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7528986e44
* Code modernization: src/p*, src/q*, src/r*, src/s* (partial) * empty function * default constructor/destructor * for range-based loops * use emplace_back instead of push_back * C++ STL header style * Spelling: vertice -> vertex
158 lines
3.9 KiB
C++
158 lines
3.9 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include "irr_v3d.h"
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#include <string>
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#include <iostream>
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#include <list>
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#include "exceptions.h"
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#include "inventory.h"
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class Map;
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class IGameDef;
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struct MapNode;
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class InventoryManager;
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struct RollbackNode
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{
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std::string name;
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int param1 = 0;
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int param2 = 0;
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std::string meta;
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bool operator == (const RollbackNode &other)
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{
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return (name == other.name && param1 == other.param1 &&
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param2 == other.param2 && meta == other.meta);
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}
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bool operator != (const RollbackNode &other) { return !(*this == other); }
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RollbackNode() = default;
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RollbackNode(Map *map, v3s16 p, IGameDef *gamedef);
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};
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struct RollbackAction
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{
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enum Type{
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TYPE_NOTHING,
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TYPE_SET_NODE,
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TYPE_MODIFY_INVENTORY_STACK,
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} type = TYPE_NOTHING;
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time_t unix_time = 0;
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std::string actor;
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bool actor_is_guess = false;
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v3s16 p;
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RollbackNode n_old;
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RollbackNode n_new;
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std::string inventory_location;
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std::string inventory_list;
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u32 inventory_index;
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bool inventory_add;
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ItemStack inventory_stack;
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RollbackAction() = default;
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void setSetNode(v3s16 p_, const RollbackNode &n_old_,
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const RollbackNode &n_new_)
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{
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type = TYPE_SET_NODE;
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p = p_;
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n_old = n_old_;
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n_new = n_new_;
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}
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void setModifyInventoryStack(const std::string &inventory_location_,
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const std::string &inventory_list_, u32 index_,
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bool add_, const ItemStack &inventory_stack_)
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{
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type = TYPE_MODIFY_INVENTORY_STACK;
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inventory_location = inventory_location_;
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inventory_list = inventory_list_;
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inventory_index = index_;
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inventory_add = add_;
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inventory_stack = inventory_stack_;
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}
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// String should not contain newlines or nulls
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std::string toString() const;
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// Eg. flowing water level changes are not important
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bool isImportant(IGameDef *gamedef) const;
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bool getPosition(v3s16 *dst) const;
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bool applyRevert(Map *map, InventoryManager *imgr, IGameDef *gamedef) const;
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};
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class IRollbackManager
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{
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public:
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virtual void reportAction(const RollbackAction &action) = 0;
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virtual std::string getActor() = 0;
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virtual bool isActorGuess() = 0;
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virtual void setActor(const std::string &actor, bool is_guess) = 0;
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virtual std::string getSuspect(v3s16 p, float nearness_shortcut,
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float min_nearness) = 0;
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virtual ~IRollbackManager() = default;;
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virtual void flush() = 0;
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// Get all actors that did something to position p, but not further than
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// <seconds> in history
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virtual std::list<RollbackAction> getNodeActors(v3s16 pos, int range,
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time_t seconds, int limit) = 0;
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// Get actions to revert <seconds> of history made by <actor>
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virtual std::list<RollbackAction> getRevertActions(const std::string &actor,
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time_t seconds) = 0;
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};
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class RollbackScopeActor
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{
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public:
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RollbackScopeActor(IRollbackManager * rollback_,
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const std::string & actor, bool is_guess = false) :
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rollback(rollback_)
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{
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if (rollback) {
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old_actor = rollback->getActor();
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old_actor_guess = rollback->isActorGuess();
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rollback->setActor(actor, is_guess);
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}
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}
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~RollbackScopeActor()
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{
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if (rollback) {
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rollback->setActor(old_actor, old_actor_guess);
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}
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}
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private:
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IRollbackManager * rollback;
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std::string old_actor;
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bool old_actor_guess;
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};
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