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path: root/src/environment.cpp
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1677<
	
	// Set head node transformation
	m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
	m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
	m_headnode->updateAbsolutePosition();

	// Compute relative camera position and target
	v3f rel_cam_pos = v3f(0,0,0);
	v3f rel_cam_target = v3f(0,0,1);
	v3f rel_cam_up = v3f(0,1,0);

	if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
	{
		f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
		f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;

		#if 1
		f32 bobknob = 1.2;
		f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
		//f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);

		v3f bobvec = v3f(
			0.3 * bobdir * sin(bobfrac * M_PI),
			-0.28 * bobtmp * bobtmp,
			0.);

		//rel_cam_pos += 0.2 * bobvec;
		//rel_cam_target += 0.03 * bobvec;
		//rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
		float f = 1.0;
		f *= g_settings->getFloat("view_bobbing_amount");
		rel_cam_pos += bobvec * f;
		//rel_cam_target += 0.995 * bobvec * f;
		rel_cam_target += bobvec * f;
		rel_cam_target.Z -= 0.005 * bobvec.Z * f;
		//rel_cam_target.X -= 0.005 * bobvec.X * f;
		//rel_cam_target.Y -= 0.005 * bobvec.Y * f;
		rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
		#else
		f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
		f32 angle_rad = angle_deg * M_PI / 180;
		f32 r = 0.05;
		v3f off = v3f(
			r * sin(angle_rad),
			r * (cos(angle_rad) - 1),
			0);
		rel_cam_pos += off;
		//rel_cam_target += off;
		rel_cam_up.rotateXYBy(angle_deg);
		#endif

	}

	// Compute absolute camera position and target
	m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
	m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);

	v3f abs_cam_up;
	m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);

	// Seperate camera position for calculation
	v3f my_cp = m_camera_position;
	
	// Reposition the camera for third person view
	if (m_camera_mode > CAMERA_MODE_FIRST)
	{
		if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
			m_camera_direction *= -1;

		my_cp.Y += 2;

		// Calculate new position
		bool abort = false;
		for (int i = BS; i <= BS*2; i++)
		{
			my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
			my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
			if (i > 12)
				my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);

			// Prevent camera positioned inside nodes
			INodeDefManager *nodemgr = m_gamedef->ndef();
			MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
			const ContentFeatures& features = nodemgr->get(n);
			if(features.walkable)
			{
				my_cp.X += m_camera_direction.X*-1*-BS/2;
				my_cp.Z += m_camera_direction.Z*-1*-BS/2;
				my_cp.Y += m_camera_direction.Y*-1*-BS/2;
				abort = true;
				break;
			}
		}

		// If node blocks camera position don't move y to heigh
		if (abort && my_cp.Y > player_position.Y+BS*2)
			my_cp.Y = player_position.Y+BS*2;
	}

	// Update offset if too far away from the center of the map
	m_camera_offset.X += CAMERA_OFFSET_STEP*
			(((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
	m_camera_offset.Y += CAMERA_OFFSET_STEP*
			(((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
	m_camera_offset.Z += CAMERA_OFFSET_STEP*
			(((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
	
	// Set camera node transformation
	m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
	m_cameranode->setUpVector(abs_cam_up);
	// *100.0 helps in large map coordinates
	m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);

	// update the camera position in front-view mode to render blocks behind player
	if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
		m_camera_position = my_cp;

	// Get FOV setting
	f32 fov_degrees = g_settings->getFloat("fov");
	fov_degrees = MYMAX(fov_degrees, 10.0);
	fov_degrees = MYMIN(fov_degrees, 170.0);

	// FOV and aspect ratio
	m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
	m_fov_y = fov_degrees * M_PI / 180.0;
	// Increase vertical FOV on lower aspect ratios (<16:10)
	m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
	m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
	m_cameranode->setAspectRatio(m_aspect);
	m_cameranode->setFOV(m_fov_y);

	// Position the wielded item
	//v3f wield_position = v3f(45, -35, 65);
	v3f wield_position = v3f(55, -35, 65);
	//v3f wield_rotation = v3f(-100, 120, -100);
	v3f wield_rotation = v3f(-100, 120, -100);
	if(m_wield_change_timer < 0)
		wield_position.Y -= 40 + m_wield_change_timer*320;
	else
		wield_position.Y -= 40 - m_wield_change_timer*320;
	if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
	{
		f32 frac = 1.0;
		if(m_digging_anim > 0.5)
			frac = 2.0 * (m_digging_anim - 0.5);
		// This value starts from 1 and settles to 0
		f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
		//f32 ratiothing2 = pow(ratiothing, 0.5f);
		f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
		wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
		//wield_position.Z += frac * 5.0 * ratiothing2;
		wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
		wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
		//wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
		//wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
	}
	if (m_digging_button != -1)
	{
		f32 digfrac = m_digging_anim;
		wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
		wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
		wield_position.Z += 25 * 0.5;
	
		// Euler angles are PURE EVIL, so why not use quaternions?
		core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
		core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
		core::quaternion quat_slerp;
		quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
		quat_slerp.toEuler(wield_rotation);
		wield_rotation *= core::RADTODEG;
	} else {
		f32 bobfrac = my_modf(m_view_bobbing_anim);
		wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
		wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
	}
	m_wieldnode->setPosition(wield_position);
	m_wieldnode->setRotation(wield_rotation);
	m_wieldlight = player->light;

	// Render distance feedback loop
	updateViewingRange(frametime, busytime);

	// If the player seems to be walking on solid ground,
	// view bobbing is enabled and free_move is off,
	// start (or continue) the view bobbing animation.
	v3f speed = player->getSpeed();
	if ((hypot(speed.X, speed.Z) > BS) &&
		(player->touching_ground) &&
		(g_settings->getBool("view_bobbing") == true) &&
		(g_settings->getBool("free_move") == false ||
				!m_gamedef->checkLocalPrivilege("fly")))
	{
		// Start animation
		m_view_bobbing_state = 1;
		m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
	}
	else if (m_view_bobbing_state == 1)
	{
		// Stop animation
		m_view_bobbing_state = 2;
		m_view_bobbing_speed = 60;
	}
}

void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
{
	if (m_draw_control.range_all)
		return;

	m_added_busytime += busytime_in;
	m_added_frames += 1;

	m_frametime_counter -= frametime_in;
	if (m_frametime_counter > 0)
		return;
	m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval

	/*dstream<<__FUNCTION_NAME
			<<": Collected "<<m_added_frames<<" frames, total of "
			<<m_added_busytime<<"s."<<std::endl;

	dstream<<"m_draw_control.blocks_drawn="
			<<m_draw_control.blocks_drawn
			<<", m_draw_control.blocks_would_have_drawn="
			<<m_draw_control.blocks_would_have_drawn
			<<std::endl;*/

	// Get current viewing range and FPS settings
	f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
	viewing_range_min = MYMAX(15.0, viewing_range_min);

	f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
	viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
	
	// Immediately apply hard limits
	if(m_draw_control.wanted_range < viewing_range_min)
		m_draw_control.wanted_range = viewing_range_min;
	if(m_draw_control.wanted_range > viewing_range_max)
		m_draw_control.wanted_range = viewing_range_max;

	// Just so big a value that everything rendered is visible
	// Some more allowance than viewing_range_max * BS because of clouds,
	// active objects, etc.
	if(viewing_range_max < 200*BS)
		m_cameranode->setFarValue(200 * BS * 10);
	else
		m_cameranode->setFarValue(viewing_range_max * BS * 10);

	f32 wanted_fps = g_settings->getFloat("wanted_fps");
	wanted_fps = MYMAX(wanted_fps, 1.0);
	f32 wanted_frametime = 1.0 / wanted_fps;

	m_draw_control.wanted_min_range = viewing_range_min;
	m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
	if (m_draw_control.wanted_max_blocks < 10)
		m_draw_control.wanted_max_blocks = 10;

	f32 block_draw_ratio = 1.0;
	if (m_draw_control.blocks_would_have_drawn != 0)
	{
		block_draw_ratio = (f32)m_draw_control.blocks_drawn
			/ (f32)m_draw_control.blocks_would_have_drawn;
	}

	// Calculate the average frametime in the case that all wanted
	// blocks had been drawn
	f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;

	m_added_busytime = 0.0;
	m_added_frames = 0;

	f32 wanted_frametime_change = wanted_frametime - frametime;
	//dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
	g_profiler->avg("wanted_frametime_change", wanted_frametime_change);

	// If needed frametime change is small, just return
	// This value was 0.4 for many months until 2011-10-18 by c55;
	if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
	{
		//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
		return;
	}

	f32 range = m_draw_control.wanted_range;
	f32 new_range = range;

	f32 d_range = range - m_range_old;
	f32 d_busytime = busytime_in - m_busytime_old;
	if (d_range != 0)
	{
		m_time_per_range = d_busytime / d_range;
	}
	//dstream<<"time_per_range="<<m_time_per_range<<std::endl;
	g_profiler->avg("time_per_range", m_time_per_range);

	// The minimum allowed calculated frametime-range derivative:
	// Practically this sets the maximum speed of changing the range.
	// The lower this value, the higher the maximum changing speed.
	// A low value here results in wobbly range (0.001)
	// A low value can cause oscillation in very nonlinear time/range curves.
	// A high value here results in slow changing range (0.0025)
	// SUGG: This could be dynamically adjusted so that when
	//       the camera is turning, this is lower
	//f32 min_time_per_range = 0.0010; // Up to 0.4.7
	f32 min_time_per_range = 0.0005;
	if(m_time_per_range < min_time_per_range)
	{
		m_time_per_range = min_time_per_range;
		//dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
	}
	else
	{
		//dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
	}

	f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
	// Dampen the change a bit to kill oscillations
	//wanted_range_change *= 0.9;
	//wanted_range_change *= 0.75;
	wanted_range_change *= 0.5;
	//dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;

	// If needed range change is very small, just return
	if(fabs(wanted_range_change) < 0.001)
	{
		//dstream<<"ignoring small wanted_range_change"<<std::endl;
		return;
	}

	new_range += wanted_range_change;
	
	//f32 new_range_unclamped = new_range;
	new_range = MYMAX(new_range, viewing_range_min);
	new_range = MYMIN(new_range, viewing_range_max);
	/*dstream<<"new_range="<<new_range_unclamped
			<<", clamped to "<<new_range<<std::endl;*/

	m_range_old = m_draw_control.wanted_range;
	m_busytime_old = busytime_in;

	m_draw_control.wanted_range = new_range;
}

void Camera::setDigging(s32 button)
{
	if (m_digging_button == -1)
		m_digging_button = button;
}

void Camera::wield(const ItemStack &item, u16 playeritem)
{
	IItemDefManager *idef = m_gamedef->idef();
	std::string itemname = item.getDefinition(idef).name;
	m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
	if(playeritem != m_previous_playeritem &&
			!(m_previous_itemname == "" && itemname == ""))
	{
		m_previous_playeritem = playeritem;
		m_previous_itemname = itemname;
		if(m_wield_change_timer >= 0.125)
			m_wield_change_timer = -0.125;
		else if(m_wield_change_timer > 0)
		{
			m_wield_change_timer = -m_wield_change_timer;
		}
	} else {
		if(m_wield_mesh_next) {
			m_wieldnode->setMesh(m_wield_mesh_next);
			m_wieldnode->setVisible(true);
		} else {
			m_wieldnode->setVisible(false);
		}
		m_wield_mesh_next = NULL;
		if(m_previous_itemname != itemname)
		{
			m_previous_itemname = itemname;
			m_wield_change_timer = 0;
		}
		else
			m_wield_change_timer = 0.125;
	}
}

void Camera::drawWieldedTool(irr::core::matrix4* translation)
{
	// Set vertex colors of wield mesh according to light level
	u8 li = m_wieldlight;
	video::SColor color(255,li,li,li);
	setMeshColor(m_wieldnode->getMesh(), color);

	// Clear Z buffer
	m_wieldmgr->getVideoDriver()->clearZBuffer();

