#include "activeobject.h"
#include "environment.h"
-#include "mapnode.h"
+#include "map.h"
#include "settings.h"
+#include "server/activeobjectmgr.h"
#include "util/numeric.h"
+#include "util/metricsbackend.h"
#include <set>
+#include <random>
class IGameDef;
-class ServerMap;
struct GameParams;
-class MapBlock;
class RemotePlayer;
class PlayerDatabase;
+class AuthDatabase;
class PlayerSAO;
class ServerEnvironment;
class ActiveBlockModifier;
virtual u32 getTriggerChance() = 0;
// Whether to modify chance to simulate time lost by an unnattended block
virtual bool getSimpleCatchUp() = 0;
+ // get min Y for apply abm
+ virtual s16 getMinY() = 0;
+ // get max Y for apply abm
+ virtual s16 getMaxY() = 0;
// This is called usually at interval for 1/chance of the nodes
virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n,
virtual ~LoadingBlockModifierDef() = default;
- virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
+ virtual void trigger(ServerEnvironment *env, v3s16 p,
+ MapNode n, float dtime_s) {};
};
struct LBMContentMapping
std::string createIntroductionTimesString();
// Don't call this before loadIntroductionTimes() ran.
- void applyLBMs(ServerEnvironment *env, MapBlock *block, u32 stamp);
+ void applyLBMs(ServerEnvironment *env, MapBlock *block,
+ u32 stamp, float dtime_s);
// Warning: do not make this std::unordered_map, order is relevant here
typedef std::map<u32, LBMContentMapping> lbm_lookup_map;
class ActiveBlockList
{
public:
- void update(std::vector<v3s16> &active_positions,
- s16 radius,
+ void update(std::vector<PlayerSAO*> &active_players,
+ s16 active_block_range,
+ s16 active_object_range,
std::set<v3s16> &blocks_removed,
std::set<v3s16> &blocks_added);
- bool contains(v3s16 p){
+ bool contains(v3s16 p) const {
return (m_list.find(p) != m_list.end());
}
- void clear(){
+ auto size() const {
+ return m_list.size();
+ }
+
+ void clear() {
m_list.clear();
}
+ void remove(v3s16 p) {
+ m_list.erase(p);
+ m_abm_list.erase(p);
+ }
+
std::set<v3s16> m_list;
+ std::set<v3s16> m_abm_list;
+ // list of blocks that are always active, not modified by this class
std::set<v3s16> m_forceloaded_list;
+};
-private:
+/*
+ ServerEnvironment::m_on_mapblocks_changed_receiver
+*/
+struct OnMapblocksChangedReceiver : public MapEventReceiver {
+ std::unordered_set<v3s16> modified_blocks;
+ bool receiving = false;
+
+ void onMapEditEvent(const MapEditEvent &event) override;
};
/*
CLEAR_OBJECTS_MODE_QUICK,
};
-/*
- The server-side environment.
-
- This is not thread-safe. Server uses an environment mutex.
-*/
-
-typedef std::unordered_map<u16, ServerActiveObject *> ServerActiveObjectMap;
-
-class ServerEnvironment : public Environment
+class ServerEnvironment final : public Environment
{
public:
- ServerEnvironment(ServerMap *map, ServerScripting *scriptIface,
- Server *server, const std::string &path_world);
+ ServerEnvironment(ServerMap *map, ServerScripting *script_iface,
+ Server *server, const std::string &path_world, MetricsBackend *mb);
~ServerEnvironment();
+ void init();
+
Map & getMap();
ServerMap & getServerMap();
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, u16 peer_id,
+ PlayerSAO *loadPlayer(RemotePlayer *player, bool *new_player, session_t peer_id,
bool is_singleplayer);
void addPlayer(RemotePlayer *player);
void removePlayer(RemotePlayer *player);
*/
void saveMeta();
void loadMeta();
- // to be called instead of loadMeta if
- // env_meta.txt doesn't exist (e.g. new world)
- void loadDefaultMeta();
u32 addParticleSpawner(float exptime);
u32 addParticleSpawner(float exptime, u16 attached_id);
-------------------------------------------
*/
- ServerActiveObject* getActiveObject(u16 id);
+ ServerActiveObject* getActiveObject(u16 id)
+ {
+ return m_ao_manager.getActiveObject(id);
+ }
/*
Add an active object to the environment.
/*
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 removeNode(v3s16 p);
bool swapNode(v3s16 p, const MapNode &n);
+ // Find the daylight value at pos with a Depth First Search
+ u8 findSunlight(v3s16 pos) const;
+
// 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);
+ }
+
+ // Find all active objects inside a box
+ void getObjectsInArea(std::vector<ServerActiveObject *> &objects, const aabb3f &box,
+ std::function<bool(ServerActiveObject *obj)> include_obj_cb)
+ {
+ return m_ao_manager.getObjectsInArea(box, objects, include_obj_cb);
+ }
// Clear objects, loading and going through every MapBlock
void clearObjects(ClearObjectsMode mode);
// This makes stuff happen
void step(f32 dtime);
- //check if there's a line of sight between two positions
- bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0, v3s16 *p=NULL);
-
u32 getGameTime() const { return m_game_time; }
void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
float getMaxLagEstimate() { return m_max_lag_estimate; }
- std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };
+ std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; }
+
+ // Sorted by how ready a mapblock is
+ enum BlockStatus {
+ BS_UNKNOWN,
+ BS_EMERGING,
+ BS_LOADED,
+ BS_ACTIVE // always highest value
+ };
+ BlockStatus getBlockStatus(v3s16 blockpos);
// Sets the static object status all the active objects in the specified block
// This is only really needed for deleting blocks from the map
void setStaticForActiveObjectsInBlock(v3s16 blockpos,
bool static_exists, v3s16 static_block=v3s16(0,0,0));
- RemotePlayer *getPlayer(const u16 peer_id);
+ 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:
+ /**
+ * called if env_meta.txt doesn't exist (e.g. new world)
+ */
+ void loadDefaultMeta();
+
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;
+ // on_mapblocks_changed map event receiver
+ OnMapblocksChangedReceiver m_on_mapblocks_changed_receiver;
// 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_active_blocks_management_interval;
+ int m_fast_active_block_divider = 1;
+ IntervalLimiter m_active_blocks_mgmt_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;
+
+ // Environment metrics
+ MetricCounterPtr m_step_time_counter;
+ MetricGaugePtr m_active_block_gauge;
+ MetricGaugePtr m_active_object_gauge;
+
+ ServerActiveObject* createSAO(ActiveObjectType type, v3f pos, const std::string &data);
};