-private:
- Mutex m_time_lock;
-
- DISABLE_CLASS_COPY(Environment);
-};
-
-/*
- {Active, Loading} block modifier interface.
-
- These are fed into ServerEnvironment at initialization time;
- ServerEnvironment handles deleting them.
-*/
-
-class ActiveBlockModifier
-{
-public:
- ActiveBlockModifier(){};
- virtual ~ActiveBlockModifier(){};
-
- // Set of contents to trigger on
- virtual std::set<std::string> getTriggerContents()=0;
- // Set of required neighbors (trigger doesn't happen if none are found)
- // Empty = do not check neighbors
- virtual std::set<std::string> getRequiredNeighbors()
- { return std::set<std::string>(); }
- // Trigger interval in seconds
- virtual float getTriggerInterval() = 0;
- // Random chance of (1 / return value), 0 is disallowed
- virtual u32 getTriggerChance() = 0;
- // Whether to modify chance to simulate time lost by an unnattended block
- virtual bool getSimpleCatchUp() = 0;
- // This is called usually at interval for 1/chance of the nodes
- virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
- virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n,
- u32 active_object_count, u32 active_object_count_wider){};
-};
-
-struct ABMWithState
-{
- ActiveBlockModifier *abm;
- float timer;
-
- ABMWithState(ActiveBlockModifier *abm_);
-};
-
-struct LoadingBlockModifierDef
-{
- // Set of contents to trigger on
- std::set<std::string> trigger_contents;
- std::string name;
- bool run_at_every_load;
-
- virtual ~LoadingBlockModifierDef() {}
- virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
-};
-
-struct LBMContentMapping
-{
- typedef std::map<content_t, std::vector<LoadingBlockModifierDef *> > container_map;
- container_map map;
-
- std::vector<LoadingBlockModifierDef *> lbm_list;
-
- // Needs to be separate method (not inside destructor),
- // because the LBMContentMapping may be copied and destructed
- // many times during operation in the lbm_lookup_map.
- void deleteContents();
- void addLBM(LoadingBlockModifierDef *lbm_def, IGameDef *gamedef);
- const std::vector<LoadingBlockModifierDef *> *lookup(content_t c) const;
-};
-
-class LBMManager
-{
-public:
- LBMManager():
- m_query_mode(false)
- {}
-
- ~LBMManager();
-
- // Don't call this after loadIntroductionTimes() ran.
- void addLBMDef(LoadingBlockModifierDef *lbm_def);
-
- void loadIntroductionTimes(const std::string ×,
- IGameDef *gamedef, u32 now);
-
- // Don't call this before loadIntroductionTimes() ran.
- std::string createIntroductionTimesString();
-
- // Don't call this before loadIntroductionTimes() ran.
- void applyLBMs(ServerEnvironment *env, MapBlock *block, u32 stamp);
-
- // Warning: do not make this std::unordered_map, order is relevant here
- typedef std::map<u32, LBMContentMapping> lbm_lookup_map;
-
-private:
- // Once we set this to true, we can only query,
- // not modify
- bool m_query_mode;
-
- // For m_query_mode == false:
- // The key of the map is the LBM def's name.
- // TODO make this std::unordered_map
- std::map<std::string, LoadingBlockModifierDef *> m_lbm_defs;
-
- // For m_query_mode == true:
- // The key of the map is the LBM def's first introduction time.
- lbm_lookup_map m_lbm_lookup;
-
- // Returns an iterator to the LBMs that were introduced
- // after the given time. This is guaranteed to return
- // valid values for everything
- lbm_lookup_map::const_iterator getLBMsIntroducedAfter(u32 time)
- { return m_lbm_lookup.lower_bound(time); }
-};
-
-/*
- List of active blocks, used by ServerEnvironment
-*/
-
-class ActiveBlockList
-{
-public:
- void update(std::vector<v3s16> &active_positions,
- s16 radius,
- std::set<v3s16> &blocks_removed,
- std::set<v3s16> &blocks_added);
-
- bool contains(v3s16 p){
- return (m_list.find(p) != m_list.end());
- }
-
- void clear(){
- m_list.clear();
- }
-
- std::set<v3s16> m_list;
- std::set<v3s16> m_forceloaded_list;
-
-private:
-};
-
-/*
- Operation mode for ServerEnvironment::clearObjects()
-*/
-enum ClearObjectsMode {
- // Load and go through every mapblock, clearing objects
- CLEAR_OBJECTS_MODE_FULL,
-
- // Clear objects immediately in loaded mapblocks;
- // clear objects in unloaded mapblocks only when the mapblocks are next activated.
- CLEAR_OBJECTS_MODE_QUICK,
-};
-
-/*
- The server-side environment.
-
- This is not thread-safe. Server uses an environment mutex.
-*/
-
-typedef UNORDERED_MAP<u16, ServerActiveObject *> ActiveObjectMap;
-
-class ServerEnvironment : public Environment
-{
-public:
- ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
- IGameDef *gamedef, const std::string &path_world);
- ~ServerEnvironment();
-
- Map & getMap();
-
- ServerMap & getServerMap();
-
- //TODO find way to remove this fct!
