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Trigger on_place in many situations even if prediction failed
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Desour authored and sfan5 committed Sep 19, 2019
1 parent c413eeb commit 0b5c549
Showing 1 changed file with 133 additions and 130 deletions.
263 changes: 133 additions & 130 deletions src/client/game.cpp
Expand Up @@ -801,8 +801,8 @@ class Game {

void updateChat(f32 dtime, const v2u32 &screensize);

bool nodePlacementPrediction(const ItemDefinition &selected_def,
const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos);
bool nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item,
const v3s16 &nodepos, const v3s16 &neighbourpos, const PointedThing &pointed);
static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];

InputHandler *input = nullptr;
Expand Down Expand Up @@ -1083,7 +1083,7 @@ void Game::run()
// RenderingEngine::run() from this iteration
// + Sleep time until the wanted FPS are reached
limitFps(&draw_times, &dtime);

// Prepare render data for next iteration

updateStats(&stats, draw_times, dtime);
Expand Down Expand Up @@ -3225,39 +3225,24 @@ void Game::handlePointingAtNode(const PointedThing &pointed,

camera->setDigging(1); // right click animation (always shown for feedback)

soundmaker->m_player_rightpunch_sound = SimpleSoundSpec();

// If the wielded item has node placement prediction,
// make that happen
// And also set the sound and send the interact
auto &def = selected_item.getDefinition(itemdef_manager);
bool placed = nodePlacementPrediction(def, selected_item, nodepos,
neighbourpos);

if (placed) {
// Report to server
client->interact(INTERACT_PLACE, pointed);
// Read the sound
soundmaker->m_player_rightpunch_sound =
def.sound_place;

if (client->modsLoaded())
client->getScript()->on_placenode(pointed, def);
} else {
soundmaker->m_player_rightpunch_sound =
SimpleSoundSpec();
bool placed = nodePlacement(def, selected_item, nodepos, neighbourpos,
pointed);

if (def.node_placement_prediction.empty() ||
nodedef_manager->get(map.getNode(nodepos)).rightclickable) {
client->interact(INTERACT_PLACE, pointed); // Report to server
} else {
soundmaker->m_player_rightpunch_sound =
def.sound_place_failed;
}
}
if (placed && client->modsLoaded())
client->getScript()->on_placenode(pointed, def);
}
}
}

bool Game::nodePlacementPrediction(const ItemDefinition &selected_def,
const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos)
bool Game::nodePlacement(const ItemDefinition &selected_def,
const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos,
const PointedThing &pointed)
{
std::string prediction = selected_def.node_placement_prediction;
const NodeDefManager *nodedef = client->ndef();
Expand All @@ -3266,144 +3251,162 @@ bool Game::nodePlacementPrediction(const ItemDefinition &selected_def,
bool is_valid_position;

node = map.getNode(nodepos, &is_valid_position);
if (!is_valid_position)
if (!is_valid_position) {
soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
return false;
}

if (!prediction.empty() && !(nodedef->get(node).rightclickable &&
if (prediction.empty() || (nodedef->get(node).rightclickable &&
!isKeyDown(KeyType::SNEAK))) {
verbosestream << "Node placement prediction for "
<< selected_item.name << " is "
<< prediction << std::endl;
v3s16 p = neighbourpos;

// Place inside node itself if buildable_to
MapNode n_under = map.getNode(nodepos, &is_valid_position);
if (is_valid_position)
{
if (nodedef->get(n_under).buildable_to)
p = nodepos;
else {
node = map.getNode(p, &is_valid_position);
if (is_valid_position &&!nodedef->get(node).buildable_to)
return false;
// Report to server
client->interact(INTERACT_PLACE, pointed);
return false;
}

verbosestream << "Node placement prediction for "
<< selected_def.name << " is "
<< prediction << std::endl;
v3s16 p = neighbourpos;

// Place inside node itself if buildable_to
MapNode n_under = map.getNode(nodepos, &is_valid_position);
if (is_valid_position) {
if (nodedef->get(n_under).buildable_to) {
p = nodepos;
} else {
node = map.getNode(p, &is_valid_position);
if (is_valid_position && !nodedef->get(node).buildable_to) {
// Report to server
client->interact(INTERACT_PLACE, pointed);
return false;
}
}
}

// Find id of predicted node
content_t id;
bool found = nodedef->getId(prediction, id);
// Find id of predicted node
content_t id;
bool found = nodedef->getId(prediction, id);

if (!found) {
errorstream << "Node placement prediction failed for "
<< selected_item.name << " (places "
<< prediction
<< ") - Name not known" << std::endl;
return false;
}
if (!found) {
errorstream << "Node placement prediction failed for "
<< selected_def.name << " (places "
<< prediction
<< ") - Name not known" << std::endl;
// Handle this as if prediction was empty
// Report to server
client->interact(INTERACT_PLACE, pointed);
return false;
}

const ContentFeatures &predicted_f = nodedef->get(id);
const ContentFeatures &predicted_f = nodedef->get(id);