	// Draw the wielded node (in a separate scene manager)
	scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
	cam->setAspectRatio(m_cameranode->getAspectRatio());
	cam->setFOV(72.0*M_PI/180.0);
	cam->setNearValue(0.1);
	cam->setFarValue(100);
	if (translation != NULL)
	{
		irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
		irr::core::vector3df focusPoint = (cam->getTarget()
				- cam->getAbsolutePosition()).setLength(1)
				+ cam->getAbsolutePosition();

		irr::core::vector3df camera_pos =
				(startMatrix * *translation).getTranslation();
		cam->setPosition(camera_pos);
		cam->setTarget(focusPoint);
	}
	m_wieldmgr->drawAll();
}
st_d = 0; Player *nearest_player = NULL; for(std::list<Player*>::iterator i = connected_players.begin(); i != connected_players.end(); ++i) { Player *player = *i; f32 d = player->getPosition().getDistanceFrom(pos); if(d < nearest_d || nearest_player == NULL) { nearest_d = d; nearest_player = player; } } return nearest_player; } std::list<Player*> Environment::getPlayers() { return m_players; } std::list<Player*> Environment::getPlayers(bool ignore_disconnected) { std::list<Player*> newlist; for(std::list<Player*>::iterator i = m_players.begin(); i != m_players.end(); ++i) { Player *player = *i; if(ignore_disconnected) { // Ignore disconnected players if(player->peer_id == 0) continue; } newlist.push_back(player); } return newlist; } u32 Environment::getDayNightRatio() { if(m_enable_day_night_ratio_override) return m_day_night_ratio_override; bool smooth = g_settings->getBool("enable_shaders"); return time_to_daynight_ratio(m_time_of_day_f*24000, smooth); } void Environment::stepTimeOfDay(float dtime) { m_time_counter += dtime; f32 speed = m_time_of_day_speed * 24000./(24.*3600); u32 units = (u32)(m_time_counter*speed); m_time_counter -= (f32)units / speed; bool sync_f = false; if(units > 0){ // Sync at overflow if(m_time_of_day + units >= 24000) sync_f = true; m_time_of_day = (m_time_of_day + units) % 24000; if(sync_f) m_time_of_day_f = (float)m_time_of_day / 24000.0; } if(!sync_f){ m_time_of_day_f += m_time_of_day_speed/24/3600*dtime; if(m_time_of_day_f > 1.0) m_time_of_day_f -= 1.0; if(m_time_of_day_f < 0.0) m_time_of_day_f += 1.0; } } /* ABMWithState */ ABMWithState::ABMWithState(ActiveBlockModifier *abm_): abm(abm_), timer(0) { // Initialize timer to random value to spread processing float itv = abm->getTriggerInterval(); itv = MYMAX(0.001, itv); // No less than 1ms int minval = MYMAX(-0.51*itv, -60); // Clamp to int maxval = MYMIN(0.51*itv, 60); // +-60 seconds timer = myrand_range(minval, maxval); } /* ActiveBlockList */ void fillRadiusBlock(v3s16 p0, s16 r, std::set<v3s16> &list) { v3s16 p; 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++) { // Set in list list.insert(p); } } void ActiveBlockList::update(std::list<v3s16> &active_positions, s16 radius, std::set<v3s16> &blocks_removed, std::set<v3s16> &blocks_added) { /* Create the new list */ std::set<v3s16> newlist = m_forceloaded_list; for(std::list<v3s16>::iterator i = active_positions.begin(); i != active_positions.end(); ++i) { fillRadiusBlock(*i, radius, newlist); } /* Find out which blocks on the old list are not on the new list */ // Go through old list for(std::set<v3s16>::iterator i = m_list.begin(); i != m_list.end(); ++i) { v3s16 p = *i; // If not on new list, it's been removed if(newlist.find(p) == newlist.end()) blocks_removed.insert(p); } /* Find out which blocks on the new list are not on the old list */ // Go through new list for(std::set<v3s16>::iterator i = newlist.begin(); i != newlist.end(); ++i) { v3s16 p = *i; // If not on old list, it's been added if(m_list.find(p) == m_list.end()) blocks_added.insert(p); } /* Update m_list */ m_list.clear(); for(std::set<v3s16>::iterator i = newlist.begin(); i != newlist.end(); ++i) { v3s16 p = *i; m_list.insert(p); } } /* ServerEnvironment */ ServerEnvironment::ServerEnvironment(ServerMap *map, GameScripting *scriptIface, IGameDef *gamedef): m_map(map), m_script(scriptIface), m_gamedef(gamedef), m_send_recommended_timer(0), m_active_block_interval_overload_skip(0), m_game_time(0), m_game_time_fraction_counter(0), m_recommended_send_interval(0.1), m_max_lag_estimate(0.1) { } ServerEnvironment::~ServerEnvironment() { // Clear active block list. // This makes the next one delete all active objects. m_active_blocks.clear(); // Convert all objects to static and delete the active objects deactivateFarObjects(true); // Drop/delete map m_map->drop(); // Delete ActiveBlockModifiers for(std::list<ABMWithState>::iterator i = m_abms.begin(); i != m_abms.end(); ++i){ delete i->abm; } } Map & ServerEnvironment::getMap() { return *m_map; } ServerMap & ServerEnvironment::getServerMap() { return *m_map; } bool ServerEnvironment::line_of_sight(v3f pos1, v3f pos2, float stepsize, 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; } return false; } } return true; } void ServerEnvironment::serializePlayers(const std::string &savedir) { std::string players_path = savedir + "/players"; fs::CreateDir(players_path); std::set<Player*> saved_players; std::vector<fs::DirListNode> player_files = fs::GetDirListing(players_path); for(u32 i=0; i<player_files.size(); i++) { if(player_files[i].dir || player_files[i].name[0] == '.') continue; // Full path to this file std::string path = players_path + "/" + player_files[i].name; //infostream<<"Checking player file "<<path<<std::endl; // Load player to see what is its name RemotePlayer testplayer(m_gamedef); { // Open file and deserialize std::ifstream is(path.c_str(), std::ios_base::binary); if(is.good() == false) { infostream<<"Failed to read "<<path<<std::endl; continue; } testplayer.deSerialize(is, player_files[i].name); } //infostream<<"Loaded test player with name "<<testplayer.getName()<<std::endl; // Search for the player std::string playername = testplayer.getName(); Player *player = getPlayer(playername.c_str()); if(player == NULL) { infostream<<"Didn't find matching player, ignoring file "<<path<<std::endl; continue; } //infostream<<"Found matching player, overwriting."