Copyright (C) 2010-2011 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 "connection.h"
#include "environment.h"
-#include "common_irrlicht.h"
+#include "irrlichttypes_bloated.h"
#include <string>
#include "porting.h"
#include "map.h"
#include "inventory.h"
-#include "auth.h"
#include "ban.h"
#include "gamedef.h"
#include "serialization.h" // For SER_FMT_VER_INVALID
-#include "serverremoteplayer.h"
#include "mods.h"
#include "inventorymanager.h"
#include "subgame.h"
+#include "sound.h"
+#include "util/thread.h"
+#include "util/string.h"
+#include "rollback_interface.h" // Needed for rollbackRevertActions()
+#include <list> // Needed for rollbackRevertActions()
+
struct LuaState;
typedef struct lua_State lua_State;
class IWritableItemDefManager;
class IWritableNodeDefManager;
class IWritableCraftDefManager;
class EventManager;
+class PlayerSAO;
+class IRollbackManager;
class ServerError : public std::exception
{
u16 peer_id;
};
-struct TextureRequest
+struct MediaRequest
{
std::string name;
- TextureRequest(const std::string &name_=""):
+ MediaRequest(const std::string &name_=""):
name(name_)
{}
};
-struct TextureInformation
+struct MediaInfo
{
std::string path;
std::string sha1_digest;
- TextureInformation(const std::string path_="",
+ MediaInfo(const std::string path_="",
const std::string sha1_digest_=""):
path(path_),
sha1_digest(sha1_digest_)
}
};
+struct ServerSoundParams
+{
+ float gain;
+ std::string to_player;
+ enum Type{
+ SSP_LOCAL=0,
+ SSP_POSITIONAL=1,
+ SSP_OBJECT=2
+ } type;
+ v3f pos;
+ u16 object;
+ float max_hear_distance;
+ bool loop;
+
+ ServerSoundParams():
+ gain(1.0),
+ to_player(""),
+ type(SSP_LOCAL),
+ pos(0,0,0),
+ object(0),
+ max_hear_distance(32*BS),
+ loop(false)
+ {}
+
+ v3f getPos(ServerEnvironment *env, bool *pos_exists) const;
+};
+
+struct ServerPlayingSound
+{
+ ServerSoundParams params;
+ std::set<u16> clients; // peer ids
+};
+
class RemoteClient
{
public:
Shall be called with the environment and the connection locked.
*/
Inventory* getInventory(const InventoryLocation &loc);
- std::string getInventoryOwner(const InventoryLocation &loc);
void setInventoryModified(const InventoryLocation &loc);
// Connection must be locked when called
m_shutdown_requested = true;
}
- // Envlock and conlock should be locked when calling this
- void SendMovePlayer(Player *player);
+ // Returns -1 if failed, sound handle on success
+ // Envlock + conlock
+ s32 playSound(const SimpleSoundSpec &spec, const ServerSoundParams ¶ms);
+ void stopSound(s32 handle);
- // Thread-safe
- u64 getPlayerAuthPrivs(const std::string &name);
- void setPlayerAuthPrivs(const std::string &name, u64 privs);
- u64 getPlayerEffectivePrivs(const std::string &name);
+ // Envlock + conlock
+ std::set<std::string> getPlayerEffectivePrivs(const std::string &name);
+ bool checkPriv(const std::string &name, const std::string &priv);
+ void reportPrivsModified(const std::string &name=""); // ""=all
+ void reportInventoryFormspecModified(const std::string &name);
- // Changes a player's password, password must be given as plaintext
- // If the player doesn't exist, a new entry is added to the auth manager
- void setPlayerPassword(const std::string &name, const std::wstring &password);
-
// Saves g_settings to configpath given at initialization
void saveConfig();
void queueBlockEmerge(v3s16 blockpos, bool allow_generate);
+ // Creates or resets inventory
+ Inventory* createDetachedInventory(const std::string &name);
+
// Envlock and conlock should be locked when using Lua
lua_State *getLua(){ return m_lua; }
+
+ // Envlock should be locked when using the rollback manager
+ IRollbackManager *getRollbackManager(){ return m_rollback; }
+ // actions: time-reversed list
+ // Return value: success/failure
+ bool rollbackRevertActions(const std::list<RollbackAction> &actions,
+ std::list<std::string> *log);
// IGameDef interface
// Under envlock
virtual u16 allocateUnknownNodeId(const std::string &name);
virtual ISoundManager* getSoundManager();
virtual MtEventManager* getEventManager();
+ virtual IRollbackReportSink* getRollbackReportSink();
IWritableItemDefManager* getWritableItemDefManager();
IWritableNodeDefManager* getWritableNodeDefManager();
IWritableCraftDefManager* getWritableCraftDefManager();
const ModSpec* getModSpec(const std::string &modname);
+ void getModNames(core::list<std::string> &modlist);
+ std::string getBuiltinLuaPath();
std::string getWorldPath(){ return m_path_world; }
+ bool isSingleplayer(){ return m_simple_singleplayer_mode; }
+
void setAsyncFatalError(const std::string &error)
{
m_async_fatal_error.set(error);
// Envlock and conlock should be locked when calling these
void SendInventory(u16 peer_id);
- // send wielded item info about player to all
- void SendWieldedItem(const ServerRemotePlayer *srp);
- // send wielded item info about all players to all players
- void SendPlayerItems();
void SendChatMessage(u16 peer_id, const std::wstring &message);
void BroadcastChatMessage(const std::wstring &message);
- void SendPlayerHP(Player *player);
+ void SendPlayerHP(u16 peer_id);
+ void SendMovePlayer(u16 peer_id);
+ void SendPlayerPrivileges(u16 peer_id);
+ void SendPlayerInventoryFormspec(u16 peer_id);
/*
Send a node removal/addition event to all clients except ignore_id.
