Client-side prediction of inventory changes, and some inventory menu fixes

This commit is contained in:
Kahrl 2012-01-22 00:49:02 +01:00 committed by Perttu Ahola
parent 1efdc36b22
commit b4dd5d3bd7
8 changed files with 210 additions and 57 deletions

@ -225,6 +225,8 @@ Client::Client(
m_server_ser_ver(SER_FMT_VER_INVALID), m_server_ser_ver(SER_FMT_VER_INVALID),
m_playeritem(0), m_playeritem(0),
m_inventory_updated(false), m_inventory_updated(false),
m_inventory_from_server(NULL),
m_inventory_from_server_age(0.0),
m_time_of_day(0), m_time_of_day(0),
m_map_seed(0), m_map_seed(0),
m_password(password), m_password(password),
@ -269,6 +271,8 @@ Client::~Client()
m_mesh_update_thread.setRun(false); m_mesh_update_thread.setRun(false);
while(m_mesh_update_thread.IsRunning()) while(m_mesh_update_thread.IsRunning())
sleep_ms(100); sleep_ms(100);
delete m_inventory_from_server;
} }
void Client::connect(Address address) void Client::connect(Address address)
@ -657,6 +661,30 @@ void Client::step(float dtime)
} }
} }
} }
/*
If the server didn't update the inventory in a while, revert
the local inventory (so the player notices the lag problem
and knows something is wrong).
*/
if(m_inventory_from_server)
{
float interval = 10.0;
float count_before = floor(m_inventory_from_server_age / interval);
m_inventory_from_server_age += dtime;
float count_after = floor(m_inventory_from_server_age / interval);
if(count_after != count_before)
{
// Do this every <interval> seconds after TOCLIENT_INVENTORY
// Reset the locally changed inventory to the authoritative inventory
Player *player = m_env.getLocalPlayer();
player->inventory = *m_inventory_from_server;
m_inventory_updated = true;
}
}
} }
// Virtual methods from con::PeerHandler // Virtual methods from con::PeerHandler
@ -975,6 +1003,10 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
m_inventory_updated = true; m_inventory_updated = true;
delete m_inventory_from_server;
m_inventory_from_server = new Inventory(player->inventory);
m_inventory_from_server_age = 0.0;
//infostream<<"Client got player inventory:"<<std::endl; //infostream<<"Client got player inventory:"<<std::endl;
//player->inventory.print(infostream); //player->inventory.print(infostream);
} }
@ -1931,7 +1963,15 @@ Inventory* Client::getInventory(const InventoryLocation &loc)
} }
void Client::inventoryAction(InventoryAction *a) void Client::inventoryAction(InventoryAction *a)
{ {
/*
Send it to the server
*/
sendInventoryAction(a); sendInventoryAction(a);
/*
Predict some local inventory changes
*/
a->clientApply(this, this);
} }
ClientActiveObject * Client::getSelectedActiveObject( ClientActiveObject * Client::getSelectedActiveObject(

@ -367,6 +367,8 @@ private:
u8 m_server_ser_ver; u8 m_server_ser_ver;
u16 m_playeritem; u16 m_playeritem;
bool m_inventory_updated; bool m_inventory_updated;
Inventory *m_inventory_from_server;
float m_inventory_from_server_age;
core::map<v3s16, bool> m_active_blocks; core::map<v3s16, bool> m_active_blocks;
PacketCounter m_packetcounter; PacketCounter m_packetcounter;
// Received from the server. 0-23999 // Received from the server. 0-23999

