#include "mapnode.h"
#include "mapblock.h"
#include "threading/mutex.h"
+#include "threading/atomic.h"
#include "network/networkprotocol.h" // for AccessDeniedCode
class ServerEnvironment;
class ClientMap;
class GameScripting;
class Player;
+class RemotePlayer;
class Environment
{
virtual Map & getMap() = 0;
virtual void addPlayer(Player *player);
- void removePlayer(u16 peer_id);
- void removePlayer(const char *name);
+ void removePlayer(Player *player);
Player * getPlayer(u16 peer_id);
Player * getPlayer(const char *name);
Player * getRandomConnectedPlayer();
void setTimeOfDaySpeed(float speed);
float getTimeOfDaySpeed();
- void setDayNightRatioOverride(bool enable, u32 value)
- {
- m_enable_day_night_ratio_override = enable;
- m_day_night_ratio_override = value;
- }
+ void setDayNightRatioOverride(bool enable, u32 value);
+
+ u32 getDayCount();
// counter used internally when triggering ABMs
u32 m_added_objects;
protected:
// peer_ids in here should be unique, except that there may be many 0s
std::vector<Player*> m_players;
+
+ GenericAtomic<float> m_time_of_day_speed;
+
+ /*
+ * Below: values managed by m_time_lock
+ */
// Time of day in milli-hours (0-23999); determines day and night
u32 m_time_of_day;
// Time of day in 0...1
float m_time_of_day_f;
- float m_time_of_day_speed;
- // Used to buffer dtime for adding to m_time_of_day
- float m_time_counter;
+ // Stores the skew created by the float -> u32 conversion
+ // to be applied at next conversion, so that there is no real skew.
+ float m_time_conversion_skew;
// Overriding the day-night ratio is useful for custom sky visuals
bool m_enable_day_night_ratio_override;
u32 m_day_night_ratio_override;
+ // Days from the server start, accounts for time shift
+ // in game (e.g. /time or bed usage)
+ Atomic<u32> m_day_count;
+ /*
+ * Above: values managed by m_time_lock
+ */
/* 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
* a later release.
*/
bool m_cache_enable_shaders;
+ float m_cache_active_block_mgmt_interval;
+ float m_cache_abm_interval;
+ float m_cache_nodetimer_interval;
private:
- Mutex m_timeofday_lock;
Mutex m_time_lock;
+ DISABLE_CLASS_COPY(Environment);
};
/*
- Active block modifier interface.
+ {Active, Loading} block modifier interface.
These are fed into ServerEnvironment at initialization time;
ServerEnvironment handles deleting them.
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,
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
*/
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.
const std::string &str_reason, bool reconnect);
// Save players
void saveLoadedPlayers();
- void savePlayer(const std::string &playername);
+ void savePlayer(RemotePlayer *player);
Player *loadPlayer(const std::string &playername);
/*
*/
void saveMeta();
void loadMeta();
+ // to be called instead of loadMeta if
+ // env_meta.txt doesn't exist (e.g. new world)
+ void loadDefaultMeta();
/*
External ActiveObject interface
Find out what new objects have been added to
inside a radius around a position
*/
- void getAddedActiveObjects(v3s16 pos, s16 radius,
+ void getAddedActiveObjects(Player *player, s16 radius,
s16 player_radius,
std::set<u16> ¤t_objects,
- std::set<u16> &added_objects);
+ std::queue<u16> &added_objects);
/*
Find out what new objects have been removed from
inside a radius around a position
*/
- void getRemovedActiveObjects(v3s16 pos, s16 radius,
+ void getRemovedActiveObjects(Player* player, s16 radius,
s16 player_radius,
std::set<u16> ¤t_objects,
- std::set<u16> &removed_objects);
+ std::queue<u16> &removed_objects);
/*
Get the next message emitted by some active object.
void activateBlock(MapBlock *block, u32 additional_dtime=0);
/*
- ActiveBlockModifiers
+ {Active,Loading}BlockModifiers
-------------------------------------------
*/
void addActiveBlockModifier(ActiveBlockModifier *abm);
+ void addLoadingBlockModifierDef(LoadingBlockModifierDef *lbm);
/*
Other stuff
// Find all active objects inside a radius around a point
void getObjectsInsideRadius(std::vector<u16> &objects, v3f pos, float radius);
- // Clear all objects, loading and going through every MapBlock
- void clearAllObjects();
+ // Clear objects, loading and going through every MapBlock
+ void clearObjects(ClearObjectsMode mode);
// This makes stuff happen
void step(f32 dtime);
u32 m_game_time;
// A helper variable for incrementing the latter
float m_game_time_fraction_counter;
+ // Time of last clearObjects call (game time).
+ // When a mapblock older than this is loaded, its objects are cleared.
+ u32 m_last_clear_objects_time;
+ // Active block modifiers
std::vector<ABMWithState> m_abms;
+ LBMManager m_lbm_mgr;
// An interval for generally sending object positions and stuff
float m_recommended_send_interval;
// Estimate for general maximum lag as determined by server.
IrrlichtDevice *m_irr;
std::map<u16, ClientActiveObject*> m_active_objects;
std::vector<ClientSimpleObject*> m_simple_objects;
- std::list<ClientEnvEvent> m_client_event_queue;
+ std::queue<ClientEnvEvent> m_client_event_queue;
IntervalLimiter m_active_object_light_update_interval;
IntervalLimiter m_lava_hurt_interval;
IntervalLimiter m_drowning_interval;