// Predict param2 for facedir and wallmounted nodes
u8 param2 = 0;
// Predict param2 for facedir and wallmounted nodes
u8 param2 = 0;

if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
v3s16 dir = nodepos - neighbourpos;
v3s16 dir = nodepos - neighbourpos;

if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
param2 = dir.Y < 0 ? 1 : 0;
} else if (abs(dir.X) > abs(dir.Z)) {
param2 = dir.X < 0 ? 3 : 2;
} else {
param2 = dir.Z < 0 ? 5 : 4;
}
if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
param2 = dir.Y < 0 ? 1 : 0;
} else if (abs(dir.X) > abs(dir.Z)) {
param2 = dir.X < 0 ? 3 : 2;
} else {
param2 = dir.Z < 0 ? 5 : 4;
}
}

if (predicted_f.param_type_2 == CPT2_FACEDIR ||
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);
v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);

if (abs(dir.X) > abs(dir.Z)) {
param2 = dir.X < 0 ? 3 : 1;
} else {
param2 = dir.Z < 0 ? 2 : 0;
}
if (abs(dir.X) > abs(dir.Z)) {
param2 = dir.X < 0 ? 3 : 1;
} else {
param2 = dir.Z < 0 ? 2 : 0;
}
}

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] = {
v3s16(0, 1, 0),
v3s16(0, -1, 0),
v3s16(1, 0, 0),
v3s16(-1, 0, 0),
v3s16(0, 0, 1),
v3s16(0, 0, -1),
};
v3s16 pp;

if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
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] = {
v3s16(0, 1, 0),
v3s16(0, -1, 0),
v3s16(1, 0, 0),
v3s16(-1, 0, 0),
v3s16(0, 0, 1),
v3s16(0, 0, -1),
};
v3s16 pp;

if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)
pp = p + wallmounted_dirs[param2];
else
pp = p + v3s16(0, -1, 0);
pp = p + wallmounted_dirs[param2];
else
pp = p + v3s16(0, -1, 0);

if (!nodedef->get(map.getNode(pp)).walkable)
return false;
if (!nodedef->get(map.getNode(pp)).walkable) {
// Report to server
client->interact(INTERACT_PLACE, pointed);
return false;
}
}

// Apply color
if ((predicted_f.param_type_2 == CPT2_COLOR
// Apply color
if ((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);
if (!indexstr.empty()) {
s32 index = mystoi(indexstr);
if (predicted_f.param_type_2 == CPT2_COLOR) {
param2 = index;
} else if (predicted_f.param_type_2
== CPT2_COLORED_WALLMOUNTED) {
// param2 = pure palette index + other
param2 = (index & 0xf8) | (param2 & 0x07);
} else if (predicted_f.param_type_2
== CPT2_COLORED_FACEDIR) {
// param2 = pure palette index + other
param2 = (index & 0xe0) | (param2 & 0x1f);
}
const std::string &indexstr = selected_item.metadata.getString(
"palette_index", 0);
if (!indexstr.empty()) {
s32 index = mystoi(indexstr);
if (predicted_f.param_type_2 == CPT2_COLOR) {
param2 = index;
} else if (predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
// param2 = pure palette index + other
param2 = (index & 0xf8) | (param2 & 0x07);
} else if (predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
// param2 = pure palette index + other
param2 = (index & 0xe0) | (param2 & 0x1f);
}
}
}

// Add node to client map
MapNode n(id, 0, param2);
// Add node to client map
MapNode n(id, 0, param2);

try {
LocalPlayer *player = client->getEnv().getLocalPlayer();
try {
LocalPlayer *player = client->getEnv().getLocalPlayer();

// Dont place node when player would be inside new node
// NOTE: This is to be eventually implemented by a mod as client-side Lua
if (!nodedef->get(n).walkable ||
// Dont place node when player would be inside new node
// NOTE: This is to be eventually implemented by a mod as client-side Lua
if (!nodedef->get(n).walkable ||
g_settings->getBool("enable_build_where_you_stand") ||
(client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
(nodedef->get(n).walkable &&
neighbourpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
neighbourpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {

// This triggers the required mesh update too
client->addNode(p, n);
return true;
}
} catch (InvalidPositionException &e) {
errorstream << "Node placement prediction failed for "
<< selected_item.name << " (places "
<< prediction
<< ") - Position not loaded" << std::endl;
// This triggers the required mesh update too
client->addNode(p, n);
// Report to server
client->interact(INTERACT_PLACE, pointed);
// A node is predicted, also play a sound
soundmaker->m_player_rightpunch_sound = selected_def.sound_place;
return true;
} else {
soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
return false;
}
} catch (InvalidPositionException &e) {
errorstream << "Node placement prediction failed for "
<< selected_def.name << " (places "
<< prediction
<< ") - Position not loaded" << std::endl;
soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
return false;
}

return false;
}

void Game::handlePointingAtObject(const PointedThing &pointed,
Expand Down

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