#include "threading/mutex_auto_lock.h"
#include "filesys.h"
#include "gameparams.h"
-#include "database-dummy.h"
-#include "database-files.h"
-#include "database-sqlite3.h"
+#include "database/database-dummy.h"
+#include "database/database-files.h"
+#include "database/database-sqlite3.h"
#if USE_POSTGRESQL
-#include "database-postgresql.h"
+#include "database/database-postgresql.h"
#endif
#include <algorithm>
{
// Add the lbm_def to the LBMContentMapping.
// Unknown names get added to the global NameIdMapping.
- INodeDefManager *nodedef = gamedef->ndef();
+ const NodeDefManager *nodedef = gamedef->ndef();
lbm_list.push_back(lbm_def);
}
}
-void ActiveBlockList::update(std::vector<v3s16> &active_positions,
- s16 radius,
+void fillViewConeBlock(v3s16 p0,
+ const s16 r,
+ const v3f camera_pos,
+ const v3f camera_dir,
+ const float camera_fov,
+ std::set<v3s16> &list)
+{
+ v3s16 p;
+ const s16 r_nodes = r * BS * MAP_BLOCKSIZE;
+ for (p.X = p0.X - r; p.X <= p0.X+r; p.X++)
+ for (p.Y = p0.Y - r; p.Y <= p0.Y+r; p.Y++)
+ for (p.Z = p0.Z - r; p.Z <= p0.Z+r; p.Z++) {
+ if (isBlockInSight(p, camera_pos, camera_dir, camera_fov, r_nodes)) {
+ list.insert(p);
+ }
+ }
+}
+
+void ActiveBlockList::update(std::vector<PlayerSAO*> &active_players,
+ s16 active_block_range,
+ s16 active_object_range,
std::set<v3s16> &blocks_removed,
std::set<v3s16> &blocks_added)
{
Create the new list
*/
std::set<v3s16> newlist = m_forceloaded_list;
- for (const v3s16 &active_position : active_positions) {
- fillRadiusBlock(active_position, radius, newlist);
+ m_abm_list = m_forceloaded_list;
+ for (const PlayerSAO *playersao : active_players) {
+ v3s16 pos = getNodeBlockPos(floatToInt(playersao->getBasePosition(), BS));
+ fillRadiusBlock(pos, active_block_range, m_abm_list);
+ fillRadiusBlock(pos, active_block_range, newlist);
+
+ s16 player_ao_range = std::min(active_object_range, playersao->getWantedRange());
+ // only do this if this would add blocks
+ if (player_ao_range > active_block_range) {
+ v3f camera_dir = v3f(0,0,1);
+ camera_dir.rotateYZBy(playersao->getPitch());
+ camera_dir.rotateXZBy(playersao->getYaw());
+ fillViewConeBlock(pos,
+ player_ao_range,
+ playersao->getEyePosition(),
+ camera_dir,
+ playersao->getFov(),
+ newlist);
+ }
}
/*
RemotePlayer *ServerEnvironment::getPlayer(const session_t peer_id)
{
for (RemotePlayer *player : m_players) {
- if (player->peer_id == peer_id)
+ if (player->getPeerId() == peer_id)
return player;
}
return NULL;
Exception: there can be multiple players with peer_id=0
*/
// If peer id is non-zero, it has to be unique.
- if (player->peer_id != 0)
- FATAL_ERROR_IF(getPlayer(player->peer_id) != NULL, "Peer id not unique");
+ if (player->getPeerId() != PEER_ID_INEXISTENT)
+ FATAL_ERROR_IF(getPlayer(player->getPeerId()) != NULL, "Peer id not unique");
// Name has to be unique.
FATAL_ERROR_IF(getPlayer(player->getName()) != NULL, "Player name not unique");
// Add.
return m_player_database->removePlayer(name);
}
-bool ServerEnvironment::line_of_sight(v3f pos1, v3f pos2, float stepsize, v3s16 *p)
+bool ServerEnvironment::line_of_sight(v3f pos1, v3f pos2, v3s16 *p)
{
- float distance = pos1.getDistanceFrom(pos2);
-
- //calculate normalized direction vector
- v3f normalized_vector = v3f((pos2.X - pos1.X)/distance,
- (pos2.Y - pos1.Y)/distance,
- (pos2.Z - pos1.Z)/distance);
-
- //find out if there's a node on path between pos1 and pos2
- for (float i = 1; i < distance; i += stepsize) {
- v3s16 pos = floatToInt(v3f(normalized_vector.X * i,
- normalized_vector.Y * i,
- normalized_vector.Z * i) +pos1,BS);
-
- MapNode n = getMap().getNodeNoEx(pos);
-
- if(n.param0 != CONTENT_AIR) {
- if (p) {
- *p = pos;
- }
+ // Iterate trough nodes on the line
+ voxalgo::VoxelLineIterator iterator(pos1 / BS, (pos2 - pos1) / BS);
+ do {
+ MapNode n = getMap().getNodeNoEx(iterator.m_current_node_pos);
+
+ // Return non-air
+ if (n.param0 != CONTENT_AIR) {
+ if (p)
+ *p = iterator.m_current_node_pos;
return false;
}
- }
+ iterator.next();
+ } while (iterator.m_current_index <= iterator.m_last_index);
return true;
}
const std::string &str_reason, bool reconnect)
{
for (RemotePlayer *player : m_players) {
- m_server->DenyAccessVerCompliant(player->peer_id,
+ m_server->DenyAccessVerCompliant(player->getPeerId(),
player->protocol_version, reason, str_reason, reconnect);
}
}
// If the player exists, ensure that they respawn inside legal bounds
// This fixes an assert crash when the player can't be added
// to the environment
