float m_damageNotificationBatchDuration;
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AudioInstancePtr m_spaceSound;
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String m_activeSpaceSound;
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AmbientNoisesDescriptionPtr m_altMusicTrackDescription;
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bool m_altMusicActive;
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int m_modifiedTilePredictionTimeout;
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HashMap<Vec2I, PredictedTile> m_predictedTiles;
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HashSet<EntityId> m_startupHiddenEntities;
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HashMap<DungeonId, float> m_dungeonIdGravity;
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HashMap<DungeonId, bool> m_dungeonIdBreathable;
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Set<DungeonId> m_protectedDungeonIds;
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HashMap<String, List<RpcPromiseKeeper<Vec2F>>> m_findUniqueEntityResponses;
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HashMap<Uuid, RpcPromiseKeeper<Json>> m_entityMessageResponses;
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HashMap<Uuid, RpcPromiseKeeper<InteractAction>> m_entityInteractionResponses;
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List<PhysicsForceRegion> m_forceRegions;
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BroadcastCallback m_broadcastCallback;
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};
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}
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