void setTimeOfDaySpeed(float speed);
float getTimeOfDaySpeed();
- void setDayNightRatioOverride(bool enable, u32 value)
- {
- m_day_night_ratio_override_storage = value | ((u64)enable << 63);
- }
+ void setDayNightRatioOverride(bool enable, u32 value);
// counter used internally when triggering ABMs
u32 m_added_objects;
// peer_ids in here should be unique, except that there may be many 0s
std::vector<Player*> m_players;
- // Time of day in milli-hours (0-23999); determines day and night
- Atomic<u32> m_time_of_day;
+ GenericAtomic<float> m_time_of_day_speed;
/*
- * Below: values managed by m_time_floats_lock
+ * 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;
// 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;
/*
- * Above: values managed by m_time_floats_lock
+ * Above: values managed by m_time_lock
*/
- // Overriding the day-night ratio is useful for custom sky visuals
- // lowest 32 bits store the overriden ratio, highest bit stores whether its enabled
- Atomic<u64> m_day_night_ratio_override_storage;
-
/* 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)
bool m_cache_enable_shaders;
private:
- Mutex m_time_floats_lock;
+ Mutex m_time_lock;
DISABLE_CLASS_COPY(Environment);
};
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.
// 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;
// An interval for generally sending object positions and stuff
float m_recommended_send_interval;