Additionally, if far_players!=NULL, players further away than
// Sends blocks to clients (locks env and con on its own)
void SendBlocks(float dtime);
- void PrepareTextures();
-
- void SendTextureAnnouncement(u16 peer_id);
-
- void SendTexturesRequested(u16 peer_id,core::list<TextureRequest> tosend);
+ void fillMediaCache();
+ void sendMediaAnnouncement(u16 peer_id);
+ void sendRequestedMedia(u16 peer_id,
+ const core::list<MediaRequest> &tosend);
+
+ void sendDetachedInventory(const std::string &name, u16 peer_id);
+ void sendDetachedInventoryToAll(const std::string &name);
+ void sendDetachedInventories(u16 peer_id);
/*
Something random
*/
- void DiePlayer(Player *player);
- void RespawnPlayer(Player *player);
+ void DiePlayer(u16 peer_id);
+ void RespawnPlayer(u16 peer_id);
void UpdateCrafting(u16 peer_id);
return player->getName();
}
+ // When called, environment mutex should be locked
+ PlayerSAO* getPlayerSAO(u16 peer_id)
+ {
+ Player *player = m_env->getPlayer(peer_id);
+ if(player == NULL)
+ return NULL;
+ return player->getPlayerSAO();
+ }
+
/*
Get a player from memory or creates one.
If player is already connected, return NULL
Call with env and con locked.
*/
- ServerRemotePlayer *emergePlayer(const char *name, u16 peer_id);
+ PlayerSAO *emergePlayer(const char *name, u16 peer_id);
// Locks environment and connection by its own
struct PeerChange;
void handlePeerChange(PeerChange &c);
void handlePeerChanges();
- u64 getPlayerPrivs(Player *player);
-
/*
Variables
*/
// Connected clients (behind the con mutex)
core::map<u16, RemoteClient*> m_clients;
- // User authentication
- AuthManager m_authmanager;
-
// Bann checking
BanManager m_banmanager;
+ // Rollback manager (behind m_env_mutex)
+ IRollbackManager *m_rollback;
+ bool m_rollback_sink_enabled;
+ bool m_enable_rollback_recording; // Updated once in a while
+
// Scripting
// Envlock and conlock should be locked when using Lua
lua_State *m_lua;
This is behind m_env_mutex
*/
bool m_ignore_map_edit_events;
+ /*
+ If a non-empty area, map edit events contained within are left
+ unsent. Done at map generation time to speed up editing of the
+ generated area, as it will be sent anyway.
+ This is behind m_env_mutex
+ */
+ VoxelArea m_ignore_map_edit_events_area;
/*
If set to !=0, the incoming MapEditEvents are modified to have
this peed id as the disabled recipient
friend class EmergeThread;
friend class RemoteClient;
- std::map<std::string,TextureInformation> m_Textures;
+ std::map<std::string,MediaInfo> m_media;
+
+ /*
+ Sounds
+ */
+ std::map<s32, ServerPlayingSound> m_playing_sounds;
+ s32 m_next_sound_id;
+
+ /*
+ Detached inventories (behind m_env_mutex)
+ */
+ // key = name
+ std::map<std::string, Inventory*> m_detached_inventories;
};
/*