v3f pos;
u16 object = 0;
std::string to_player = "";
+ std::string exclude_player = "";
v3f getPos(ServerEnvironment *env, bool *pos_exists) const;
};
This is accessed by the map, which is inside the environment,
so it shouldn't be a problem.
*/
- void onMapEditEvent(MapEditEvent *event);
+ void onMapEditEvent(const MapEditEvent &event);
/*
Shall be called with the environment and the connection locked.
*/
Inventory* getInventory(const InventoryLocation &loc);
- void setInventoryModified(const InventoryLocation &loc, bool playerSend = true);
+ void setInventoryModified(const InventoryLocation &loc);
// Connection must be locked when called
std::wstring getStatusString();
// Returns -1 if failed, sound handle on success
// Envlock
- s32 playSound(const SimpleSoundSpec &spec, const ServerSoundParams ¶ms);
+ s32 playSound(const SimpleSoundSpec &spec, const ServerSoundParams ¶ms,
+ bool ephemeral=false);
void stopSound(s32 handle);
void fadeSound(s32 handle, float step, float gain);
void deleteParticleSpawner(const std::string &playername, u32 id);
// Creates or resets inventory
- Inventory* createDetachedInventory(const std::string &name, const std::string &player="");
+ Inventory *createDetachedInventory(const std::string &name,
+ const std::string &player = "");
+ bool removeDetachedInventory(const std::string &name);
// Envlock and conlock should be locked when using scriptapi
ServerScripting *getScriptIface(){ return m_script; }
bool hudChange(RemotePlayer *player, u32 id, HudElementStat stat, void *value);
bool hudSetFlags(RemotePlayer *player, u32 flags, u32 mask);
bool hudSetHotbarItemcount(RemotePlayer *player, s32 hotbar_itemcount);
- void hudSetHotbarImage(RemotePlayer *player, std::string name);
- void hudSetHotbarSelectedImage(RemotePlayer *player, std::string name);
+ void hudSetHotbarImage(RemotePlayer *player, const std::string &name);
+ void hudSetHotbarSelectedImage(RemotePlayer *player, const std::string &name);
Address getPeerAddress(session_t peer_id);
void SendPlayerHPOrDie(PlayerSAO *player, const PlayerHPChangeReason &reason);
void SendPlayerBreath(PlayerSAO *sao);
- void SendInventory(PlayerSAO* playerSAO);
+ void SendInventory(PlayerSAO *playerSAO, bool incremental);
void SendMovePlayer(session_t peer_id);
+ void SendPlayerSpeed(session_t peer_id, const v3f &added_vel);
+ void SendPlayerFov(session_t peer_id);
+
+ void sendDetachedInventories(session_t peer_id, bool incremental);
virtual bool registerModStorage(ModMetadata *storage);
virtual void unregisterModStorage(const std::string &name);
bool sendModChannelMessage(const std::string &channel, const std::string &message);
ModChannel *getModChannel(const std::string &channel);
+ // Send block to specific player only
+ bool SendBlock(session_t peer_id, const v3s16 &blockpos);
+
// Bind address
Address m_bind_addr;
std::unordered_set<u16> *far_players = nullptr,
float far_d_nodes = 100, bool remove_metadata = true);
+ void sendMetadataChanged(const std::list<v3s16> &meta_updates,
+ float far_d_nodes = 100);
+
// Environment and Connection must be locked when called
void SendBlockNoLock(session_t peer_id, MapBlock *block, u8 ver, u16 net_proto_version);
const std::vector<std::string> &tosend);
void sendDetachedInventory(const std::string &name, session_t peer_id);
- void sendDetachedInventories(session_t peer_id);
// Adds a ParticleSpawner on peer with peer_id (PEER_ID_INEXISTENT == all)
void SendAddParticleSpawner(session_t peer_id, u16 protocol_version,
bool vertical, const std::string &texture,
const struct TileAnimationParams &animation, u8 glow);
- u32 SendActiveObjectRemoveAdd(session_t peer_id, const std::string &datas);
+ void SendActiveObjectRemoveAdd(RemoteClient *client, PlayerSAO *playersao);
void SendActiveObjectMessages(session_t peer_id, const std::string &datas,
bool reliable = true);
void SendCSMRestrictionFlags(session_t peer_id);
void RespawnPlayer(session_t peer_id);
void DeleteClient(session_t peer_id, ClientDeletionReason reason);
void UpdateCrafting(RemotePlayer *player);
- bool checkInteractDistance(RemotePlayer *player, const f32 d, const std::string what);
+ bool checkInteractDistance(RemotePlayer *player, const f32 d, const std::string &what);
void handleChatInterfaceEvent(ChatEvent *evt);
/*
Variables
*/
-
// World directory
std::string m_path_world;
// Subgame specification
/*
Threads
*/
-
// A buffer for time steps
// step() increments and AsyncRunStep() run by m_thread reads it.
float m_step_dtime = 0.0f;
/*
Time related stuff
*/
-
// Timer for sending time of day over network
float m_time_of_day_send_timer = 0.0f;
// Uptime of server in seconds
MutexedVariable<double> m_uptime;
+
/*
- Client interface
- */
+ Client interface
+ */
ClientInterface m_clients;
/*
Sounds
*/
std::unordered_map<s32, ServerPlayingSound> m_playing_sounds;
- s32 m_next_sound_id = 0;
+ s32 m_next_sound_id = 0; // positive values only
+ s32 nextSoundId();
/*
Detached inventories (behind m_env_mutex)