/*
-Minetest-c55
-Copyright (C) 2010 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.
*/
- The map
- Players
- Other objects
- - The current time in the game, etc.
+ - The current time in the game
+ - etc.
*/
+#include <set>
#include <list>
-#include "common_irrlicht.h"
-#include "player.h"
-#include "map.h"
-#include <ostream>
+#include <map>
+#include "irr_v3d.h"
+#include "activeobject.h"
+#include "util/numeric.h"
+#include "mapnode.h"
+#include "mapblock.h"
+
+class ServerEnvironment;
+class ActiveBlockModifier;
+class ServerActiveObject;
+class ITextureSource;
+class IGameDef;
+class IBackgroundBlockEmerger;
+class Map;
+class ServerMap;
+class ClientMap;
+class GameScripting;
+class Player;
class Environment
{
public:
// Environment will delete the map passed to the constructor
- Environment(Map *map, std::ostream &dout);
- ~Environment();
+ Environment();
+ virtual ~Environment();
+
/*
- This can do anything to the environment, such as removing
- timed-out players.
- Also updates Map's timers.
+ Step everything in environment.
+ - Move players
+ - Step mobs
+ - Run timers of map
*/
- void step(f32 dtime);
+ virtual void step(f32 dtime) = 0;
- Map & getMap();
+ virtual Map & getMap() = 0;
- /*
- Environment deallocates players after use.
- */
- void addPlayer(Player *player);
+ virtual void addPlayer(Player *player);
void removePlayer(u16 peer_id);
-#ifndef SERVER
- LocalPlayer * getLocalPlayer();
-#endif
Player * getPlayer(u16 peer_id);
Player * getPlayer(const char *name);
- core::list<Player*> getPlayers();
- core::list<Player*> getPlayers(bool ignore_disconnected);
- void printPlayers(std::ostream &o);
+ Player * getRandomConnectedPlayer();
+ Player * getNearestConnectedPlayer(v3f pos);
+ std::list<Player*> getPlayers();
+ std::list<Player*> getPlayers(bool ignore_disconnected);
+
+ u32 getDayNightRatio();
+
+ // 0-23999
+ virtual void setTimeOfDay(u32 time)
+ {
+ m_time_of_day = time;
+ m_time_of_day_f = (float)time / 24000.0;
+ }
+
+ u32 getTimeOfDay()
+ { return m_time_of_day; }
+
+ float getTimeOfDayF()
+ { return m_time_of_day_f; }
+
+ void stepTimeOfDay(float dtime);
+
+ void setTimeOfDaySpeed(float speed)
+ { m_time_of_day_speed = speed; }
+
+ float getTimeOfDaySpeed()
+ { return m_time_of_day_speed; }
+
+protected:
+ // peer_ids in here should be unique, except that there may be many 0s
+ std::list<Player*> m_players;
+ // 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;
+};
+
+/*
+ Active 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;
+ // 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_);
+};
+
+/*
+ List of active blocks, used by ServerEnvironment
+*/
+
+class ActiveBlockList
+{
+public:
+ void update(std::list<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;
+
+private:
+};
+
+/*
+ The server-side environment.
+
+ This is not thread-safe. Server uses an environment mutex.
+*/
+
+class ServerEnvironment : public Environment
+{
+public:
+ ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
+ IGameDef *gamedef,
+ IBackgroundBlockEmerger *emerger);
+ ~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; }
+
+ /*
+ Save players
+ */
void serializePlayers(const std::string &savedir);
- // This loads players as ServerRemotePlayers
void deSerializePlayers(const std::string &savedir);
+ /*
+ Save and load time of day and game timer
+ */
+ void saveMeta(const std::string &savedir);
+ void loadMeta(const std::string &savedir);
+
+ /*
+ 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(v3s16 pos, s16 radius,
+ std::set<u16> ¤t_objects,
+ std::set<u16> &added_objects);
+
+ /*
+ Find out what new objects have been removed from
+ inside a radius around a position
+ */
+ void getRemovedActiveObjects(v3s16 pos, s16 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.
