#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;
+struct StaticObject;
class ServerActiveObject;
class Server;
class ServerScripting;
virtual ~ActiveBlockModifier() = default;
// Set of contents to trigger on
- virtual const std::set<std::string> &getTriggerContents() const = 0;
+ virtual const std::vector<std::string> &getTriggerContents() const = 0;
// Set of required neighbors (trigger doesn't happen if none are found)
// Empty = do not check neighbors
- virtual const std::set<std::string> &getRequiredNeighbors() const = 0;
+ virtual const std::vector<std::string> &getRequiredNeighbors() const = 0;
// Trigger interval in seconds
virtual float getTriggerInterval() = 0;
// Random chance of (1 / return value), 0 is disallowed
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);
}
std::set<v3s16> m_list;
+ std::set<v3s16> m_abm_list;
std::set<v3s16> m_forceloaded_list;
private:
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.
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<u16> &objects, const v3f &pos, float radius)
+ {
+ return m_ao_manager.getObjectsInsideRadius(pos, radius, objects);
+ }
// 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);
+ /*!
+ * 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 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);
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
-------------------------------------------
u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s);
/*
- Remove all objects that satisfy (m_removed && m_known_by_count==0)
+ Remove all objects that satisfy (isGone() && m_known_by_count==0)
*/
void removeRemovedObjects();
*/
void deactivateFarObjects(bool force_delete);
+ /*
+ A few helpers used by the three above methods
+ */
+ void deleteStaticFromBlock(
+ ServerActiveObject *obj, u16 id, u32 mod_reason, bool no_emerge);
+ bool saveStaticToBlock(v3s16 blockpos, u16 store_id,
+ ServerActiveObject *obj, const StaticObject &s_obj, u32 mod_reason);
+
/*
Member variables
*/
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_active_blocks_management_interval;
IntervalLimiter m_active_block_modifier_interval;
IntervalLimiter m_active_blocks_nodemetadata_interval;
- int m_active_block_interval_overload_skip = 0;
// 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;