<<std::endl; // OK, found. Save player there. if(player->checkModified()) { // Open file and serialize std::ostringstream ss(std::ios_base::binary); player->serialize(ss); if(!fs::safeWriteToFile(path, ss.str())) { infostream<<"Failed to write "<<path<<std::endl; continue; } saved_players.insert(player); } else { saved_players.insert(player); } } for(std::list<Player*>::iterator i = m_players.begin(); i != m_players.end(); ++i) { Player *player = *i; if(saved_players.find(player) != saved_players.end()) { /*infostream<<"Player "<<player->getName() <<" was already saved."<<std::endl;*/ continue; } std::string playername = player->getName(); // Don't save unnamed player if(playername == "") { //infostream<<"Not saving unnamed player."<<std::endl; continue; } /* Find a sane filename */ if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS) == false) playername = "player"; std::string path = players_path + "/" + playername; bool found = false; for(u32 i=0; i<1000; i++) { if(fs::PathExists(path) == false) { found = true; break; } path = players_path + "/" + playername + itos(i); } if(found == false) { infostream<<"Didn't find free file for player"<<std::endl; continue; } { /*infostream<<"Saving player "<<player->getName()<<" to " <<path<<std::endl;*/ // Open file and serialize std::ostringstream ss(std::ios_base::binary); player->serialize(ss); if(!fs::safeWriteToFile(path, ss.str())) { infostream<<"Failed to write "<<path<<std::endl; continue; } saved_players.insert(player); } } //infostream<<"Saved "<<saved_players.size()<<" players."<<std::endl; } void ServerEnvironment::deSerializePlayers(const std::string &savedir) { std::string players_path = savedir + "/players"; std::vector<fs::DirListNode> player_files = fs::GetDirListing(players_path); for(u32 i=0; i<player_files.size(); i++) { if(player_files[i].dir) continue; // Full path to this file std::string path = players_path + "/" + player_files[i].name; //infostream<<"Checking player file "<<path<<std::endl; // Load player to see what is its name RemotePlayer testplayer(m_gamedef); { // Open file and deserialize std::ifstream is(path.c_str(), std::ios_base::binary); if(is.good() == false) { infostream<<"Failed to read "<<path<<std::endl; continue; } testplayer.deSerialize(is, player_files[i].name); } if(!string_allowed(testplayer.getName(), PLAYERNAME_ALLOWED_CHARS)) { infostream<<"Not loading player with invalid name: " <<testplayer.getName()<<std::endl; } /*infostream<<"Loaded test player with name "<<testplayer.getName() <<std::endl;*/ // Search for the player std::string playername = testplayer.getName(); Player *player = getPlayer(playername.c_str()); bool newplayer = false; if(player == NULL) { //infostream<<"Is a new player"<<std::endl; player = new RemotePlayer(m_gamedef); newplayer = true; } // Load player { verbosestream<<"Reading player "<<testplayer.getName()<<" from " <<path<<std::endl; // Open file and deserialize std::ifstream is(path.c_str(), std::ios_base::binary); if(is.good() == false) { infostream<<"Failed to read "<<path<<std::endl; continue; } player->deSerialize(is, player_files[i].name); } if(newplayer) { addPlayer(player); } } } void ServerEnvironment::saveMeta(const std::string &savedir) { std::string path = savedir + "/env_meta.txt"; // Open file and serialize std::ostringstream ss(std::ios_base::binary); Settings args; args.setU64("game_time", m_game_time); args.setU64("time_of_day", getTimeOfDay()); args.writeLines(ss); ss<<"EnvArgsEnd\n"; if(!fs::safeWriteToFile(path, ss.str())) { infostream<<"ServerEnvironment::saveMeta(): Failed to write " <<path<<std::endl; throw SerializationError("Couldn't save env meta"); } } void ServerEnvironment::loadMeta(const std::string &savedir) { std::string path = savedir + "/env_meta.txt"; // Open file and deserialize std::ifstream is(path.c_str(), std::ios_base::binary); if(is.good() == false) { infostream<<"ServerEnvironment::loadMeta(): Failed to open " <<path<<std::endl; throw SerializationError("Couldn't load env meta"); } Settings args; for(;;) { if(is.eof()) throw SerializationError ("ServerEnvironment::loadMeta(): EnvArgsEnd not found"); std::string line; std::getline(is, line); std::string trimmedline = trim(line); if(trimmedline == "EnvArgsEnd") break; args.parseConfigLine(line); } try{ m_game_time = args.getU64("game_time"); }catch(SettingNotFoundException &e){ // Getting this is crucial, otherwise timestamps are useless throw SerializationError("Couldn't load env meta game_time"); } try{ m_time_of_day = args.getU64("time_of_day"); }catch(SettingNotFoundException &e){ // This is not as important m_time_of_day = 9000; } } struct ActiveABM { ActiveBlockModifier *abm; int chance; std::set<content_t> required_neighbors; }; class ABMHandler { private: ServerEnvironment *m_env; std::map<content_t, std::list<ActiveABM> > m_aabms; public: ABMHandler(std::list<ABMWithState> &abms, float dtime_s, ServerEnvironment *env, bool use_timers): m_env(env) { if(dtime_s < 0.001) return; INodeDefManager *ndef = env->getGameDef()->ndef(); for(std::list<ABMWithState>::iterator i = abms.begin(); i != abms.end(); ++i){ ActiveBlockModifier *abm = i->abm; float trigger_interval = abm->getTriggerInterval(); if(trigger_interval < 0.001) trigger_interval = 0.001; float actual_interval = dtime_s; if(use_timers){ i->timer += dtime_s; if(i->timer < trigger_interval) continue; i->timer -= trigger_interval; actual_interval = trigger_interval; } float intervals = actual_interval / trigger_interval; if(intervals == 0) continue; float chance = abm->getTriggerChance(); if(chance == 0) chance = 1; ActiveABM aabm; aabm.abm = abm; aabm.chance = chance / intervals; if(aabm.chance == 0) aabm.chance = 1; // Trigger neighbors std::set<std::string> required_neighbors_s = abm->getRequiredNeighbors(); for(std::set<std::string>::iterator i = required_neighbors_s.begin(); i != required_neighbors_s.end(); i++) { ndef->getIds(*i, aabm.required_neighbors); } // Trigger contents std::set<std::string> contents_s = abm->getTriggerContents(); for(std::set<std::string>::iterator i = contents_s.begin(); i != contents_s.end(); i++) { std::set<content_t> ids; ndef->getIds(*i, ids); for(std::set<content_t>::const_iterator k = ids.begin(); k != ids.end(); k++) { content_t c = *k; std::map<content_t, std::list<ActiveABM> >::iterator j; j = m_aabms.find(c); if(j == m_aabms.end()){ std::list<ActiveABM> aabmlist; m_aabms[c] = aabmlist; j = m_aabms.find(c); } j->second.push_back(aabm); } } } } // Find out how many objects the given block and its neighbours contain. // Returns the number of objects in the block, and also in 'wider' the // number of objects in the block and all its neighbours. The latter // may an estimate if any neighbours are unloaded. u32 countObjects(MapBlock *block, ServerMap * map, u32 &wider) { wider = 0; u32 wider_unknown_count = 0; for(s16 x=-1; x<=1; x++) for(s16 y=-1; y<=1; y++) for(s16 z=-1; z<=1; z++) { MapBlock *block2 = map->getBlockNoCreateNoEx( block->getPos() + v3s16(x,y,z)); if(block2==NULL){ wider_unknown_count++; continue; } wider += block2->m_static_objects.m_active.size() + block2->m_static_objects.m_stored.size(); } // Extrapolate u32 active_object_count = block->m_static_objects.m_active.size(); u32 wider_known_count = 3*3*3 - wider_unknown_count; wider += wider_unknown_count * wider / wider_known_count; return active_object_count; } void apply(MapBlock *block) { if(m_aabms.empty()) return; ServerMap *map = &m_env->getServerMap(); u32 active_object_count_wider; u32 active_object_count = this->countObjects(block, map, active_object_count_wider); m_env->m_added_objects = 0; v3s16 p0; for(p0.X=0; p0.X<MAP_BLOCKSIZE; p0.X++) for(p0.Y=0; p0.Y<MAP_BLOCKSIZE; p0.Y++) for(p0.Z=0; p0.Z<MAP_BLOCKSIZE; p0.Z++) { MapNode n = block->getNodeNoEx(p0); content_t c = n.getContent(); v3s16 p = p0 + block->getPosRelative(); std::map<content_t, std::list<ActiveABM> >::iterator j; j = m_aabms.find(c); if(j == m_aabms.end()) continue; for(std::list<ActiveABM>::iterator i = j->second.begin(); i != j->second.end(); i++) { if(myrand() % i->chance != 0) continue; // Check neighbors if(!i->required_neighbors.empty()) { v3s16 p1; for(p1.X = p.X-1; p1.X <= p.X+1; p1.X++) for(p1.Y = p.Y-1; p1.Y <= p.Y+1; p1.Y++) for(p1.Z = p.Z-1; p1.Z <= p.Z+1; p1.Z++) { if(p1 == p) continue; MapNode n = map->getNodeNoEx(p1); content_t c = n.getContent(); std::set<content_t>::const_iterator k; k = i->required_neighbors.find(c); if(k != i->required_neighbors.end()){ goto neighbor_found; } } // No required neighbor found continue; } neighbor_found: // Call all the trigger variations i->abm->trigger(m_env, p, n); i->abm->trigger(m_env, p, n, active_object_count, active_object_count_wider); // Count surrounding objects again if the abms added any if(m_env->m_added_objects > 0) { active_object_count = countObjects(block, map, active_object_count_wider); m_env->m_added_objects = 0; } } } } }; void ServerEnvironment::activateBlock(MapBlock *block, u32 additional_dtime) { // Reset usage timer immediately, otherwise a block that becomes active // again at around the same time as it would normally be unloaded will // get unloaded incorrectly. (I think this still leaves a small possibility // of a race condition between this and server::AsyncRunStep, which only // some kind of synchronisation will fix, but it at least reduces the window // of opportunity for it to break from seconds to nanoseconds) block->resetUsageTimer(); // Get time difference u32 dtime_s = 0; u32 stamp = block->getTimestamp(); if(m_game_time > stamp && stamp != BLOCK_TIMESTAMP_UNDEFINED) dtime_s = m_game_time - block->getTimestamp(); dtime_s += additional_dtime; /*infostream<<"ServerEnvironment::activateBlock(): block timestamp: " <<stamp<<", game time: "<<m_game_time<<std::endl;*/ // Set current time as timestamp block->setTimestampNoChangedFlag(m_game_time); /*infostream<<"ServerEnvironment::activateBlock(): block is " <<dtime_s<<" seconds old."