[AAA] Part 3 Item callbacks#2898
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@Argmaster I will have to look over the code again to remove some things like the temporary zon creation. But I would like your input for the general structure atleast. |
| damage: f32, | ||
| properties: [@typeInfo(ProceduralItemProperty).@"enum".fields.len]f32 = @splat(0), | ||
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| durability: u32, |
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I think we should consider replacing durability field with timesUsed or something alike, basically reversed durability, so when a tool gets balance changes it doesn't show up funny. Would have to be clamped at zero and tool with zero durability would have to break instantly.
ofc out of scope
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Wouldn't that mean that for example if a player has an item wich has like 300 timesUsed and we reduce through an update the maxUsage to something below 300, then the item would just break instantly on joining the world.
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We break items only when they are used.
But yes, general intention is to make the item asap.
| item: main.items.Item, | ||
| target: union(enum) { | ||
| block: struct { block: Block, blockPos: Vec3i }, | ||
| entity: *main.server.Entity, |
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I think these may not be mutually exclusive.
A scythe, or a large axe may do AOE damage, what then? (Hitting multiple blocks or entities and blocks)
Should we even do that inside the callback or outside of it?
Additionally it may be very useful to get the source player as a parameter and source inventory too.
Although that last thing has no use for now, so that's something to ignore for now.
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Honestly I would remove the target completely and instead provide tools to query the possible target from MeshSelection if the callback cares to do so. This means the params need to be extended with everything required for such query.
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I removed it. callbacks now get the selectedBlockPos which they (if it is not null) can be used to query the block. This also already helped calls because the selection wand doesn't care about the block only its position
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| pub fn breakBlock(inventory: main.items.Inventory.ClientInventory, slot: u32, deltaTime: f64) void { | ||
| pub fn breakBlock(inventory: main.items.Inventory.ClientInventory, slot: u32, _deltaTime: f64) void { |
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I think you should eliminate the chain of jumps before this call.
Currently you are jumping game.breakBlock -> Inventory.breakBlock -> renderer.MeshSelection.breakBlock -> <onLeftClick callback> for no reason IMO I think it should just call left click callback directly from game.breakBlock.
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but the game.breakBlock has no access to selectedPos I think the call order is ok.
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Eh alright, then I guess there is unfortunately a reason. I will have a look at this when I have time to maybe find a better way around this.
| pub fn breakBlock(inventory: main.items.Inventory.ClientInventory, slot: u32, deltaTime: f64) void { | ||
| pub fn breakBlock(inventory: main.items.Inventory.ClientInventory, slot: u32, _deltaTime: f64) void { | ||
| var deltaTime = _deltaTime; | ||
| if (selectedBlockPos) |selectedPos| { |
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I think breaking animation should be handled inside the callback. You may want to extract it as helper function, but it should be called from inside the callback. There might be tools that don't remove breaking animation.
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that means callbacks would need a finsish method right? How would they else know that the they can remove the animation
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No? I think no.
This is clearing braking animation when you start braking different block.
Since this callback calls into updateBlock sync call, you can do stuff before and after it too, so you can also clear it after brekitn a block.
| var selectionFace: chunk.Neighbor = undefined; | ||
| var lastPos: Vec3d = undefined; | ||
| var lastDir: Vec3f = undefined; | ||
| pub var lastDir: Vec3f = undefined; |
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I don't think it should be made public; this should be a parameter to callback. Preferably inside a struct alongside Callback should receive current player position and direction and should figure out storing that. Then the callback should figure out storing that, no?lastPos as playerOrientation or alike.
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is now given over callback
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| fn updateBlockAndSendUpdate(source: main.items.Inventory.ClientInventory, slot: u32, pos: Vec3i, oldBlock: blocks.Block, newBlock: blocks.Block) void { | ||
| pub fn updateBlockAndSendUpdate(source: main.items.Inventory.ClientInventory, slot: u32, pos: Vec3i, oldBlock: blocks.Block, newBlock: blocks.Block) void { |
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No you don't. This function makes no sense as part of public API of renderer. Renderer does rendering, it doesn't send updates. Move it or call executeCommand.
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I have to look how I will exactly handle this.
| var currentBlockProgress: f32 = 0; | ||
| var currentSwingProgress: f32 = 0; | ||
| var currentSwingTime: f32 = 0; | ||
| pub var lastSelectedBlockPos: Vec3i = undefined; |
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This should be managed by callback implementation IMO. MeshSelection may have its own use cases for it (does it?) but even then it shouldn't share it with everyone.
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breakBlock seems to use it without reason, in the cases it uses it, it should be the same as selectedPos. I atleast didn't notice any difference in breaking animation.
IntegratedQuantum
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I'm not sure where to start here, but I think this is a bit of a step in the wrong direction.
First up, all player actions should be synced with the server to avoid cheating, so the item callback should be executed in the context of a sync command (see also #2381).
This is also important, since otherwise actions can happen out of sync (e.g. the way it's currently implemented the selection wand action and a world edit command may happen out of order since one is happening in the render thread, while the other is deferred to the next server tick as part of the sync system)
Secondly, all the animation state should be shared through an inventory component (@RanPix @tillpp maybe you already have something planned for this?), furthermore the current swinging system is planned to work differently, instead of only progressing when you keep the button pressed, a started swing should end even if you release the button (see also #1137).
In total I'd suggest to for now keep block breaking untouched, but only run it if there is no other successful callback.
Lastly, together with the points above: The callback should not know the deltaTime.
| pub const BlockTouchCallback = Callback(struct { entity: *main.server.Entity, source: Block, blockPos: Vec3i, deltaTime: f64 }, @import("block/touch/_list.zig")); | ||
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| pub const ItemUsedCallback = Callback(struct { | ||
| item: main.items.Item, |
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Should pass the inventory slot, so you can run useDurability and similar commands on it.
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Also it might be worth considering to also pass the name of the keyboard key, this would make it easier to add other keybinds (at least right click and middle click are on the table for the base game) |
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I am not sure if I understand. In the long run, I imagined that those callbacks will be client side key stroke handlers and they will invoke sync system. Some more stuff that might want to be outside sync:
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touch callback also must be synced in the future together will all other player input, and I think at this point we should not introduce more callbacks that don't use the sync system, to make this rewrite harder than it already is.
If the callback triggers a health increase, then how can the server verify that you actually are allowed to increase your health? Furthermore there is a bit of a synchronization issue, if another player places a cactus in your path, then you should take damage, even if your client didn't see it yet. That is only possible if the server evaluates the callback I don't really get the DDOS concern, 1 packet per frame is already a given, and a few bytes more wouldn't make a difference there.
Should be synced, so that when e.g. another player breaks your workbench, then the client can just roll back and close the UI (instead of the server having to tell the client about it). |
We want to store animation Data in the model component. |
This PR will add ItemCallbacks
For now this will only contain
onLeftClickRequires: #2891
What needs to be done before this PR is ready: