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Require 'basic_debug' priv to view gameplay-relevant debug info, require 'debug' priv to view wireframe (#9315)

Fixes #7245.
This commit is contained in:
Wuzzy 2021-06-24 18:21:19 +00:00 committed by GitHub
parent 51bf4a6e26
commit 63fc728a84
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GPG key ID: 4AEE18F83AFDEB23
8 changed files with 85 additions and 20 deletions

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@ -676,6 +676,7 @@ protected:
bool handleCallbacks();
void processQueues();
void updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
void updateBasicDebugState();
void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
void updateProfilerGraphs(ProfilerGraph *graph);
@ -693,6 +694,7 @@ protected:
void toggleFast();
void toggleNoClip();
void toggleCinematic();
void toggleBlockBounds();
void toggleAutoforward();
void toggleMinimap(bool shift_pressed);
@ -1108,6 +1110,7 @@ void Game::run()
m_game_ui->clearInfoText();
hud->resizeHotbar();
updateProfilers(stats, draw_times, dtime);
processUserInput(dtime);
// Update camera before player movement to avoid camera lag of one frame
@ -1119,10 +1122,11 @@ void Game::run()
updatePlayerControl(cam_view);
step(&dtime);
processClientEvents(&cam_view_target);
updateBasicDebugState();
updateCamera(draw_times.busy_time, dtime);
updateSound(dtime);
processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud,
m_game_ui->m_flags.show_debug);
m_game_ui->m_flags.show_basic_debug);
updateFrame(&graph, &stats, dtime, cam_view);
updateProfilerGraphs(&graph);
@ -1723,6 +1727,19 @@ void Game::processQueues()
shader_src->processQueue();
}
void Game::updateBasicDebugState()
{
if (m_game_ui->m_flags.show_basic_debug) {
if (!client->checkPrivilege("basic_debug")) {
m_game_ui->m_flags.show_basic_debug = false;
hud->disableBlockBounds();
}
} else if (m_game_ui->m_flags.show_minimal_debug) {
if (client->checkPrivilege("basic_debug")) {
m_game_ui->m_flags.show_basic_debug = true;
}
}
}
void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times,
f32 dtime)
@ -1935,7 +1952,7 @@ void Game::processKeyInput()
} else if (wasKeyDown(KeyType::SCREENSHOT)) {
client->makeScreenshot();
} else if (wasKeyDown(KeyType::TOGGLE_BLOCK_BOUNDS)) {
hud->toggleBlockBounds();
toggleBlockBounds();
} else if (wasKeyDown(KeyType::TOGGLE_HUD)) {
m_game_ui->toggleHud();
} else if (wasKeyDown(KeyType::MINIMAP)) {
@ -2173,6 +2190,15 @@ void Game::toggleCinematic()
m_game_ui->showTranslatedStatusText("Cinematic mode disabled");
}
void Game::toggleBlockBounds()
{
if (client->checkPrivilege("basic_debug")) {
hud->toggleBlockBounds();
} else {
m_game_ui->showTranslatedStatusText("Can't show block bounds (need 'basic_debug' privilege)");
}
}
// Autoforward by toggling continuous forward.
void Game::toggleAutoforward()
{
@ -2236,24 +2262,41 @@ void Game::toggleFog()
void Game::toggleDebug()
{
// Initial / 4x toggle: Chat only
// 1x toggle: Debug text with chat
// Initial: No debug info
// 1x toggle: Debug text
// 2x toggle: Debug text with profiler graph
// 3x toggle: Debug text and wireframe
if (!m_game_ui->m_flags.show_debug) {
m_game_ui->m_flags.show_debug = true;
// 3x toggle: Debug text and wireframe (needs "debug" priv)
// Next toggle: Back to initial
//
// The debug text can be in 2 modes: minimal and basic.
// * Minimal: Only technical client info that not gameplay-relevant
// * Basic: Info that might give gameplay advantage, e.g. pos, angle
// Basic mode is used when player has "basic_debug" priv,
// otherwise the Minimal mode is used.
if (!m_game_ui->m_flags.show_minimal_debug) {
m_game_ui->m_flags.show_minimal_debug = true;
if (client->checkPrivilege("basic_debug")) {
m_game_ui->m_flags.show_basic_debug = true;
}
m_game_ui->m_flags.show_profiler_graph = false;
draw_control->show_wireframe = false;
m_game_ui->showTranslatedStatusText("Debug info shown");
} else if (!m_game_ui->m_flags.show_profiler_graph && !draw_control->show_wireframe) {
if (client->checkPrivilege("basic_debug")) {
m_game_ui->m_flags.show_basic_debug = true;
}
m_game_ui->m_flags.show_profiler_graph = true;
m_game_ui->showTranslatedStatusText("Profiler graph shown");
} else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) {
if (client->checkPrivilege("basic_debug")) {
m_game_ui->m_flags.show_basic_debug = true;
}
m_game_ui->m_flags.show_profiler_graph = false;
draw_control->show_wireframe = true;
m_game_ui->showTranslatedStatusText("Wireframe shown");
} else {
m_game_ui->m_flags.show_debug = false;
m_game_ui->m_flags.show_minimal_debug = false;
m_game_ui->m_flags.show_basic_debug = false;
m_game_ui->m_flags.show_profiler_graph = false;
draw_control->show_wireframe = false;
if (client->checkPrivilege("debug")) {