@ -537,6 +537,11 @@ bool GUIInventoryMenu::OnEvent(const SEvent& event)
s.i = -1; // make it invalid again s.i = -1; // make it invalid again
} }
bool identical = (m_selected_item != NULL) && s.isValid() &&
(inv_selected == inv_s) &&
(m_selected_item->listname == s.listname) &&
(m_selected_item->i == s.i);
// buttons: 0 = left, 1 = right, 2 = middle // buttons: 0 = left, 1 = right, 2 = middle
// up/down: 0 = down (press), 1 = up (release), 2 = unknown event // up/down: 0 = down (press), 1 = up (release), 2 = unknown event
int button = 0; int button = 0;
@ -602,13 +607,26 @@ bool GUIInventoryMenu::OnEvent(const SEvent& event)
if(s.isValid()) if(s.isValid())
{ {
// Clicked another slot: move // Clicked a slot: move
if(button == 1) // right if(button == 1) // right
move_amount = 1; move_amount = 1;
else if(button == 2) // middle else if(button == 2) // middle
move_amount = MYMIN(m_selected_amount, 10); move_amount = MYMIN(m_selected_amount, 10);
else // left else // left
move_amount = m_selected_amount; move_amount = m_selected_amount;
dstream << "move_amount=" << move_amount<<"\n";
dstream << "m_selected_amount=" << m_selected_amount<<"\n";
if(identical)
{
if(move_amount >= m_selected_amount)
m_selected_amount = 0;
else
m_selected_amount -= move_amount;
move_amount = 0;
}
dstream << "move_amount=" << move_amount<<"\n";
dstream << "m_selected_amount=" << m_selected_amount<<"\n";
} }
else if(getAbsoluteClippingRect().isPointInside(m_pointer)) else if(getAbsoluteClippingRect().isPointInside(m_pointer))
{ {
@ -636,9 +654,7 @@ bool GUIInventoryMenu::OnEvent(const SEvent& event)
if(m_selected_item != NULL && m_selected_dragging && s.isValid()) if(m_selected_item != NULL && m_selected_dragging && s.isValid())
{ {
if((inv_selected != inv_s) || if(!identical)
(m_selected_item->listname != s.listname) ||
(m_selected_item->i != s.i))
{ {
// Dragged to different slot: move all selected // Dragged to different slot: move all selected
move_amount = m_selected_amount; move_amount = m_selected_amount;
@ -675,18 +691,19 @@ bool GUIInventoryMenu::OnEvent(const SEvent& event)
if(leftover.count == stack_from.count) if(leftover.count == stack_from.count)
{ {
// Swap the stacks // Swap the stacks
m_selected_amount -= stack_to.count;
} }
else if(leftover.empty()) else if(leftover.empty())
{ {
// Item fits // Item fits
m_selected_amount -= move_amount;
} }
else else
{ {
// Item only fits partially // Item only fits partially
move_amount -= leftover.count; move_amount -= leftover.count;
m_selected_amount -= move_amount;
} }
assert(move_amount > 0 && move_amount <= m_selected_amount);
m_selected_amount -= move_amount;
infostream<<"Handing IACTION_MOVE to manager"<<std::endl; infostream<<"Handing IACTION_MOVE to manager"<<std::endl;
IMoveAction *a = new IMoveAction(); IMoveAction *a = new IMoveAction();
@ -741,6 +758,7 @@ bool GUIInventoryMenu::OnEvent(const SEvent& event)
{ {
delete m_selected_item; delete m_selected_item;
m_selected_item = NULL; m_selected_item = NULL;
m_selected_amount = 0;
m_selected_dragging = false; m_selected_dragging = false;
} }
} }

@ -733,6 +733,49 @@ ItemStack InventoryList::peekItem(u32 i, u32 peekcount) const
return m_items[i].peekItem(peekcount); return m_items[i].peekItem(peekcount);
} }
void InventoryList::moveItem(u32 i, InventoryList *dest, u32 dest_i, u32 count)
{
if(this == dest && i == dest_i)
return;
// Take item from source list
ItemStack item1;
if(count == 0)
item1 = changeItem(i, ItemStack());
else
item1 = takeItem(i, count);
if(item1.empty())
return;
// Try to add the item to destination list
u32 oldcount = item1.count;
item1 = dest->addItem(dest_i, item1);
// If something is returned, the item was not fully added
if(!item1.empty())
{
// If olditem is returned, nothing was added.
bool nothing_added = (item1.count == oldcount);
// If something else is returned, part of the item was left unadded.
// Add the other part back to the source item
addItem(i, item1);
// If olditem is returned, nothing was added.
// Swap the items
if(nothing_added)
{
// Take item from source list
item1 = changeItem(i, ItemStack());
// Adding was not possible, swap the items.
ItemStack item2 = dest->changeItem(dest_i, item1);
// Put item from destination list to the source list
changeItem(i, item2);
}
}
}
/* /*
Inventory Inventory
*/ */

