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Use place_param2 client-side for item appearance & prediction (#11024)
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@ -3287,7 +3287,8 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos,
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const PointedThing &pointed, const NodeMetadata *meta)
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{
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std::string prediction = selected_def.node_placement_prediction;
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const auto &prediction = selected_def.node_placement_prediction;
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const NodeDefManager *nodedef = client->ndef();
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ClientMap &map = client->getEnv().getClientMap();
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MapNode node;
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@ -3357,8 +3358,7 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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if (!found) {
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errorstream << "Node placement prediction failed for "
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<< selected_def.name << " (places "
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<< prediction
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<< selected_def.name << " (places " << prediction
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<< ") - Name not known" << std::endl;
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// Handle this as if prediction was empty
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// Report to server
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@ -3369,9 +3369,14 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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const ContentFeatures &predicted_f = nodedef->get(id);
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// Predict param2 for facedir and wallmounted nodes
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// Compare core.item_place_node() for what the server does
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u8 param2 = 0;
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if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
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const u8 place_param2 = selected_def.place_param2;
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if (place_param2) {
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param2 = place_param2;
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} else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
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predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
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v3s16 dir = nodepos - neighbourpos;
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@ -3382,9 +3387,7 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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} else {
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param2 = dir.Z < 0 ? 5 : 4;
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}
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}
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if (predicted_f.param_type_2 == CPT2_FACEDIR ||
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} else if (predicted_f.param_type_2 == CPT2_FACEDIR ||
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predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
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v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
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@ -3395,11 +3398,9 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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}
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}
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assert(param2 <= 5);
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// Check attachment if node is in group attached_node
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if (((ItemGroupList) predicted_f.groups)["attached_node"] != 0) {
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static v3s16 wallmounted_dirs[8] = {
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if (itemgroup_get(predicted_f.groups, "attached_node") != 0) {
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const static v3s16 wallmounted_dirs[8] = {
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v3s16(0, 1, 0),
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v3s16(0, -1, 0),
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v3s16(1, 0, 0),
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@ -3424,11 +3425,11 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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}
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// Apply color
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if ((predicted_f.param_type_2 == CPT2_COLOR
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if (!place_param2 && (predicted_f.param_type_2 == CPT2_COLOR
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|| predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
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|| predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
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const std::string &indexstr = selected_item.metadata.getString(
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"palette_index", 0);
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const auto &indexstr = selected_item.metadata.
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getString("palette_index", 0);
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if (!indexstr.empty()) {
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s32 index = mystoi(indexstr);
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if (predicted_f.param_type_2 == CPT2_COLOR) {
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@ -3468,11 +3469,10 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
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return false;
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}
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} catch (InvalidPositionException &e) {
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} catch (const InvalidPositionException &e) {
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errorstream << "Node placement prediction failed for "
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<< selected_def.name << " (places "
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<< prediction
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<< ") - Position not loaded" << std::endl;
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<< prediction << ") - Position not loaded" << std::endl;
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soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
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return false;
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}
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@ -294,7 +294,7 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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}
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material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
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// mipmaps cause "thin black line" artifacts
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#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
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#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
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material.setFlag(video::EMF_USE_MIP_MAPS, false);
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#endif
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if (m_enable_shaders) {
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@ -303,23 +303,26 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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}
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}
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scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<ItemPartColor> *colors, const ContentFeatures &f)
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static scene::SMesh *createSpecialNodeMesh(Client *client, MapNode n,
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std::vector<ItemPartColor> *colors, const ContentFeatures &f)
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{
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MeshMakeData mesh_make_data(client, false);
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MeshCollector collector;
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mesh_make_data.setSmoothLighting(false);
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MapblockMeshGenerator gen(&mesh_make_data, &collector);
