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authorLoic Blot <loic.blot@unix-experience.fr>2017-01-08 11:01:35 +0100
committerNer'zhul <nerzhul@users.noreply.github.com>2017-01-08 12:16:06 +0100
commit98e36d7d681abc508aa81b6f9df0c8c87c7cfe17 (patch)
tree03d06979c7567045e47eaad360193846f8d1f665 /src/serverenvironment.h
parenteb2c19bbedecb5f42c946b0c14466abc0b109825 (diff)
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Move ServerEnvironment to dedicated cpp/header files
* also cleanup some unneeded inclusions
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diff --git a/src/serverenvironment.h b/src/serverenvironment.h
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+/*
+Minetest
+Copyright (C) 2010-2017 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#ifndef SERVER_ENVIRONMENT_HEADER
+#define SERVER_ENVIRONMENT_HEADER
+
+#include "environment.h"
+
+class IGameDef;
+class ServerMap;
+class RemotePlayer;
+class PlayerSAO;
+class ServerEnvironment;
+class ActiveBlockModifier;
+class ServerActiveObject;
+
+/*
+ {Active, Loading} block modifier interface.
+
+ These are fed into ServerEnvironment at initialization time;
+ ServerEnvironment handles deleting them.
+*/
+
+class ActiveBlockModifier
+{
+public:
+ ActiveBlockModifier(){};
+ virtual ~ActiveBlockModifier(){};
+
+ // Set of contents to trigger on
+ virtual std::set<std::string> getTriggerContents()=0;
+ // Set of required neighbors (trigger doesn't happen if none are found)
+ // Empty = do not check neighbors
+ virtual std::set<std::string> getRequiredNeighbors()
+ { return std::set<std::string>(); }
+ // Trigger interval in seconds
+ virtual float getTriggerInterval() = 0;
+ // Random chance of (1 / return value), 0 is disallowed
+ virtual u32 getTriggerChance() = 0;
+ // Whether to modify chance to simulate time lost by an unnattended block
+ virtual bool getSimpleCatchUp() = 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,
+ u32 active_object_count, u32 active_object_count_wider){};
+};
+
+struct ABMWithState
+{
+ ActiveBlockModifier *abm;
+ float timer;
+
+ ABMWithState(ActiveBlockModifier *abm_);
+};
+
+struct LoadingBlockModifierDef
+{
+ // Set of contents to trigger on
+ std::set<std::string> trigger_contents;
+ std::string name;
+ bool run_at_every_load;
+
+ virtual ~LoadingBlockModifierDef() {}
+ virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
+};
+
+struct LBMContentMapping
+{
+ typedef std::map<content_t, std::vector<LoadingBlockModifierDef *> > container_map;
+ container_map map;
+
+ std::vector<LoadingBlockModifierDef *> lbm_list;
+
+ // Needs to be separate method (not inside destructor),
+ // because the LBMContentMapping may be copied and destructed
+ // many times during operation in the lbm_lookup_map.
+ void deleteContents();
+ void addLBM(LoadingBlockModifierDef *lbm_def, IGameDef *gamedef);
+ const std::vector<LoadingBlockModifierDef *> *lookup(content_t c) const;
+};
+
+class LBMManager
+{
+public:
+ LBMManager():
+ m_query_mode(false)
+ {}
+
+ ~LBMManager();
+
+ // Don't call this after loadIntroductionTimes() ran.
+ void addLBMDef(LoadingBlockModifierDef *lbm_def);
+
+ void loadIntroductionTimes(const std::string &times,
+ IGameDef *gamedef, u32 now);
+
+ // Don't call this before loadIntroductionTimes() ran.
+ std::string createIntroductionTimesString();
+
+ // Don't call this before loadIntroductionTimes() ran.
+ void applyLBMs(ServerEnvironment *env, MapBlock *block, u32 stamp);
+
+ // Warning: do not make this std::unordered_map, order is relevant here
+ typedef std::map<u32, LBMContentMapping> lbm_lookup_map;
+
+private:
+ // Once we set this to true, we can only query,
+ // not modify
+ bool m_query_mode;
+
+ // For m_query_mode == false:
+ // The key of the map is the LBM def's name.