@ -233,6 +233,10 @@ public:
// Similar to takeItem, but keeps the slot intact. // Similar to takeItem, but keeps the slot intact.
ItemStack peekItem(u32 i, u32 peekcount) const; ItemStack peekItem(u32 i, u32 peekcount) const;
// Move an item to a different list (or a different stack in the same list)
// count is the maximum number of items to move (0 for everything)
void moveItem(u32 i, InventoryList *dest, u32 dest_i, u32 count = 0);
private: private:
std::vector<ItemStack> m_items; std::vector<ItemStack> m_items;
u32 m_size; u32 m_size;

@ -133,6 +133,10 @@ InventoryAction * InventoryAction::deSerialize(std::istream &is)
return a; return a;
} }
/*
IMoveAction
*/
IMoveAction::IMoveAction(std::istream &is) IMoveAction::IMoveAction(std::istream &is)
{ {
std::string ts; std::string ts;
@ -193,59 +197,13 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
<<", to_list=\""<<to_list<<"\""<<std::endl; <<", to_list=\""<<to_list<<"\""<<std::endl;
return; return;
} }
if(list_from->getItem(from_i).empty())
{
infostream<<"IMoveAction::apply(): FAIL: source item not found: "
<<"from_inv=\""<<from_inv.dump()<<"\""
<<", from_list=\""<<from_list<<"\""
<<" from_i="<<from_i<<std::endl;
return;
}
/* /*
If the source and the destination slots are the same This performs the actual movement
If something is wrong (source item is empty, destination is the
same as source), nothing happens
*/ */
if(inv_from == inv_to && list_from == list_to && from_i == to_i) list_from->moveItem(from_i, list_to, to_i, count);
{
infostream<<"IMoveAction::apply(): FAIL: source and destination slots "
<<"are the same: inv=\""<<from_inv.dump()
<<"\" list=\""<<from_list
<<"\" i="<<from_i<<std::endl;
return;
}
// Take item from source list
ItemStack item1;
if(count == 0)
item1 = list_from->changeItem(from_i, ItemStack());
else
item1 = list_from->takeItem(from_i, count);
// Try to add the item to destination list
int oldcount = item1.count;
item1 = list_to->addItem(to_i, item1);
// If something is returned, the item was not fully added
if(!item1.empty())
{
// If olditem is returned, nothing was added.
bool nothing_added = (item1.count == oldcount);
// If something else is returned, part of the item was left unadded.
// Add the other part back to the source item
list_from->addItem(from_i, item1);
// If olditem is returned, nothing was added.
// Swap the items
if(nothing_added)
{
// Take item from source list
item1 = list_from->changeItem(from_i, ItemStack());
// Adding was not possible, swap the items.
ItemStack item2 = list_to->changeItem(to_i, item1);
// Put item from destination list to the source list
list_from->changeItem(from_i, item2);
}
}
mgr->setInventoryModified(from_inv); mgr->setInventoryModified(from_inv);
if(inv_from != inv_to) if(inv_from != inv_to)
@ -262,6 +220,38 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
<<std::endl; <<std::endl;
} }
void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
// Optional InventoryAction operation that is run on the client
// to make lag less apparent.
Inventory *inv_from = mgr->getInventory(from_inv);
Inventory *inv_to = mgr->getInventory(to_inv);
if(!inv_from || !inv_to)
return;
InventoryLocation current_player;
current_player.setCurrentPlayer();
Inventory *inv_player = mgr->getInventory(current_player);
if(inv_from != inv_player || inv_to != inv_player)
return;
InventoryList *list_from = inv_from->getList(from_list);
InventoryList *list_to = inv_to->getList(to_list);
if(!list_from || !list_to)
return;
list_from->moveItem(from_i, list_to, to_i, count);
mgr->setInventoryModified(from_inv);
if(inv_from != inv_to)
mgr->setInventoryModified(to_inv);
}
/*
IDropAction
*/
IDropAction::IDropAction(std::istream &is) IDropAction::IDropAction(std::istream &is)
{ {
std::string ts; std::string ts;
@ -338,6 +328,37 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
<<std::endl; <<std::endl;
} }
void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
// Optional InventoryAction operation that is run on the client
// to make lag less apparent.
Inventory *inv_from = mgr->getInventory(from_inv);
if(!inv_from)
return;
InventoryLocation current_player;
current_player.setCurrentPlayer();
Inventory *inv_player = mgr->getInventory(current_player);
if(inv_from != inv_player)
return;
InventoryList *list_from = inv_from->getList(from_list);
if(!list_from)
return;
if(count == 0)
list_from->changeItem(from_i, ItemStack());
else
list_from->takeItem(from_i, count);
mgr->setInventoryModified(from_inv);
}
/*
ICraftAction
*/
ICraftAction::ICraftAction(std::istream &is) ICraftAction::ICraftAction(std::istream &is)
{ {
std::string ts; std::string ts;
@ -412,6 +433,12 @@ void ICraftAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGam
<<std::endl; <<std::endl;
} }
void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
// Optional InventoryAction operation that is run on the client
// to make lag less apparent.
}
// Crafting helper // Crafting helper
bool getCraftingResult(Inventory *inv, ItemStack& result, bool getCraftingResult(Inventory *inv, ItemStack& result,

