#include "ban.h"
#include "gamedef.h"
#include "serialization.h" // For SER_FMT_VER_INVALID
+#include "serverremoteplayer.h"
+#include "mods.h"
+#include "inventorymanager.h"
struct LuaState;
typedef struct lua_State lua_State;
-class IWritableToolDefManager;
+class IWritableItemDefManager;
class IWritableNodeDefManager;
+class IWritableCraftDefManager;
/*
Some random functions
u16 peer_id;
};
+struct TextureRequest
+{
+ std::string name;
+
+ TextureRequest(const std::string &name_=""):
+ name(name_)
+ {}
+};
+
+struct TextureInformation
+{
+ std::string path;
+ std::string sha1_digest;
+
+ TextureInformation(const std::string path_="",
+ const std::string sha1_digest_=""):
+ path(path_),
+ sha1_digest(sha1_digest_)
+ {
+ }
+};
+
class RemoteClient
{
public:
// Version is stored in here after INIT before INIT2
u8 pending_serialization_version;
+ bool definitions_sent;
+
RemoteClient():
m_time_from_building(9999),
m_excess_gotblocks(0)
serialization_version = SER_FMT_VER_INVALID;
net_proto_version = 0;
pending_serialization_version = SER_FMT_VER_INVALID;
+ definitions_sent = false;
m_nearest_unsent_d = 0;
m_nearest_unsent_reset_timer = 0.0;
m_nothing_to_send_counter = 0;
void GetNextBlocks(Server *server, float dtime,
core::array<PrioritySortedBlockTransfer> &dest);
- /*
- Connection and environment should be locked when this is called.
- steps() objects of blocks not found in active_blocks, then
- adds those blocks to active_blocks
- */
- void SendObjectData(
- Server *server,
- float dtime,
- core::map<v3s16, bool> &stepped_blocks
- );
-
void GotBlock(v3s16 p);
void SentBlock(v3s16 p);
};
class Server : public con::PeerHandler, public MapEventReceiver,
- public InventoryManager, public IGameDef
+ public InventoryManager, public IGameDef,
+ public IBackgroundBlockEmerger
{
public:
/*
/*
Shall be called with the environment and the connection locked.
*/
- Inventory* getInventory(InventoryContext *c, std::string id);
- void inventoryModified(InventoryContext *c, std::string id);
+ Inventory* getInventory(const InventoryLocation &loc);
+ std::string getInventoryOwner(const InventoryLocation &loc);
+ void setInventoryModified(const InventoryLocation &loc);
// Connection must be locked when called
std::wstring getStatusString();
dstream<<"WARNING: Auth not found for "<<name<<std::endl;
}
}
+
+ // 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();
// Envlock and conlock should be locked when calling this
void notifyPlayer(const char *name, const std::wstring msg);
void notifyPlayers(const std::wstring msg);
+
+ void queueBlockEmerge(v3s16 blockpos, bool allow_generate);
// Envlock and conlock should be locked when using Lua
lua_State *getLua(){ return m_lua; }
// IGameDef interface
// Under envlock
- virtual IToolDefManager* getToolDefManager();
+ virtual IItemDefManager* getItemDefManager();
virtual INodeDefManager* getNodeDefManager();
+ virtual ICraftDefManager* getCraftDefManager();
virtual ITextureSource* getTextureSource();
virtual u16 allocateUnknownNodeId(const std::string &name);
- IWritableToolDefManager* getWritableToolDefManager();
+ IWritableItemDefManager* getWritableItemDefManager();
IWritableNodeDefManager* getWritableNodeDefManager();
+ IWritableCraftDefManager* getWritableCraftDefManager();
+
+ const ModSpec* getModSpec(const std::string &modname);
private:
const std::wstring &reason);
static void SendDeathscreen(con::Connection &con, u16 peer_id,
bool set_camera_point_target, v3f camera_point_target);
- static void SendToolDef(con::Connection &con, u16 peer_id,
- IToolDefManager *tooldef);
+ static void SendItemDef(con::Connection &con, u16 peer_id,
+ IItemDefManager *itemdef);
static void SendNodeDef(con::Connection &con, u16 peer_id,
INodeDefManager *nodedef);
*/
// Envlock and conlock should be locked when calling these
- void SendObjectData(float dtime);
- void SendPlayerInfos();
void SendInventory(u16 peer_id);
// send wielded item info about player to all
- void SendWieldedItem(const Player *player);
+ 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);
// Sends blocks to clients (locks env and con on its own)
void SendBlocks(float dtime);
- void SendTextures(u16 peer_id);
+ void PrepareTextures();
+
+ void SendTextureAnnouncement(u16 peer_id);
+
+ void SendTexturesRequested(u16 peer_id,core::list<TextureRequest> tosend);
/*
Something random
/*
Get a player from memory or creates one.
If player is already connected, return NULL
- The password is not checked here - it is only used to
- set the password if a new player is created.
+ Does not verify/modify auth info and password.
Call with env and con locked.
*/
- Player *emergePlayer(const char *name, const char *password, u16 peer_id);
+ ServerRemotePlayer *emergePlayer(const char *name, u16 peer_id);
// Locks environment and connection by its own
struct PeerChange;
// Envlock and conlock should be locked when using Lua
lua_State *m_lua;
- // Tool definition manager
- IWritableToolDefManager *m_toolmgr;
+ // Item definition manager
+ IWritableItemDefManager *m_itemdef;
// Node definition manager
IWritableNodeDefManager *m_nodedef;
+ // Craft definition manager
+ IWritableCraftDefManager *m_craftdef;
+
+ // Mods
+ core::list<ModSpec> m_mods;
+
/*
Threads
*/
core::list<std::string> m_modspaths;
bool m_shutdown_requested;
-
+
/*
Map edit event queue. Automatically receives all map edits.
The constructor of this class registers us to receive them through
friend class EmergeThread;
friend class RemoteClient;
+
+ std::map<std::string,TextureInformation> m_Textures;
};
/*