#include "util/numeric.h"
#include "mapnode.h"
#include "mapblock.h"
-#include "jthread/jmutex.h"
+#include "threading/mutex.h"
+#include "threading/atomic.h"
+#include "network/networkprotocol.h" // for AccessDeniedCode
class ServerEnvironment;
class ActiveBlockModifier;
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);
// 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;
+ /*
+ * 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
bool m_cache_enable_shaders;
private:
- JMutex m_timeofday_lock;
- JMutex m_time_lock;
+ Mutex m_time_lock;
+ DISABLE_CLASS_COPY(Environment);
};
/*
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,
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.
float getSendRecommendedInterval()
{ return m_recommended_send_interval; }
+ void kickAllPlayers(AccessDeniedCode reason,
+ 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);
/*
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.
// 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);
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:
/*
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;
// Get event from queue. CEE_NONE is returned if queue is empty.
ClientEnvEvent getClientEvent();
- u16 m_attachements[USHRT_MAX];
+ u16 attachement_parent_ids[USHRT_MAX + 1];
std::list<std::string> getPlayerNames()
{ return m_player_names; }
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;