+ */
+ ActiveObjectMessage getActiveObjectMessage();
+
+ /*
+ Activate objects and dynamically modify for the dtime determined
+ from timestamp and additional_dtime
+ */
+ void activateBlock(MapBlock *block, u32 additional_dtime=0);
+
+ /*
+ ActiveBlockModifiers
+ -------------------------------------------
+ */
+
+ void addActiveBlockModifier(ActiveBlockModifier *abm);
+
+ /*
+ 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
+ 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);
+
+ u32 getGameTime() { return m_game_time; }
+
+ void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
+ float getMaxLagEstimate() { return m_max_lag_estimate; }
+
+ // is weather active in this environment?
+ bool m_use_weather;
+
+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
+ IGameDef *m_gamedef;
+ // Background block emerger (the EmergeManager, in practice)
+ IBackgroundBlockEmerger *m_emerger;
+ // Active object list
+ std::map<u16, ServerActiveObject*> m_active_objects;
+ // Outgoing network message buffer for active objects
+ std::list<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
+ ActiveBlockList m_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;
+ std::list<ABMWithState> m_abms;
+ // 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
- void updateMeshes(v3s16 blockpos);
- void expireMeshes(bool only_daynight_diffed);
-#endif
- void setDayNightRatio(u32 r);
- u32 getDayNightRatio();
+#include "clientobject.h"
+class ClientSimpleObject;
+
+/*
+ The client-side environment.
+
+ This is not thread-safe.
+ Must be called from main (irrlicht) thread (uses the SceneManager)
+ Client uses an environment mutex.
+*/
+
+enum ClientEnvEventType
+{
+ CEE_NONE,
+ CEE_PLAYER_DAMAGE,
+ CEE_PLAYER_BREATH
+};
+
+struct ClientEnvEvent
+{
+ ClientEnvEventType type;
+ union {
+ struct{
+ } none;
+ struct{
+ u8 amount;
+ bool send_to_server;
+ } player_damage;
+ struct{
+ u16 amount;
+ } player_breath;
+ };
+};
+
+class ClientEnvironment : public Environment
+{
+public:
+ ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
+ ITextureSource *texturesource, IGameDef *gamedef,
+ IrrlichtDevice *device);
+ ~ClientEnvironment();
+
+ Map & getMap();
+ ClientMap & getClientMap();
+
+ IGameDef *getGameDef()
+ { return m_gamedef; }
+
+ void step(f32 dtime);
+
+ virtual void addPlayer(Player *player);
+ LocalPlayer * getLocalPlayer();
+
+ /*
+ ClientSimpleObjects
+ */
+
+ void addSimpleObject(ClientSimpleObject *simple);
+
+ /*
+ ActiveObjects
+ */
+
+ ClientActiveObject* getActiveObject(u16 id);
+
+ /*
+ Adds 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(ClientActiveObject *object);
+
+ void addActiveObject(u16 id, u8 type, const std::string &init_data);
+ void removeActiveObject(u16 id);
+
+ void processActiveObjectMessage(u16 id, const std::string &data);
+
+ /*
+ Callbacks for activeobjects
+ */
+
+ 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,
+ std::vector<DistanceSortedActiveObject> &dest);
+
+ // Get event from queue. CEE_NONE is returned if queue is empty.
+ ClientEnvEvent getClientEvent();
+
+ std::vector<core::vector2d<int> > attachment_list; // X is child ID, Y is parent ID
+
+ 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); }
+
private:
- Map *m_map;
- // peer_ids in here should be unique, except that there may be
- // many 0s
- core::list<Player*> m_players;
- // Debug output goes here
- std::ostream &m_dout;
- u32 m_daynight_ratio;
+ ClientMap *m_map;
+ scene::ISceneManager *m_smgr;
+ ITextureSource *m_texturesource;
+ IGameDef *m_gamedef;
+ IrrlichtDevice *m_irr;
+ std::map<u16, ClientActiveObject*> m_active_objects;
+ std::list<ClientSimpleObject*> m_simple_objects;
+ std::list<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;
};
#endif
+#endif
+