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u8 param2 = 0;
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if (f.param_type_2 == CPT2_WALLMOUNTED ||
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if (n.getParam2()) {
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// keep it
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} else if (f.param_type_2 == CPT2_WALLMOUNTED ||
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f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
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if (f.drawtype == NDT_TORCHLIKE)
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param2 = 1;
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n.setParam2(1);
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else if (f.drawtype == NDT_SIGNLIKE ||
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f.drawtype == NDT_NODEBOX ||
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f.drawtype == NDT_MESH)
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param2 = 4;
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n.setParam2(4);
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}
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gen.renderSingle(id, param2);
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gen.renderSingle(n.getContent(), n.getParam2());
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colors->clear();
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scene::SMesh *mesh = new scene::SMesh();
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@ -413,9 +416,12 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
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case NDT_LIQUID:
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setCube(f, def.wield_scale);
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break;
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default:
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default: {
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// Render non-trivial drawtypes like the actual node
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mesh = createSpecialNodeMesh(client, id, &m_colors, f);
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MapNode n(id);
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n.setParam2(def.place_param2);
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mesh = createSpecialNodeMesh(client, n, &m_colors, f);
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changeToMesh(mesh);
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mesh->drop();
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m_meshnode->setScale(
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@ -423,6 +429,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
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/ (BS * f.visual_scale));
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break;
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}
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}
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u32 material_count = m_meshnode->getMaterialCount();
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for (u32 i = 0; i < material_count; ++i) {
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@ -585,12 +592,16 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
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result->buffer_colors.emplace_back(l0.has_color, l0.color);
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break;
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}
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default:
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default: {
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// Render non-trivial drawtypes like the actual node
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mesh = createSpecialNodeMesh(client, id, &result->buffer_colors, f);
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MapNode n(id);
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n.setParam2(def.place_param2);
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mesh = createSpecialNodeMesh(client, n, &result->buffer_colors, f);
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scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
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break;
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}
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}
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u32 mc = mesh->getMeshBufferCount();
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for (u32 i = 0; i < mc; ++i) {
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@ -72,12 +72,10 @@ ItemDefinition& ItemDefinition::operator=(const ItemDefinition &def)
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usable = def.usable;
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liquids_pointable = def.liquids_pointable;
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if (def.tool_capabilities)
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{
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tool_capabilities = new ToolCapabilities(
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*def.tool_capabilities);
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}
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tool_capabilities = new ToolCapabilities(*def.tool_capabilities);
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groups = def.groups;
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node_placement_prediction = def.node_placement_prediction;
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place_param2 = def.place_param2;
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sound_place = def.sound_place;
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sound_place_failed = def.sound_place_failed;
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range = def.range;
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@ -120,8 +118,8 @@ void ItemDefinition::reset()
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sound_place = SimpleSoundSpec();
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sound_place_failed = SimpleSoundSpec();
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range = -1;
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node_placement_prediction = "";
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place_param2 = 0;
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}
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void ItemDefinition::serialize(std::ostream &os, u16 protocol_version) const
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@ -166,6 +164,8 @@ void ItemDefinition::serialize(std::ostream &os, u16 protocol_version) const
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os << serializeString16(wield_overlay);
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os << serializeString16(short_description);
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os << place_param2;
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}
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void ItemDefinition::deSerialize(std::istream &is)
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@ -219,6 +219,8 @@ void ItemDefinition::deSerialize(std::istream &is)
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// block to not need to increase the version.
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try {
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short_description = deSerializeString16(is);
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place_param2 = readU8(is); // 0 if missing
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} catch(SerializationError &e) {};
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}
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@ -86,6 +86,7 @@ struct ItemDefinition
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// Server will update the precise end result a moment later.
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// "" = no prediction
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std::string node_placement_prediction;
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u8 place_param2;
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/*
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Some helpful methods
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@ -119,6 +119,8 @@ void read_item_definition(lua_State* L, int index,
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// "" = no prediction
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getstringfield(L, index, "node_placement_prediction",
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def.node_placement_prediction);
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getintfield(L, index, "place_param2", def.place_param2);
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}
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/******************************************************************************/
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