/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
*/
#include <set>
-#include "common_irrlicht.h"
-#include "player.h"
-#include "map.h"
-#include <ostream>
-#include "utility.h"
+#include <list>
+#include <queue>
+#include <map>
+#include "irr_v3d.h"
#include "activeobject.h"
-
-class Server;
+#include "util/numeric.h"
+#include "mapnode.h"
+#include "mapblock.h"
+#include "threading/mutex.h"
+#include "threading/atomic.h"
+#include "network/networkprotocol.h" // for AccessDeniedCode
+
+class ServerEnvironment;
class ActiveBlockModifier;
class ServerActiveObject;
-typedef struct lua_State lua_State;
class ITextureSource;
class IGameDef;
+class Map;
+class ServerMap;
+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(Player *player);
Player * getPlayer(u16 peer_id);
Player * getPlayer(const char *name);
Player * getRandomConnectedPlayer();
Player * getNearestConnectedPlayer(v3f pos);
- core::list<Player*> getPlayers();
- core::list<Player*> getPlayers(bool ignore_disconnected);
- void printPlayers(std::ostream &o);
-
- //void setDayNightRatio(u32 r);
+ std::vector<Player*> getPlayers();
+ std::vector<Player*> getPlayers(bool ignore_disconnected);
+
u32 getDayNightRatio();
-
+
// 0-23999
- virtual void setTimeOfDay(u32 time)
- {
- m_time_of_day = time;
- }
+ virtual void setTimeOfDay(u32 time);
+ u32 getTimeOfDay();
+ float getTimeOfDayF();
- u32 getTimeOfDay()
- {
- return m_time_of_day;
- }
+ void stepTimeOfDay(float dtime);
+
+ void setTimeOfDaySpeed(float speed);
+ float getTimeOfDaySpeed();
+
+ 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
- core::list<Player*> m_players;
- // Brightness
- //u32 m_daynight_ratio;
+ 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;
+ // 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
+ * 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;
+ float m_cache_active_block_mgmt_interval;
+ float m_cache_abm_interval;
+ float m_cache_nodetimer_interval;
+
+private:
+ 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.
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;
- // chance of (1 / return value), 0 is disallowed
+ // 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,
ActiveBlockModifier *abm;
float timer;
- ABMWithState(ActiveBlockModifier *abm_):
- abm(abm_)
+ 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); }
};
/*
class ActiveBlockList
{
public:
- void update(core::list<v3s16> &active_positions,
+ void update(std::vector<v3s16> &active_positions,
s16 radius,
- core::map<v3s16, bool> &blocks_removed,
- core::map<v3s16, bool> &blocks_added);
+ std::set<v3s16> &blocks_removed,
+ std::set<v3s16> &blocks_added);
bool contains(v3s16 p){
- return (m_list.find(p) != NULL);
+ return (m_list.find(p) != m_list.end());
}
void clear(){
m_list.clear();
}
- core::map<v3s16, bool> m_list;
+ std::set<v3s16> m_list;
+ std::set<v3s16> m_forceloaded_list;
private:
};
-class IBackgroundBlockEmerger
-{
-public:
- virtual void queueBlockEmerge(v3s16 blockpos, bool allow_generate)=0;
+/*
+ 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,
};
/*
class ServerEnvironment : public Environment
{
public:
- ServerEnvironment(ServerMap *map, lua_State *L, IGameDef *gamedef,
- IBackgroundBlockEmerger *emerger);
+ ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
+ IGameDef *gamedef, const std::string &path_world);
~ServerEnvironment();
- Map & getMap()
- { return *m_map; }
+ Map & getMap();
- ServerMap & getServerMap()
- { return *m_map; }
+ ServerMap & getServerMap();
- lua_State* getLua()
- { return m_lua; }
+ //TODO find way to remove this fct!
+ GameScripting* getScriptIface()
+ { return m_script; }
IGameDef *getGameDef()
{ return m_gamedef; }
float getSendRecommendedInterval()
- {
- return 0.10;
- }
+ { return m_recommended_send_interval; }
- /*
- Save players
- */
- void serializePlayers(const std::string &savedir);
- void deSerializePlayers(const std::string &savedir);
+ void kickAllPlayers(AccessDeniedCode reason,
+ const std::string &str_reason, bool reconnect);
+ // Save players
+ void saveLoadedPlayers();
+ void savePlayer(RemotePlayer *player);
+ 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();
+ // to be called instead of loadMeta if
+ // env_meta.txt doesn't exist (e.g. new world)
+ void loadDefaultMeta();
/*
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.
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);
-
+ //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,
- core::map<u16, bool> ¤t_objects,
- core::map<u16, bool> &added_objects);
+ void getAddedActiveObjects(Player *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(v3s16 pos, s16 radius,
- core::map<u16, bool> ¤t_objects,
- core::map<u16, bool> &removed_objects);
-
+ void getRemovedActiveObjects(Player* 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.
void activateBlock(MapBlock *block, u32 additional_dtime=0);
/*
- ActiveBlockModifiers (TODO)
+ {Active,Loading}BlockModifiers
-------------------------------------------
- NOTE: Not used currently (TODO: Use or remove)
*/
void addActiveBlockModifier(ActiveBlockModifier *abm);
+ void addLoadingBlockModifierDef(LoadingBlockModifierDef *lbm);
- /* Other stuff */
-
- // Clear all objects, loading and going through every MapBlock
- void clearAllObjects();
-
+ /*
+ 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));
+
private:
/*
Returns the id of the object.