+ // TODO make this std::unordered_map
+ std::map<std::string, LoadingBlockModifierDef *> m_lbm_defs;
+
+ // For m_query_mode == true:
+ // The key of the map is the LBM def's first introduction time.
+ lbm_lookup_map m_lbm_lookup;
+
+ // Returns an iterator to the LBMs that were introduced
+ // after the given time. This is guaranteed to return
+ // valid values for everything
+ lbm_lookup_map::const_iterator getLBMsIntroducedAfter(u32 time)
+ { return m_lbm_lookup.lower_bound(time); }
+};
+
+/*
+ List of active blocks, used by ServerEnvironment
+*/
+
+class ActiveBlockList
+{
+public:
+ void update(std::vector<v3s16> &active_positions,
+ s16 radius,
+ std::set<v3s16> &blocks_removed,
+ std::set<v3s16> &blocks_added);
+
+ bool contains(v3s16 p){
+ return (m_list.find(p) != m_list.end());
+ }
+
+ void clear(){
+ m_list.clear();
+ }
+
+ std::set<v3s16> m_list;
+ std::set<v3s16> m_forceloaded_list;
+
+private:
+};
+
+/*
+ Operation mode for ServerEnvironment::clearObjects()
+*/
+enum ClearObjectsMode {
+ // Load and go through every mapblock, clearing objects
+ CLEAR_OBJECTS_MODE_FULL,
+
+ // Clear objects immediately in loaded mapblocks;
+ // clear objects in unloaded mapblocks only when the mapblocks are next activated.
+ CLEAR_OBJECTS_MODE_QUICK,
+};
+
+/*
+ The server-side environment.
+
+ This is not thread-safe. Server uses an environment mutex.
+*/
+
+typedef UNORDERED_MAP<u16, ServerActiveObject *> ActiveObjectMap;
+
+class ServerEnvironment : public Environment
+{
+public:
+ ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
+ IGameDef *gamedef, const std::string &path_world);
+ ~ServerEnvironment();
+
+ Map & getMap();
+
+ ServerMap & getServerMap();
+
+ //TODO find way to remove this fct!
+ GameScripting* getScriptIface()
+ { return m_script; }
+
+ IGameDef *getGameDef()
+ { return m_gamedef; }
+
+ float getSendRecommendedInterval()
+ { return m_recommended_send_interval; }
+
+ void kickAllPlayers(AccessDeniedCode reason,
+ const std::string &str_reason, bool reconnect);
+ // Save players
+ void saveLoadedPlayers();
+ void savePlayer(RemotePlayer *player);
+ RemotePlayer *loadPlayer(const std::string &playername, PlayerSAO *sao);
+ void addPlayer(RemotePlayer *player);
+ void removePlayer(RemotePlayer *player);
+
+ /*
+ Save and load time of day and game timer
+ */
+ 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);
+ void deleteParticleSpawner(u32 id, bool remove_from_object = true);
+
+ /*
+ External ActiveObject interface
+ -------------------------------------------
+ */
+
+ ServerActiveObject* getActiveObject(u16 id);
+
+ /*
+ Add an active object to the environment.
+ Environment handles deletion of object.
+ Object may be deleted by environment immediately.
+ If id of object is 0, assigns a free id to it.
+ Returns the id of the object.
+ Returns 0 if not added and thus deleted.
+ */
+ u16 addActiveObject(ServerActiveObject *object);
+
+ /*
+ Add an active object as a static object to the corresponding
+ MapBlock.
+ Caller allocates memory, ServerEnvironment frees memory.
+ Return value: true if succeeded, false if failed.