<<std::endl;*/ // Activate stored objects activateObjects(block, dtime_s); // Run node timers std::map<v3s16, NodeTimer> elapsed_timers = block->m_node_timers.step((float)dtime_s); if(!elapsed_timers.empty()){ MapNode n; for(std::map<v3s16, NodeTimer>::iterator i = elapsed_timers.begin(); i != elapsed_timers.end(); i++){ n = block->getNodeNoEx(i->first); v3s16 p = i->first + block->getPosRelative(); if(m_script->node_on_timer(p,n,i->second.elapsed)) block->setNodeTimer(i->first,NodeTimer(i->second.timeout,0)); } } /* Handle ActiveBlockModifiers */ ABMHandler abmhandler(m_abms, dtime_s, this, false); abmhandler.apply(block); } void ServerEnvironment::addActiveBlockModifier(ActiveBlockModifier *abm) { m_abms.push_back(ABMWithState(abm)); } bool ServerEnvironment::setNode(v3s16 p, const MapNode &n) { INodeDefManager *ndef = m_gamedef->ndef(); MapNode n_old = m_map->getNodeNoEx(p); // Call destructor if(ndef->get(n_old).has_on_destruct) m_script->node_on_destruct(p, n_old); // Replace node bool succeeded = m_map->addNodeWithEvent(p, n); if(!succeeded) return false; // Call post-destructor if(ndef->get(n_old).has_after_destruct) m_script->node_after_destruct(p, n_old); // Call constructor if(ndef->get(n).has_on_construct) m_script->node_on_construct(p, n); return true; } bool ServerEnvironment::removeNode(v3s16 p) { INodeDefManager *ndef = m_gamedef->ndef(); MapNode n_old = m_map->getNodeNoEx(p); // Call destructor if(ndef->get(n_old).has_on_destruct) m_script->node_on_destruct(p, n_old); // Replace with air // This is slightly optimized compared to addNodeWithEvent(air) bool succeeded = m_map->removeNodeWithEvent(p); if(!succeeded) return false; // Call post-destructor if(ndef->get(n_old).has_after_destruct) m_script->node_after_destruct(p, n_old); // Air doesn't require constructor return true; } bool ServerEnvironment::swapNode(v3s16 p, const MapNode &n) { return m_map->addNodeWithEvent(p, n, false); } std::set<u16> ServerEnvironment::getObjectsInsideRadius(v3f pos, float radius) { std::set<u16> objects; for(std::map<u16, ServerActiveObject*>::iterator i = m_active_objects.begin(); i != m_active_objects.end(); ++i) { ServerActiveObject* obj = i->second; u16 id = i->first; v3f objectpos = obj->getBasePosition(); if(objectpos.getDistanceFrom(pos) > radius) continue; objects.insert(id); } return objects; } void ServerEnvironment::clearAllObjects() { infostream<<"ServerEnvironment::clearAllObjects(): " <<"Removing all active objects"<<std::endl; std::list<u16> objects_to_remove; for(std::map<u16, ServerActiveObject*>::iterator i = m_active_objects.begin(); i != m_active_objects.end(); ++i) { ServerActiveObject* obj = i->second; if(obj->getType() == ACTIVEOBJECT_TYPE_PLAYER) continue; u16 id = i->first; // Delete static object if block is loaded if(obj->m_static_exists){ MapBlock *block = m_map->getBlockNoCreateNoEx(obj->m_static_block); if(block){ block->m_static_objects.remove(id); block->raiseModified(MOD_STATE_WRITE_NEEDED, "clearAllObjects"); obj->m_static_exists = false; } } // If known by some client, don't delete immediately if(obj->m_known_by_count > 0){ obj->m_pending_deactivation = true; obj->m_removed = true; continue; } // Tell the object about removal obj->removingFromEnvironment(); // Deregister in scripting api m_script->removeObjectReference(obj); // Delete active object if(obj->environmentDeletes()) delete obj; // Id to be removed from m_active_objects objects_to_remove.push_back(id); } // Remove references from m_active_objects for(std::list<u16>::iterator i = objects_to_remove.begin(); i != objects_to_remove.end(); ++i) { m_active_objects.erase(*i); } // Get list of loaded blocks std::list<v3s16> loaded_blocks; infostream<<"ServerEnvironment::clearAllObjects(): " <<"Listing all loaded blocks"<<std::endl; m_map->listAllLoadedBlocks(loaded_blocks); infostream<<"ServerEnvironment::clearAllObjects(): " <<"Done listing all loaded blocks: " <<loaded_blocks.size()<<std::endl; // Get list of loadable blocks std::list<v3s16> loadable_blocks; infostream<<"ServerEnvironment::clearAllObjects(): " <<"Listing all loadable blocks"<<std::endl; m_map->listAllLoadableBlocks(loadable_blocks); infostream<<"ServerEnvironment::clearAllObjects(): " <<"Done listing all loadable blocks: " <<loadable_blocks.size() <<", now clearing"<<std::endl; // Grab a reference on each loaded block to avoid unloading it for(std::list<v3s16>::iterator i = loaded_blocks.begin(); i != loaded_blocks.end(); ++i) { v3s16 p = *i; MapBlock *block = m_map->getBlockNoCreateNoEx(p); assert(block); block->refGrab(); } // Remove objects in all loadable blocks u32 unload_interval = g_settings->getS32("max_clearobjects_extra_loaded_blocks"); unload_interval = MYMAX(unload_interval, 1); u32 report_interval = loadable_blocks.size() / 10; u32 num_blocks_checked = 0; u32 num_blocks_cleared = 0; u32 num_objs_cleared = 0; for(std::list<v3s16>::iterator i = loadable_blocks.begin(); i != loadable_blocks.end(); ++i) { v3s16 p = *i; MapBlock *block = m_map->emergeBlock(p, false); if(!block){ errorstream<<"ServerEnvironment::clearAllObjects(): " <<"Failed to emerge block "<<PP(p)<<std::endl; continue; } u32 num_stored = block->m_static_objects.m_stored.size(); u32 num_active = block->m_static_objects.m_active.size(); if(num_stored != 0 || num_active != 0){ block->m_static_objects.m_stored.clear(); block->m_static_objects.m_active.clear(); block->raiseModified(MOD_STATE_WRITE_NEEDED, "clearAllObjects"); num_objs_cleared += num_stored + num_active; num_blocks_cleared++; } num_blocks_checked++; if(report_interval != 0 && num_blocks_checked % report_interval == 0){ float percent = 100.0 * (float)num_blocks_checked / loadable_blocks.size(); infostream<<"ServerEnvironment::clearAllObjects(): " <<"Cleared "<<num_objs_cleared<<" objects" <<" in "<<num_blocks_cleared<<" blocks (" <<percent<<"%)"<<std::endl; } if(num_blocks_checked % unload_interval == 0){ m_map->unloadUnreferencedBlocks(); } } m_map->unloadUnreferencedBlocks(); // Drop references that were added above for(std::list<v3s16>::iterator