Node placement client-side prediction

This commit is contained in:
Perttu Ahola 2012-06-10 12:46:48 +03:00
parent 7ba72f2763
commit 6a0388bb4b
8 changed files with 99 additions and 8 deletions

@ -342,6 +342,7 @@ minetest.nodedef_default = {
usable = false,
liquids_pointable = false,
tool_capabilities = nil,
node_placement_prediction = nil,
-- Interaction callbacks
on_place = redef_wrapper(minetest, 'item_place'), -- minetest.item_place

@ -1100,6 +1100,13 @@ Item definition (register_node, register_craftitem, register_tool)
choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
}
}
node_placement_prediction = nil,
^ If nil and item is node, prediction is made automatically
^ If nil and item is not a node, no prediction is made
^ If "" and item is anything, no prediction is made
^ Otherwise should be name of node which the client immediately places
on ground when the player places the item. Server will always update
actual result to client in a short moment.
on_place = func(itemstack, placer, pointed_thing),
^ default: minetest.item_place

@ -2366,8 +2366,41 @@ void the_game(
// Otherwise report right click to server
else
{
// Report to server
client.interact(3, pointed);
camera.setDigging(1); // right click animation
// If the wielded item has node placement prediction,
// make that happen
const ItemDefinition &def =
playeritem.getDefinition(itemdef);
if(def.node_placement_prediction != "")
do{ // breakable
verbosestream<<"Node placement prediction for "
<<playeritem.name<<" is "
<<def.node_placement_prediction<<std::endl;
v3s16 p = neighbourpos;
content_t id;
bool found =
nodedef->getId(def.node_placement_prediction, id);
if(!found){
errorstream<<"Node placement prediction failed for "
<<playeritem.name<<" (places "
<<def.node_placement_prediction
<<") - Name not known"<<std::endl;
break;
}
MapNode n(id);
try{
// This triggers the required mesh update too
client.addNode(p, n);
}catch(InvalidPositionException &e){
errorstream<<"Node placement prediction failed for "
<<playeritem.name<<" (places "
<<def.node_placement_prediction
<<") - Position not loaded"<<std::endl;
}
}while(0);
}
}
}

@ -70,6 +70,7 @@ ItemDefinition& ItemDefinition::operator=(const ItemDefinition &def)
*def.tool_capabilities);
}
groups = def.groups;
node_placement_prediction = def.node_placement_prediction;
#ifndef SERVER
inventory_texture = def.inventory_texture;
if(def.wield_mesh)
@ -115,6 +116,8 @@ void ItemDefinition::reset()
}
groups.clear();
node_placement_prediction = "";
#ifndef SERVER
inventory_texture = NULL;
if(wield_mesh)
@ -150,6 +153,7 @@ void ItemDefinition::serialize(std::ostream &os) const
os<<serializeString(i->first);
writeS16(os, i->second);
}
os<<serializeString(node_placement_prediction);
}
void ItemDefinition::deSerialize(std::istream &is)
@ -184,6 +188,11 @@ void ItemDefinition::deSerialize(std::istream &is)
int value = readS16(is);
groups[name] = value;
}
// If you add anything here, insert it primarily inside the try-catch
// block to not need to increase the version.
try{
node_placement_prediction = deSerializeString(is);
}catch(SerializationError &e) {};
}
/*

@ -67,6 +67,11 @@ struct ItemDefinition
ToolCapabilities *tool_capabilities;
ItemGroupList groups;
// Client shall immediately place this node when player places the item.
// Server will update the precise end result a moment later.
// "" = no prediction
std::string node_placement_prediction;
/*
Cached stuff
*/

@ -633,6 +633,7 @@ public:
std::string wrapper = deSerializeString(is2);
std::istringstream wrapper_is(wrapper, std::ios::binary);
f->deSerialize(wrapper_is);
verbosestream<<"deserialized "<<f->name<<std::endl;
if(f->name != "")
addNameIdMapping(i, f->name);
}

@ -930,13 +930,14 @@ static void read_object_properties(lua_State *L, int index,
ItemDefinition
*/
static ItemDefinition read_item_definition(lua_State *L, int index)
static ItemDefinition read_item_definition(lua_State *L, int index,
ItemDefinition default_def = ItemDefinition())
{
if(index < 0)
index = lua_gettop(L) + 1 + index;
// Read the item definition
ItemDefinition def;
ItemDefinition def = default_def;
def.type = (ItemType)getenumfield(L, index, "type",
es_ItemType, ITEM_NONE);
@ -981,6 +982,12 @@ static ItemDefinition read_item_definition(lua_State *L, int index)
read_groups(L, -1, def.groups);
lua_pop(L, 1);
// Client shall immediately place this node when player places the item.
// Server will update the precise end result a moment later.
// "" = no prediction
getstringfield(L, index, "node_placement_prediction",
def.node_placement_prediction);
return def;
}
@ -3891,9 +3898,10 @@ static int l_register_item_raw(lua_State *L)
get_server(L)->getWritableNodeDefManager();
// Check if name is defined
std::string name;
lua_getfield(L, table, "name");
if(lua_isstring(L, -1)){
std::string name = lua_tostring(L, -1);
name = lua_tostring(L, -1);
verbosestream<<"register_item_raw: "<<name<<std::endl;
} else {
throw LuaError(L, "register_item_raw: name is not defined or not a string");
@ -3901,8 +3909,20 @@ static int l_register_item_raw(lua_State *L)
// Check if on_use is defined
// Read the item definition and register it
ItemDefinition def = read_item_definition(L, table);
ItemDefinition def;
// Set a distinctive default value to check if this is set
def.node_placement_prediction = "__default";
// Read the item definition
def = read_item_definition(L, table, def);
// Default to having client-side placement prediction for nodes
// ("" in item definition sets it off)
if(def.type == ITEM_NODE && def.node_placement_prediction == "__default"){
def.node_placement_prediction = name;
}
// Register item definition
idef->registerItem(def);
// Read the node definition (content features) and register it

@ -2971,8 +2971,16 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
<<std::endl;
// Re-send block to revert change on client-side
RemoteClient *client = getClient(peer_id);
v3s16 blockpos = getNodeBlockPos(floatToInt(pointed_pos_under, BS));
client->SetBlockNotSent(blockpos);
// Digging completed -> under
if(action == 2){
v3s16 blockpos = getNodeBlockPos(floatToInt(pointed_pos_under, BS));
client->SetBlockNotSent(blockpos);
}
// Placement -> above
if(action == 3){
v3s16 blockpos = getNodeBlockPos(floatToInt(pointed_pos_above, BS));
client->SetBlockNotSent(blockpos);
}
return;
}
@ -3104,7 +3112,14 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
if(g_settings->getBool("creative_mode") == false)
playersao->setWieldedItem(item);
}
// If item has node placement prediction, always send the above
// node to make sure the client knows what exactly happened
if(item.getDefinition(m_itemdef).node_placement_prediction != ""){
RemoteClient *client = getClient(peer_id);
v3s16 blockpos = getNodeBlockPos(floatToInt(pointed_pos_above, BS));
client->SetBlockNotSent(blockpos);
}
} // action == 3
/*