+ (note: not used, pending removal from engine)
+ */
+ //bool addActiveObjectAsStatic(ServerActiveObject *object);
+
+ /*
+ Find out what new objects have been added to
+ inside a radius around a position
+ */
+ void getAddedActiveObjects(PlayerSAO *playersao, s16 radius,
+ s16 player_radius,
+ std::set<u16> &current_objects,
+ std::queue<u16> &added_objects);
+
+ /*
+ Find out what new objects have been removed from
+ inside a radius around a position
+ */
+ void getRemovedActiveObjects(PlayerSAO *playersao, s16 radius,
+ s16 player_radius,
+ std::set<u16> &current_objects,
+ std::queue<u16> &removed_objects);
+
+ /*
+ Get the next message emitted by some active object.
+ Returns a message with id=0 if no messages are available.
+ */
+ ActiveObjectMessage getActiveObjectMessage();
+
+ /*
+ Activate objects and dynamically modify for the dtime determined
+ from timestamp and additional_dtime
+ */
+ void activateBlock(MapBlock *block, u32 additional_dtime=0);
+
+ /*
+ {Active,Loading}BlockModifiers
+ -------------------------------------------
+ */
+
+ void addActiveBlockModifier(ActiveBlockModifier *abm);
+ void addLoadingBlockModifierDef(LoadingBlockModifierDef *lbm);
+
+ /*
+ Other stuff
+ -------------------------------------------
+ */
+
+ // Script-aware node setters
+ bool setNode(v3s16 p, const MapNode &n);
+ bool removeNode(v3s16 p);
+ 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);
+
+ // 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() { 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; };
+
+ // 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 char* name);
+private:
+
+ /*
+ Internal ActiveObject interface
+ -------------------------------------------
+ */
+
+ /*
+ Add an active object to the environment.
+
+ Called by addActiveObject.
+
+ Object may be deleted by environment immediately.
+ If id of object is 0, assigns a free id to it.
+ Returns the id of the object.
+ Returns 0 if not added and thus deleted.
+ */
+ u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s);
+
+ /*
+ Remove all objects that satisfy (m_removed && m_known_by_count==0)
+ */
+ void removeRemovedObjects();
+
+ /*
+ Convert stored objects from block to active
+ */
+ void activateObjects(MapBlock *block, u32 dtime_s);
+
+ /*
+ Convert objects that are not in active blocks to static.
+
+ If m_known_by_count != 0, active object is not deleted, but static
+ data is still updated.
+
+ If force_delete is set, active object is deleted nevertheless. It
+ shall only be set so in the destructor of the environment.
+ */
+ void deactivateFarObjects(bool force_delete);
+
+ /*
+ Member variables
+ */
+
+ // The map
+ ServerMap *m_map;
+ // Lua state
+ GameScripting* m_script;
+ // Game definition
+ IGameDef *m_gamedef;
+ // World path
+ const std::string m_path_world;
+ // Active object list
+ ActiveObjectMap m_active_objects;
+ // Outgoing network message buffer for active objects
+ std::queue<ActiveObjectMessage> m_active_object_messages;
+ // Some timers
+ float m_send_recommended_timer;
+ IntervalLimiter m_object_management_interval;
+ // List of active blocks
+ ActiveBlockList m_active_blocks;
+ 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;
+ // Time from the beginning of the game in seconds.
+ // Incremented in step().
+ u32 m_game_time;
+ // A helper variable for incrementing the latter
+ float m_game_time_fraction_counter;
+ // Time of last clearObjects call (game time).
+ // When a mapblock older than this is loaded, its objects are cleared.
+ u32 m_last_clear_objects_time;
+ // Active block modifiers
+ std::vector<ABMWithState> m_abms;
+ LBMManager m_lbm_mgr;
+ // An interval for generally sending object positions and stuff
+ float m_recommended_send_interval;
+ // Estimate for general maximum lag as determined by server.
+ // Can raise to high values like 15s with eg. map generation mods.
+ float m_max_lag_estimate;
+
+ // peer_ids in here should be unique, except that there may be many 0s
+ std::vector<RemotePlayer*> m_players;
+
+ // Particles
+ IntervalLimiter m_particle_management_interval;
+ UNORDERED_MAP<u32, float> m_particle_spawners;
+ UNORDERED_MAP<u32, u16> m_particle_spawner_attachments;
+};
+
+#endif