@ -102,6 +102,7 @@ struct InventoryAction
virtual void serialize(std::ostream &os) const = 0; virtual void serialize(std::ostream &os) const = 0;
virtual void apply(InventoryManager *mgr, ServerActiveObject *player, virtual void apply(InventoryManager *mgr, ServerActiveObject *player,
IGameDef *gamedef) = 0; IGameDef *gamedef) = 0;
virtual void clientApply(InventoryManager *mgr, IGameDef *gamedef) = 0;
}; };
struct IMoveAction : public InventoryAction struct IMoveAction : public InventoryAction
@ -142,6 +143,8 @@ struct IMoveAction : public InventoryAction
} }
void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef); void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
void clientApply(InventoryManager *mgr, IGameDef *gamedef);
}; };
struct IDropAction : public InventoryAction struct IDropAction : public InventoryAction
@ -175,6 +178,8 @@ struct IDropAction : public InventoryAction
} }
void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef); void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
void clientApply(InventoryManager *mgr, IGameDef *gamedef);
}; };
struct ICraftAction : public InventoryAction struct ICraftAction : public InventoryAction
@ -203,6 +208,8 @@ struct ICraftAction : public InventoryAction
} }
void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef); void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
void clientApply(InventoryManager *mgr, IGameDef *gamedef);
}; };
// Crafting helper // Crafting helper

@ -2372,6 +2372,11 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
return; return;
} }
/*
Note: Always set inventory not sent, to repair cases
where the client made a bad prediction.
*/
/* /*
Handle restrictions and special cases of the move action Handle restrictions and special cases of the move action
*/ */
@ -2382,6 +2387,9 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
ma->from_inv.applyCurrentPlayer(player->getName()); ma->from_inv.applyCurrentPlayer(player->getName());
ma->to_inv.applyCurrentPlayer(player->getName()); ma->to_inv.applyCurrentPlayer(player->getName());
setInventoryModified(ma->from_inv);
setInventoryModified(ma->to_inv);
bool from_inv_is_current_player = bool from_inv_is_current_player =
(ma->from_inv.type == InventoryLocation::PLAYER) && (ma->from_inv.type == InventoryLocation::PLAYER) &&
(ma->from_inv.name == player->getName()); (ma->from_inv.name == player->getName());
@ -2461,6 +2469,8 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
da->from_inv.applyCurrentPlayer(player->getName()); da->from_inv.applyCurrentPlayer(player->getName());
setInventoryModified(da->from_inv);
// Disallow dropping items if not allowed to interact // Disallow dropping items if not allowed to interact
if((getPlayerPrivs(player) & PRIV_INTERACT) == 0) if((getPlayerPrivs(player) & PRIV_INTERACT) == 0)
{ {
@ -2490,6 +2500,8 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
ca->craft_inv.applyCurrentPlayer(player->getName()); ca->craft_inv.applyCurrentPlayer(player->getName());
setInventoryModified(ca->craft_inv);
//bool craft_inv_is_current_player = //bool craft_inv_is_current_player =
// (ca->craft_inv.type == InventoryLocation::PLAYER) && // (ca->craft_inv.type == InventoryLocation::PLAYER) &&
// (ca->craft_inv.name == player->getName()); // (ca->craft_inv.name == player->getName());