virtual void addPlayer(Player *player);
void removePlayer(u16 peer_id);
+ void removePlayer(const char *name);
Player * getPlayer(u16 peer_id);
Player * getPlayer(const char *name);
Player * getRandomConnectedPlayer();
Player * getNearestConnectedPlayer(v3f pos);
std::list<Player*> getPlayers();
std::list<Player*> getPlayers(bool ignore_disconnected);
-
+
u32 getDayNightRatio();
// 0-23999
void stepTimeOfDay(float dtime);
void setTimeOfDaySpeed(float speed);
-
+
float getTimeOfDaySpeed();
void setDayNightRatioOverride(bool enable, u32 value)
// Overriding the day-night ratio is useful for custom sky visuals
bool m_enable_day_night_ratio_override;
u32 m_day_night_ratio_override;
-
+
+ /* TODO: Add a callback function so these can be updated when a setting
+ * changes. At this point in time it doesn't matter (e.g. /set
+ * is documented to change server settings only)
+ *
+ * TODO: Local caching of settings is not optimal and should at some stage
+ * be updated to use a global settings object for getting thse values
+ * (as opposed to the this local caching). This can be addressed in
+ * a later release.
+ */
+ bool m_cache_enable_shaders;
+
private:
JMutex m_lock;
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)
{
public:
ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
- IGameDef *gamedef);
+ IGameDef *gamedef, const std::string &path_world);
~ServerEnvironment();
Map & getMap();
float getSendRecommendedInterval()
{ return m_recommended_send_interval; }
- /*
- Save players
- */
- void serializePlayers(const std::string &savedir);
- void deSerializePlayers(const std::string &savedir);
+ // Save players
+ void saveLoadedPlayers();
+ void savePlayer(const std::string &playername);
+ Player *loadPlayer(const std::string &playername);
/*
Save and load time of day and game timer
*/
- void saveMeta(const std::string &savedir);
- void loadMeta(const std::string &savedir);
+ void saveMeta();
+ void loadMeta();
/*
External ActiveObject interface
Returns 0 if not added and thus deleted.
*/
u16 addActiveObject(ServerActiveObject *object);
-
+
/*
Add an active object as a static object to the corresponding
MapBlock.
(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(v3s16 pos, s16 radius,
+ s16 player_radius,
std::set<u16> ¤t_objects,
std::set<u16> &added_objects);
inside a radius around a position
*/
void getRemovedActiveObjects(v3s16 pos, s16 radius,
+ s16 player_radius,
std::set<u16> ¤t_objects,
std::set<u16> &removed_objects);
-
+
/*
Get the next message emitted by some active object.
Returns a message with id=0 if no messages are available.
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
std::set<u16> getObjectsInsideRadius(v3f pos, float radius);
-
+
// Clear all objects, loading and going through every MapBlock
void clearAllObjects();
-
+
// 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);
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; };
-
+
private:
/*
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.
/*
Member variables
*/
-
+
// The map
ServerMap *m_map;
// Lua state
GameScripting* m_script;
// Game definition
IGameDef *m_gamedef;
+ // World path
+ const std::string m_path_world;
// Active object list
std::map<u16, ServerActiveObject*> m_active_objects;
// Outgoing network message buffer for active objects
{
ClientEnvEventType type;
union {
- struct{
- } none;
+ //struct{
+ //} none;
struct{
u8 amount;
bool send_to_server;
virtual void addPlayer(Player *player);
LocalPlayer * getLocalPlayer();
-
+
/*
ClientSimpleObjects
*/
/*
ActiveObjects
*/
-
+
ClientActiveObject* getActiveObject(u16 id);
/*
/*
Client likes to call these
*/
-
+
// Get all nearby objects
void getActiveObjects(v3f origin, f32 max_d,
std::vector<DistanceSortedActiveObject> &dest);
-
+
// Get event from queue. CEE_NONE is returned if queue is empty.
ClientEnvEvent getClientEvent();
{ m_camera_offset = camera_offset; }
v3s16 getCameraOffset()
{ return m_camera_offset; }
-
+
private:
ClientMap *m_map;
scene::ISceneManager *m_smgr;