- ServerMap &map = getServerMap();
- if (map.getMapgenParams()->saoPosOverLimit(playersao->getBasePosition())) {
+ if (objectpos_over_limit(playersao->getBasePosition())) {
actionstream << "Respawn position for player \""
<< player->getName() << "\" outside limits, resetting" << std::endl;
playersao->setBasePosition(m_server->findSpawnPos());
{
if(dtime_s < 0.001)
return;
- INodeDefManager *ndef = env->getGameDef()->ndef();
+ const NodeDefManager *ndef = env->getGameDef()->ndef();
for (ABMWithState &abmws : abms) {
ActiveBlockModifier *abm = abmws.abm;
float trigger_interval = abm->getTriggerInterval();
elapsed_timer.position));
}
}
-
- /* Handle ActiveBlockModifiers */
- ABMHandler abmhandler(m_abms, dtime_s, this, false);
- abmhandler.apply(block);
}
void ServerEnvironment::addActiveBlockModifier(ActiveBlockModifier *abm)
bool ServerEnvironment::setNode(v3s16 p, const MapNode &n)
{
- INodeDefManager *ndef = m_server->ndef();
+ const NodeDefManager *ndef = m_server->ndef();
MapNode n_old = m_map->getNodeNoEx(p);
+ const ContentFeatures &cf_old = ndef->get(n_old);
+
// Call destructor
- if (ndef->get(n_old).has_on_destruct)
+ if (cf_old.has_on_destruct)
m_script->node_on_destruct(p, n_old);
// Replace node
m_map->updateVManip(p);
// Call post-destructor
- if (ndef->get(n_old).has_after_destruct)
+ if (cf_old.has_after_destruct)
m_script->node_after_destruct(p, n_old);
+ // Retrieve node content features
+ // if new node is same as old, reuse old definition to prevent a lookup
+ const ContentFeatures &cf_new = n_old == n ? cf_old : ndef->get(n);
+
// Call constructor
- if (ndef->get(n).has_on_construct)
+ if (cf_new.has_on_construct)
m_script->node_on_construct(p, n);
return true;
bool ServerEnvironment::removeNode(v3s16 p)
{
- INodeDefManager *ndef = m_server->ndef();
+ const NodeDefManager *ndef = m_server->ndef();
MapNode n_old = m_map->getNodeNoEx(p);
// Call destructor
loadable_blocks = loaded_blocks;
}
- infostream << "ServerEnvironment::clearObjects(): "
+ actionstream << "ServerEnvironment::clearObjects(): "
<< "Now clearing objects in " << loadable_blocks.size()
<< " blocks" << std::endl;
num_blocks_checked % report_interval == 0) {
float percent = 100.0 * (float)num_blocks_checked /
loadable_blocks.size();
- infostream << "ServerEnvironment::clearObjects(): "
+ actionstream << "ServerEnvironment::clearObjects(): "
<< "Cleared " << num_objs_cleared << " objects"
<< " in " << num_blocks_cleared << " blocks ("
<< percent << "%)" << std::endl;
m_last_clear_objects_time = m_game_time;
- infostream << "ServerEnvironment::clearObjects(): "
+ actionstream << "ServerEnvironment::clearObjects(): "
<< "Finished: Cleared " << num_objs_cleared << " objects"
<< " in " << num_blocks_cleared << " blocks" << std::endl;
}
ScopeProfiler sp(g_profiler, "SEnv: handle players avg", SPT_AVG);
for (RemotePlayer *player : m_players) {
// Ignore disconnected players
- if (player->peer_id == 0)
+ if (player->getPeerId() == PEER_ID_INEXISTENT)
continue;
// Move
/*
Get player block positions
*/
- std::vector<v3s16> players_blockpos;
+ std::vector<PlayerSAO*> players;
for (RemotePlayer *player: m_players) {
// Ignore disconnected players
- if (player->peer_id == 0)
+ if (player->getPeerId() == PEER_ID_INEXISTENT)
continue;
PlayerSAO *playersao = player->getPlayerSAO();
assert(playersao);
- players_blockpos.push_back(
- getNodeBlockPos(floatToInt(playersao->getBasePosition(), BS)));
+ players.push_back(playersao);
}
/*
Update list of active blocks, collecting changes
*/
+ // use active_object_send_range_blocks since that is max distance
+ // for active objects sent the client anyway
+ static thread_local const s16 active_object_range =
+ g_settings->getS16("active_object_send_range_blocks");
static thread_local const s16 active_block_range =
g_settings->getS16("active_block_range");
std::set<v3s16> blocks_removed;
std::set<v3s16> blocks_added;
- m_active_blocks.update(players_blockpos, active_block_range,
+ m_active_blocks.update(players, active_block_range, active_object_range,
blocks_removed, blocks_added);
/*
MapBlock *block = m_map->getBlockOrEmerge(p);
if (!block) {
m_active_blocks.m_list.erase(p);
+ m_active_blocks.m_abm_list.erase(p);
continue;
}
// Initialize handling of ActiveBlockModifiers
ABMHandler abmhandler(m_abms, m_cache_abm_interval, this, true);
- for (const v3s16 &p : m_active_blocks.m_list) {
+ for (const v3s16 &p : m_active_blocks.m_abm_list) {
MapBlock *block = m_map->getBlockNoCreateNoEx(p);
if (!block)
continue;