#include "environment.h"
#include "mapnode.h"
#include "settings.h"
+#include "server/activeobjectmgr.h"
#include "util/numeric.h"
#include <set>
+#include <random>
class IGameDef;
class ServerMap;
class MapBlock;
class RemotePlayer;
class PlayerDatabase;
+class AuthDatabase;
class PlayerSAO;
class ServerEnvironment;
class ActiveBlockModifier;
void kickAllPlayers(AccessDeniedCode reason,
const std::string &str_reason, bool reconnect);
// Save players
- void saveLoadedPlayers();
+ void saveLoadedPlayers(bool force = false);
void savePlayer(RemotePlayer *player);
PlayerSAO *loadPlayer(RemotePlayer *player, bool *new_player, session_t peer_id,
bool is_singleplayer);
-------------------------------------------
*/
- ServerActiveObject* getActiveObject(u16 id);
+ ServerActiveObject* getActiveObject(u16 id)
+ {
+ return m_ao_manager.getActiveObject(id);
+ }
/*
Add an active object to the environment.
*/
u16 addActiveObject(ServerActiveObject *object);
- /**
- * Verify if id is a free active object id
- * @param id
- * @return true if slot is free
- */
- bool isFreeServerActiveObjectId(u16 id) const;
-
- /**
- * Retrieve the first free ActiveObject ID
- * @return free activeobject ID or 0 if none was found
- */
- u16 getFreeServerActiveObjectId();
-
/*
Add an active object as a static object to the corresponding
MapBlock.
/*
Get the next message emitted by some active object.
- Returns a message with id=0 if no messages are available.
+ Returns false if no messages are available, true otherwise.
*/
- ActiveObjectMessage getActiveObjectMessage();
+ bool getActiveObjectMessage(ActiveObjectMessage *dest);
virtual void getSelectedActiveObjects(
const core::line3d<f32> &shootline_on_map,
bool swapNode(v3s16 p, const MapNode &n);
// Find all active objects inside a radius around a point
- void getObjectsInsideRadius(std::vector<u16> &objects, v3f pos, float radius);
+ void getObjectsInsideRadius(std::vector<ServerActiveObject *> &objects, const v3f &pos, float radius,
+ std::function<bool(ServerActiveObject *obj)> include_obj_cb)
+ {
+ return m_ao_manager.getObjectsInsideRadius(pos, radius, objects, include_obj_cb);
+ }
// Clear objects, loading and going through every MapBlock
void clearObjects(ClearObjectsMode mode);
// This makes stuff happen
void step(f32 dtime);
- /*!
- * Returns false if the given line intersects with a
- * non-air node, true otherwise.
- * \param pos1 start of the line
- * \param pos2 end of the line
- * \param p output, position of the first non-air node
- * the line intersects
- */
- bool line_of_sight(v3f pos1, v3f pos2, v3s16 *p = NULL);
-
u32 getGameTime() const { return m_game_time; }
void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
RemotePlayer *getPlayer(const session_t peer_id);
RemotePlayer *getPlayer(const char* name);
+ const std::vector<RemotePlayer *> getPlayers() const { return m_players; }
u32 getPlayerCount() const { return m_players.size(); }
static bool migratePlayersDatabase(const GameParams &game_params,
const Settings &cmd_args);
+
+ AuthDatabase *getAuthDatabase() { return m_auth_database; }
+ static bool migrateAuthDatabase(const GameParams &game_params,
+ const Settings &cmd_args);
private:
/**
static PlayerDatabase *openPlayerDatabase(const std::string &name,
const std::string &savedir, const Settings &conf);
+ static AuthDatabase *openAuthDatabase(const std::string &name,
+ const std::string &savedir, const Settings &conf);
/*
Internal ActiveObject interface
-------------------------------------------
ServerScripting* m_script;
// Server definition
Server *m_server;
+ // Active Object Manager
+ server::ActiveObjectMgr m_ao_manager;
// World path
const std::string m_path_world;
- // Active object list
- ServerActiveObjectMap m_active_objects;
// Outgoing network message buffer for active objects
std::queue<ActiveObjectMessage> m_active_object_messages;
// Some timers
IntervalLimiter m_object_management_interval;
// List of active blocks
ActiveBlockList m_active_blocks;
+ IntervalLimiter m_database_check_interval;
IntervalLimiter m_active_blocks_management_interval;
IntervalLimiter m_active_block_modifier_interval;
IntervalLimiter m_active_blocks_nodemetadata_interval;
- int m_active_block_interval_overload_skip = 0;
+ // Whether the variables below have been read from file yet
+ bool m_meta_loaded = false;
// Time from the beginning of the game in seconds.
// Incremented in step().
u32 m_game_time = 0;
std::vector<RemotePlayer*> m_players;
PlayerDatabase *m_player_database = nullptr;
+ AuthDatabase *m_auth_database = nullptr;
+
+ // Pseudo random generator for shuffling, etc.
+ std::mt19937 m_rgen;
// Particles
IntervalLimiter m_particle_management_interval;
std::unordered_map<u32, float> m_particle_spawners;
std::unordered_map<u32, u16> m_particle_spawner_attachments;
+
+ ServerActiveObject* createSAO(ActiveObjectType type, v3f pos, const std::string &data);
};