- GameScripting* getScriptIface()
- { return m_script; }
-
- IGameDef *getGameDef()
- { return m_gamedef; }
-
- float getSendRecommendedInterval()
- { return m_recommended_send_interval; }
-
- void kickAllPlayers(AccessDeniedCode reason,
- const std::string &str_reason, bool reconnect);
- // Save players
- void saveLoadedPlayers();
- void savePlayer(RemotePlayer *player);
- RemotePlayer *loadPlayer(const std::string &playername);
-
- /*
- Save and load time of day and game timer
- */
- void saveMeta();
- void loadMeta();
- // to be called instead of loadMeta if
- // env_meta.txt doesn't exist (e.g. new world)
- void loadDefaultMeta();
-
- u32 addParticleSpawner(float exptime);
- void deleteParticleSpawner(u32 id) { m_particle_spawners.erase(id); }
-
- /*
- External ActiveObject interface
- -------------------------------------------
- */
-
- ServerActiveObject* getActiveObject(u16 id);
-
- /*
- Add an active object to the environment.
- Environment handles deletion of object.
- Object may be deleted by environment immediately.
- If id of object is 0, assigns a free id to it.
- Returns the id of the object.
- Returns 0 if not added and thus deleted.
- */
- u16 addActiveObject(ServerActiveObject *object);
-
- /*
- Add an active object as a static object to the corresponding
- MapBlock.
- Caller allocates memory, ServerEnvironment frees memory.
- Return value: true if succeeded, false if failed.
- (note: not used, pending removal from engine)
- */
- //bool addActiveObjectAsStatic(ServerActiveObject *object);
-
- /*
- Find out what new objects have been added to
- inside a radius around a position
- */
- void getAddedActiveObjects(RemotePlayer *player, s16 radius,
- s16 player_radius,
- std::set<u16> ¤t_objects,
- std::queue<u16> &added_objects);
-
- /*
- Find out what new objects have been removed from
- inside a radius around a position
- */
- void getRemovedActiveObjects(RemotePlayer* player, s16 radius,
- s16 player_radius,
- std::set<u16> ¤t_objects,
- std::queue<u16> &removed_objects);
-
- /*
- Get the next message emitted by some active object.
- Returns a message with id=0 if no messages are available.
- */
- ActiveObjectMessage getActiveObjectMessage();
-
- /*
- Activate objects and dynamically modify for the dtime determined
- from timestamp and additional_dtime
- */
- void activateBlock(MapBlock *block, u32 additional_dtime=0);
-
- /*
- {Active,Loading}BlockModifiers
- -------------------------------------------
- */
-
- void addActiveBlockModifier(ActiveBlockModifier *abm);
- void addLoadingBlockModifierDef(LoadingBlockModifierDef *lbm);
-
- /*
- Other stuff
- -------------------------------------------
- */
-
- // Script-aware node setters
- bool setNode(v3s16 p, const MapNode &n);
- bool removeNode(v3s16 p);
- bool swapNode(v3s16 p, const MapNode &n);
-
- // Find all active objects inside a radius around a point
- void getObjectsInsideRadius(std::vector<u16> &objects, v3f pos, float radius);
-
- // Clear objects, loading and going through every MapBlock
- void clearObjects(ClearObjectsMode mode);
-
- // This makes stuff happen
- void step(f32 dtime);
-
- //check if there's a line of sight between two positions
- bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0, v3s16 *p=NULL);
-
- u32 getGameTime() { return m_game_time; }
-
- void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
- float getMaxLagEstimate() { return m_max_lag_estimate; }
-
- std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };
-
- // Sets the static object status all the active objects in the specified block
- // This is only really needed for deleting blocks from the map
- void setStaticForActiveObjectsInBlock(v3s16 blockpos,
- bool static_exists, v3s16 static_block=v3s16(0,0,0));
-
- RemotePlayer *getPlayer(const u16 peer_id);
- RemotePlayer *getPlayer(const char* name);
-private:
-
- /*
- Internal ActiveObject interface
- -------------------------------------------
- */
-
- /*
- Add an active object to the environment.
-
- Called by addActiveObject.
-
- Object may be deleted by environment immediately.
- If id of object is 0, assigns a free id to it.
- Returns the id of the object.
- Returns 0 if not added and thus deleted.
- */
- u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s);
-
- /*
- Remove all objects that satisfy (m_removed && m_known_by_count==0)
- */
- void removeRemovedObjects();
-
- /*
- Convert stored objects from block to active
- */
- void activateObjects(MapBlock *block, u32 dtime_s);
-
- /*
- Convert objects that are not in active blocks to static.
-
- If m_known_by_count != 0, active object is not deleted, but static
- data is still updated.
-
- If force_delete is set, active object is deleted nevertheless. It
- shall only be set so in the destructor of the environment.
- */
- void deactivateFarObjects(bool force_delete);
-
- /*
- Member variables
- */
-
- // The map
- ServerMap *m_map;
- // Lua state
- GameScripting* m_script;
- // Game definition