Use place_param2 client-side for item appearance & prediction (#11024)

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sfan5 2021-03-09 00:56:53 +01:00 committed by GitHub
parent a21402b38f
commit bf8fb2672e
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5 changed files with 51 additions and 35 deletions

@ -3287,7 +3287,8 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos,
const PointedThing &pointed, const NodeMetadata *meta)
{
std::string prediction = selected_def.node_placement_prediction;
const auto &prediction = selected_def.node_placement_prediction;
const NodeDefManager *nodedef = client->ndef();
ClientMap &map = client->getEnv().getClientMap();
MapNode node;
@ -3357,8 +3358,7 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
if (!found) {
errorstream << "Node placement prediction failed for "
<< selected_def.name << " (places "
<< prediction
<< selected_def.name << " (places " << prediction
<< ") - Name not known" << std::endl;
// Handle this as if prediction was empty
// Report to server
@ -3369,9 +3369,14 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
const ContentFeatures &predicted_f = nodedef->get(id);
// Predict param2 for facedir and wallmounted nodes
// Compare core.item_place_node() for what the server does
u8 param2 = 0;
if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
const u8 place_param2 = selected_def.place_param2;
if (place_param2) {
param2 = place_param2;
} else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
v3s16 dir = nodepos - neighbourpos;
@ -3382,9 +3387,7 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
} else {
param2 = dir.Z < 0 ? 5 : 4;
}
}
if (predicted_f.param_type_2 == CPT2_FACEDIR ||
} else if (predicted_f.param_type_2 == CPT2_FACEDIR ||
predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
@ -3395,11 +3398,9 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
}
}
assert(param2 <= 5);
// Check attachment if node is in group attached_node
if (((ItemGroupList) predicted_f.groups)["attached_node"] != 0) {
static v3s16 wallmounted_dirs[8] = {
if (itemgroup_get(predicted_f.groups, "attached_node") != 0) {
const static v3s16 wallmounted_dirs[8] = {
v3s16(0, 1, 0),
v3s16(0, -1, 0),
v3s16(1, 0, 0),
@ -3424,11 +3425,11 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
}
// Apply color
if ((predicted_f.param_type_2 == CPT2_COLOR
if (!place_param2 && (predicted_f.param_type_2 == CPT2_COLOR
|| predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
|| predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
const std::string &indexstr = selected_item.metadata.getString(
"palette_index", 0);
const auto &indexstr = selected_item.metadata.
getString("palette_index", 0);
if (!indexstr.empty()) {
s32 index = mystoi(indexstr);
if (predicted_f.param_type_2 == CPT2_COLOR) {
@ -3468,11 +3469,10 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
return false;
}
} catch (InvalidPositionException &e) {
} catch (const InvalidPositionException &e) {
errorstream << "Node placement prediction failed for "
<< selected_def.name << " (places "
<< prediction
<< ") - Position not loaded" << std::endl;
<< prediction << ") - Position not loaded" << std::endl;
soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
return false;
}

@ -294,7 +294,7 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
}
material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
// mipmaps cause "thin black line" artifacts
#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
material.setFlag(video::EMF_USE_MIP_MAPS, false);
#endif
if (m_enable_shaders) {
@ -303,23 +303,26 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
}
}
scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<ItemPartColor> *colors, const ContentFeatures &f)
static scene::SMesh *createSpecialNodeMesh(Client *client, MapNode n,
std::vector<ItemPartColor> *colors, const ContentFeatures &f)
{
MeshMakeData mesh_make_data(client, false);
MeshCollector collector;
mesh_make_data.setSmoothLighting(false);
MapblockMeshGenerator gen(&mesh_make_data, &collector);
u8 param2 = 0;
if (f.param_type_2 == CPT2_WALLMOUNTED ||
if (n.getParam2()) {
// keep it
} else if (f.param_type_2 == CPT2_WALLMOUNTED ||
f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
if (f.drawtype == NDT_TORCHLIKE)
param2 = 1;
n.setParam2(1);
else if (f.drawtype == NDT_SIGNLIKE ||
f.drawtype == NDT_NODEBOX ||
f.drawtype == NDT_MESH)
param2 = 4;
n.setParam2(4);
}
gen.renderSingle(id, param2);
gen.renderSingle(n.getContent(), n.getParam2());
colors->clear();
scene::SMesh *mesh = new scene::SMesh();
@ -413,9 +416,12 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
case NDT_LIQUID:
setCube(f, def.wield_scale);
break;
default:
default: {
// Render non-trivial drawtypes like the actual node
mesh = createSpecialNodeMesh(client, id, &m_colors, f);
MapNode n(id);
n.setParam2(def.place_param2);
mesh = createSpecialNodeMesh(client, n, &m_colors, f);
changeToMesh(mesh);
mesh->drop();
m_meshnode->setScale(
@ -423,6 +429,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
/ (BS * f.visual_scale));
break;
}
}
u32 material_count = m_meshnode->getMaterialCount();
for (u32 i = 0; i < material_count; ++i) {
@ -585,12 +592,16 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
result->buffer_colors.emplace_back(l0.has_color, l0.color);
break;
}
default:
default: {
// Render non-trivial drawtypes like the actual node
mesh = createSpecialNodeMesh(client, id, &result->buffer_colors, f);
MapNode n(id);
n.setParam2(def.place_param2);
mesh = createSpecialNodeMesh(client, n, &result->buffer_colors, f);
scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
break;
}
}
u32 mc = mesh->getMeshBufferCount();
for (u32 i = 0; i < mc; ++i) {

@ -72,12 +72,10 @@ ItemDefinition& ItemDefinition::operator=(const ItemDefinition &def)
usable = def.usable;
liquids_pointable = def.liquids_pointable;
if (def.tool_capabilities)
{
tool_capabilities = new ToolCapabilities(
*def.tool_capabilities);
}
tool_capabilities = new ToolCapabilities(*def.tool_capabilities);
groups = def.groups;
node_placement_prediction = def.node_placement_prediction;
place_param2 = def.place_param2;
sound_place = def.sound_place;
sound_place_failed = def.sound_place_failed;
range = def.range;
@ -120,8 +118,8 @@ void ItemDefinition::reset()
sound_place = SimpleSoundSpec();
sound_place_failed = SimpleSoundSpec();
range = -1;
node_placement_prediction = "";
place_param2 = 0;
}
void ItemDefinition::serialize(std::ostream &os, u16 protocol_version) const
@ -166,6 +164,8 @@ void ItemDefinition::serialize(std::ostream &os, u16 protocol_version) const
os << serializeString16(wield_overlay);
os << serializeString16(short_description);
os << place_param2;
}
void ItemDefinition::deSerialize(std::istream &is)
@ -219,6 +219,8 @@ void ItemDefinition::deSerialize(std::istream &is)
// block to not need to increase the version.
try {
short_description = deSerializeString16(is);
place_param2 = readU8(is); // 0 if missing
} catch(SerializationError &e) {};
}

@ -86,6 +86,7 @@ struct ItemDefinition
// Server will update the precise end result a moment later.
// "" = no prediction
std::string node_placement_prediction;
u8 place_param2;
/*
Some helpful methods

@ -119,6 +119,8 @@ void read_item_definition(lua_State* L, int index,
// "" = no prediction
getstringfield(L, index, "node_placement_prediction",
def.node_placement_prediction);
getintfield(L, index, "place_param2", def.place_param2);
}
/******************************************************************************/