Returns 0 if not added and thus deleted.
*/
- u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed);
-
+ 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);
-
+ 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
- lua_State *m_lua;
+ GameScripting* m_script;
// Game definition
IGameDef *m_gamedef;
- // Background block emerger (the server, in practice)
- IBackgroundBlockEmerger *m_emerger;
+ // World path
+ const std::string m_path_world;
// Active object list
- core::map<u16, ServerActiveObject*> m_active_objects;
+ std::map<u16, ServerActiveObject*> m_active_objects;
// Outgoing network message buffer for active objects
- Queue<ActiveObjectMessage> m_active_object_messages;
+ std::queue<ActiveObjectMessage> m_active_object_messages;
// Some timers
- float m_random_spawn_timer; // used for experimental code
float m_send_recommended_timer;
IntervalLimiter m_object_management_interval;
// List of active blocks
IntervalLimiter m_active_blocks_management_interval;
IntervalLimiter m_active_block_modifier_interval;
IntervalLimiter m_active_blocks_nodemetadata_interval;
+ int m_active_block_interval_overload_skip;
// Time from the beginning of the game in seconds.
// Incremented in step().
u32 m_game_time;
// A helper variable for incrementing the latter
float m_game_time_fraction_counter;
- core::list<ABMWithState> m_abms;
+ // 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.
+ // Can raise to high values like 15s with eg. map generation mods.
+ float m_max_lag_estimate;
};
#ifndef SERVER
#include "clientobject.h"
+#include "content_cao.h"
+
+class ClientSimpleObject;
/*
The client-side environment.
enum ClientEnvEventType
{
CEE_NONE,
- CEE_PLAYER_DAMAGE
+ CEE_PLAYER_DAMAGE,
+ CEE_PLAYER_BREATH
};
struct ClientEnvEvent
{
ClientEnvEventType type;
union {
- struct{
- } none;
+ //struct{
+ //} none;
struct{
u8 amount;
+ bool send_to_server;
} player_damage;
+ struct{
+ u16 amount;
+ } player_breath;
};
};
IrrlichtDevice *device);
~ClientEnvironment();
- Map & getMap()
- { return *m_map; }
-
- ClientMap & getClientMap()
- { return *m_map; }
+ Map & getMap();
+ ClientMap & getClientMap();
IGameDef *getGameDef()
{ return m_gamedef; }
virtual void addPlayer(Player *player);
LocalPlayer * getLocalPlayer();
-
- // Slightly deprecated
- void updateMeshes(v3s16 blockpos);
- void expireMeshes(bool only_daynight_diffed);
-
- void setTimeOfDay(u32 time)
- {
- u32 old_dr = getDayNightRatio();
-
- Environment::setTimeOfDay(time);
-
- if(getDayNightRatio() != old_dr)
- {
- /*infostream<<"ClientEnvironment: DayNightRatio changed"
- <<" -> expiring meshes"<<std::endl;*/
- expireMeshes(true);
- }
- }
+
+ /*
+ ClientSimpleObjects
+ */
+
+ void addSimpleObject(ClientSimpleObject *simple);
/*
ActiveObjects
*/
-
+
+ GenericCAO* getGenericCAO(u16 id);
ClientActiveObject* getActiveObject(u16 id);
/*
Callbacks for activeobjects
*/
- void damageLocalPlayer(u8 damage);
+ void damageLocalPlayer(u8 damage, bool handle_hp=true);
+ void updateLocalPlayerBreath(u16 breath);
/*
Client likes to call these
*/
-
+
// Get all nearby objects
void getActiveObjects(v3f origin, f32 max_d,
- core::array<DistanceSortedActiveObject> &dest);
-
+ std::vector<DistanceSortedActiveObject> &dest);
+
// Get event from queue. CEE_NONE is returned if queue is empty.
ClientEnvEvent getClientEvent();
-
+
+ u16 attachement_parent_ids[USHRT_MAX + 1];
+
+ std::list<std::string> getPlayerNames()
+ { return m_player_names; }
+ void addPlayerName(std::string name)
+ { m_player_names.push_back(name); }
+ void removePlayerName(std::string name)
+ { m_player_names.remove(name); }
+ void updateCameraOffset(v3s16 camera_offset)
+ { m_camera_offset = camera_offset; }
+ v3s16 getCameraOffset()
+ { return m_camera_offset; }
+
private:
ClientMap *m_map;
scene::ISceneManager *m_smgr;
ITextureSource *m_texturesource;
IGameDef *m_gamedef;
IrrlichtDevice *m_irr;
- core::map<u16, ClientActiveObject*> m_active_objects;
- Queue<ClientEnvEvent> m_client_event_queue;
+ std::map<u16, ClientActiveObject*> m_active_objects;
+ std::vector<ClientSimpleObject*> m_simple_objects;
+ std::queue<ClientEnvEvent> m_client_event_queue;
IntervalLimiter m_active_object_light_update_interval;
IntervalLimiter m_lava_hurt_interval;
+ IntervalLimiter m_drowning_interval;
+ IntervalLimiter m_breathing_interval;
+ std::list<std::string> m_player_names;
+ v3s16 m_camera_offset;
};
#endif