#include <set>
#include <list>
-#include "irrlichttypes_extrabloated.h"
-#include "player.h"
-#include <ostream>
+#include <map>
+#include "irr_v3d.h"
#include "activeobject.h"
-#include "util/container.h"
#include "util/numeric.h"
#include "mapnode.h"
#include "mapblock.h"
class ServerEnvironment;
class ActiveBlockModifier;
class ServerActiveObject;
-typedef struct lua_State lua_State;
class ITextureSource;
class IGameDef;
+class IBackgroundBlockEmerger;
class Map;
class ServerMap;
class ClientMap;
-class ScriptApi;
+class GameScripting;
+class Player;
class Environment
{
Player * getNearestConnectedPlayer(v3f pos);
std::list<Player*> getPlayers();
std::list<Player*> getPlayers(bool ignore_disconnected);
- void printPlayers(std::ostream &o);
u32 getDayNightRatio();
-
+
// 0-23999
virtual void setTimeOfDay(u32 time)
{
float getTimeOfDaySpeed()
{ return m_time_of_day_speed; }
+ void setDayNightRatioOverride(bool enable, u32 value)
+ {
+ m_enable_day_night_ratio_override = enable;
+ m_day_night_ratio_override = value;
+ }
+
protected:
// peer_ids in here should be unique, except that there may be many 0s
std::list<Player*> m_players;
float m_time_of_day_speed;
// Used to buffer dtime for adding to m_time_of_day
float m_time_counter;
+ // Overriding the day-night ratio is useful for custom sky visuals
+ bool m_enable_day_night_ratio_override;
+ u32 m_day_night_ratio_override;
};
/*
}
std::set<v3s16> m_list;
+ std::set<v3s16> m_forceloaded_list;
private:
};
-class IBackgroundBlockEmerger
-{
-public:
- virtual void queueBlockEmerge(v3s16 blockpos, bool allow_generate)=0;
-};
-
/*
The server-side environment.
class ServerEnvironment : public Environment
{
public:
- ServerEnvironment(ServerMap *map, ScriptApi *iface, IGameDef *gamedef,
+ ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
+ IGameDef *gamedef,
IBackgroundBlockEmerger *emerger);
~ServerEnvironment();
ServerMap & getServerMap();
//TODO find way to remove this fct!
- ScriptApi* getScriptIface()
+ GameScripting* getScriptIface()
{ return m_script; }
IGameDef *getGameDef()
// 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);
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);
+ 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; }
+
+ // is weather active in this environment?
+ bool m_use_weather;
+
+ std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };
+
private:
/*
// The map
ServerMap *m_map;
// Lua state
- ScriptApi* m_script;
+ GameScripting* m_script;
// Game definition
IGameDef *m_gamedef;
- // Background block emerger (the server, in practice)
+ // 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
- Queue<ActiveObjectMessage> m_active_object_messages;
+ std::list<ActiveObjectMessage> m_active_object_messages;
// Some timers
float m_random_spawn_timer; // used for experimental code
float m_send_recommended_timer;
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
IrrlichtDevice *m_irr;
std::map<u16, ClientActiveObject*> m_active_objects;
std::list<ClientSimpleObject*> m_simple_objects;
- Queue<ClientEnvEvent> m_client_event_queue;
+ std::list<ClientEnvEvent> m_client_event_queue;
IntervalLimiter m_active_object_light_update_interval;
IntervalLimiter m_lava_hurt_interval;
IntervalLimiter m_drowning_interval;