i = loaded_blocks.begin(); i != loaded_blocks.end(); ++i) { v3s16 p = *i; MapBlock *block = m_map->getBlockNoCreateNoEx(p); assert(block); block->refDrop(); } infostream<<"ServerEnvironment::clearAllObjects(): " <<"Finished: Cleared "<<num_objs_cleared<<" objects" <<" in "<<num_blocks_cleared<<" blocks"<<std::endl; } void ServerEnvironment::step(float dtime) { DSTACK(__FUNCTION_NAME); //TimeTaker timer("ServerEnv step"); /* Step time of day */ stepTimeOfDay(dtime); // Update this one // NOTE: This is kind of funny on a singleplayer game, but doesn't // really matter that much. m_recommended_send_interval = g_settings->getFloat("dedicated_server_step"); /* Increment game time */ { m_game_time_fraction_counter += dtime; u32 inc_i = (u32)m_game_time_fraction_counter; m_game_time += inc_i; m_game_time_fraction_counter -= (float)inc_i; } /* Handle players */ { ScopeProfiler sp(g_profiler, "SEnv: handle players avg", SPT_AVG); for(std::list<Player*>::iterator i = m_players.begin(); i != m_players.end(); ++i) { Player *player = *i; // Ignore disconnected players if(player->peer_id == 0) continue; // Move player->move(dtime, this, 100*BS); } } /* Manage active block list */ if(m_active_blocks_management_interval.step(dtime, 2.0)) { ScopeProfiler sp(g_profiler, "SEnv: manage act. block list avg /2s", SPT_AVG); /* Get player block positions */ std::list<v3s16> players_blockpos; for(std::list<Player*>::iterator i = m_players.begin(); i != m_players.end(); ++i) { Player *player = *i; // Ignore disconnected players if(player->peer_id == 0) continue; v3s16 blockpos = getNodeBlockPos( floatToInt(player->getPosition(), BS)); players_blockpos.push_back(blockpos); } /* Update list of active blocks, collecting changes */ 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, blocks_removed, blocks_added); /* Handle removed blocks */ // Convert active objects that are no more in active blocks to static deactivateFarObjects(false); for(std::set<v3s16>::iterator i = blocks_removed.begin(); i != blocks_removed.end(); ++i) { v3s16 p = *i; /* infostream<<"Server: Block " << PP(p) << " became inactive"<<std::endl; */ MapBlock *block = m_map->getBlockNoCreateNoEx(p); if(block==NULL) continue; // Set current time as timestamp (and let it set ChangedFlag) block->setTimestamp(m_game_time); } /* Handle added blocks */ for(std::set<v3s16>::iterator i = blocks_added.begin(); i != blocks_added.end(); ++i) { v3s16 p = *i; MapBlock *block = m_map->getBlockOrEmerge(p); if(block==NULL){ m_active_blocks.m_list.erase(p); continue; } activateBlock(block); /* infostream<<"Server: Block " << PP(p) << " became active"<<std::endl; */ } } /* Mess around in active blocks */ if(m_active_blocks_nodemetadata_interval.step(dtime, 1.0)) { ScopeProfiler sp(g_profiler, "SEnv: mess in act. blocks avg /1s", SPT_AVG); float dtime = 1.0; for(std::set<v3s16>::iterator i = m_active_blocks.m_list.begin(); i != m_active_blocks.m_list.end(); ++i) { v3s16 p = *i; /*infostream<<"Server: Block ("<<p.X<<","<<p.Y<<","<<p.Z <<") being handled"<<std::endl;*/ MapBlock *block = m_map->getBlockNoCreateNoEx(p); if(block==NULL) continue; // Reset block usage timer block->resetUsageTimer(); // Set current time as timestamp block->setTimestampNoChangedFlag(m_game_time); // If time has changed much from the one on disk, // set block to be saved when it is unloaded if(block->getTimestamp() > block->getDiskTimestamp() + 60) block->raiseModified(MOD_STATE_WRITE_AT_UNLOAD, "Timestamp older than 60s (step)"); // Run node timers std::map<v3s16, NodeTimer> elapsed_timers = block->m_node_timers.step((float)dtime); if(!elapsed_timers.empty()){ MapNode n; for(std::map<v3s16, NodeTimer>::iterator i = elapsed_timers.begin(); i != elapsed_timers.end(); i++){ n = block->getNodeNoEx(i->first); p = i->first + block->getPosRelative(); if(m_script->node_on_timer(p,n,i->second.elapsed)) block->setNodeTimer(i->first,NodeTimer(i->second.timeout,0)); } } } } const float abm_interval = 1.0; if(m_active_block_modifier_interval.step(dtime, abm_interval)) do{ // breakable if(m_active_block_interval_overload_skip > 0){ ScopeProfiler sp(g_profiler, "SEnv: ABM overload skips"); m_active_block_interval_overload_skip--; break; } ScopeProfiler sp(g_profiler, "SEnv: modify in blocks avg /1s", SPT_AVG); TimeTaker timer("modify in active blocks"); // Initialize handling of ActiveBlockModifiers ABMHandler abmhandler(m_abms, abm_interval, this, true); for(std::set<v3s16>::iterator i = m_active_blocks.m_list.begin(); i != m_active_blocks.m_list.end(); ++i) { v3s16 p = *i; /*infostream<<"Server: Block ("<<p.X<<","<<p.Y<<","<<p.Z <<") being handled"<<std::endl;*/ MapBlock *block = m_map->getBlockNoCreateNoEx(p); if(block==NULL) continue; // Set current time as timestamp block->setTimestampNoChangedFlag(m_game_time); /* Handle ActiveBlockModifiers */ abmhandler.apply(block); } u32 time_ms = timer.stop(true); u32 max_time_ms = 200; if(time_ms > max_time_ms){ infostream<<"WARNING: active block modifiers took " <<time_ms<<"ms (longer than " <<max_time_ms<<"ms)"<<std::endl; m_active_block_interval_overload_skip = (time_ms / max_time_ms) + 1; } }while(0); /* Step script environment (run global on_step()) */ m_script->environment_Step(dtime); /* Step active objects */ { ScopeProfiler sp(g_profiler, "SEnv: step act. objs avg", SPT_AVG); //TimeTaker timer("Step active objects"); g_profiler->avg("SEnv: num of objects", m_active_objects.size()); // This helps the objects to send data at the same time bool send_recommended = false; m_send_recommended_timer += dtime; if(m_send_recommended_timer > getSendRecommendedInterval()) { m_send_recommended_timer -= getSendRecommendedInterval(); send_recommended = true; } for(std::map<u16, ServerActiveObject*>::iterator i = m_active_objects.begin(); i != m_active_objects.end(); ++i) { ServerActiveObject* obj = i->second; // Remove non-peaceful mobs on peaceful mode if(g_settings->getBool("only_peaceful_mobs")){ if(!obj->isPeaceful()) obj->m_removed = true; } // Don't step if is to be removed or stored statically if(obj->m_removed || obj->m_pending_deactivation) continue; // Step object obj->step(dtime, send_recommended); // Read messages from object while(!obj->m_messages_out.empty()) { m_active_object_messages.push_back( obj->m_messages_out.pop_front()); } } } /* Manage active objects */ if(m_object_management_interval.step(dtime, 0.5)) { ScopeProfiler sp(g_profiler, "SEnv: remove removed objs avg /.5s", SPT_AVG); /* Remove objects that satisfy (m_removed && m_known_by_count==0) */ removeRemovedObjects(); } } ServerActiveObject* ServerEnvironment::getActiveObject(u16 id) { std::map<u16, ServerActiveObject*>::iterator n; n = m_active_objects.find(id); if(n == m_active_objects.end()) return NULL; return n->second; } bool isFreeServerActiveObjectId(u16 id, std::map<u16, ServerActiveObject*> &objects) { if(id == 0) return false; return objects.find(id) == objects.end(); } u16 getFreeServerActiveObjectId( std::map<u16, ServerActiveObject*> &objects) { //try to reuse id's as late as possible static u16 last_used_id = 0; u16 startid = last_used_id; for(;;) { last_used_id ++; if(isFreeServerActiveObjectId(last_used_id, objects)) return last_used_id; if(last_used_id == startid) return 0; } } u16 ServerEnvironment::addActiveObject(ServerActiveObject *object) { assert(object); m_added_objects++; u16 id = addActiveObjectRaw(object, true, 0); return id; } #if 0 bool ServerEnvironment::addActiveObjectAsStatic(ServerActiveObject *obj) { assert(obj); v3f objectpos = obj->getBasePosition(); // The block in which the object resides in v3s16 blockpos_o = getNodeBlockPos(floatToInt(objectpos, BS)); /* Update the static data */ // Create new static object std::string staticdata = obj->getStaticData(); StaticObject s_obj(obj->getType(), objectpos, staticdata); // Add to the block where the object is located in v3s16 blockpos = getNodeBlockPos(floatToInt(objectpos, BS)); // Get or generate the block MapBlock *block = m_map->emergeBlock(blockpos); bool succeeded = false; if(block) { block->m_static_objects.insert(0, s_obj); block->raiseModified(MOD_STATE_WRITE_AT_UNLOAD, "addActiveObjectAsStatic"); succeeded = true; } else{ infostream<<"ServerEnvironment::addActiveObjectAsStatic: " <<"Could not find or generate " <<"a block for storing static object"<<std::endl; succeeded = false; } if(obj->environmentDeletes()) delete obj; return succeeded; } #endif /* Finds out what new objects have been added to inside a radius around a position */ void ServerEnvironment::getAddedActiveObjects(v3s16 pos, s16 radius, std::set<u16> &current_objects, std::set<u16> &added_objects) { v3f pos_f = intToFloat(pos, BS); f32 radius_f = radius * BS; /* Go through the object list, - discard m_removed objects, - discard objects that are too far away, - discard objects that are found in current_objects. - add remaining objects to added_objects */ for(std::map<u16, ServerActiveObject*>::iterator i = m_active_objects.begin(); i != m_active_objects.end(); ++i) { u16 id = i->first; // Get object ServerActiveObject *object = i->second; if(object == NULL) continue; // Discard if removed or deactivating if(object->m_removed || object->m_pending_deactivation) continue; if(object->unlimitedTransferDistance() == false){ // Discard if too far f32 distance_f = object->getBasePosition().getDistanceFrom(pos_f); if(distance_f > radius_f) continue; } // Discard if already on current_objects std::set<u16>::iterator n; n = current_objects.find(id); if(n != current_objects.end()) continue; // Add to added_objects added_objects.insert(id); } } /* Finds out what objects have been removed from inside a radius around a position */ void ServerEnvironment::getRemovedActiveObjects(v3s16 pos, s16 radius, std::set<u16> &current_objects, std::set<u16> &removed_objects) { v3f pos_f = intToFloat(pos, BS); f32 radius_f = radius * BS; /* Go through current_objects; object is removed if: - object is not found in m_active_objects (this is actually an error condition; objects should be set m_removed=true and removed only after all clients have been informed about removal), or - object has m_removed=true, or - object is too far away */ for(std::set<u16>::iterator i = current_objects.begin(); i != current_objects.end(); ++i) { u16 id = *i; ServerActiveObject *object = getActiveObject(id); if(object == NULL){ infostream<<"ServerEnvironment::getRemovedActiveObjects():" <<" object in current_objects is NULL"<<std::endl; removed_objects.insert(id); continue; } if(object->m_removed || object->m_pending_deactivation) { removed_objects.insert(id); continue; } // If transfer distance is unlimited, don't remove if(object->unlimitedTransferDistance()) continue; f32 distance_f = object->getBasePosition().getDistanceFrom(pos_f); if(distance_f >= radius_f) { removed_objects.insert(id); continue; } // Not removed } } ActiveObjectMessage ServerEnvironment::getActiveObjectMessage() { if(m_active_object_messages.empty()) return ActiveObjectMessage(0); ActiveObjectMessage message = m_active_object_messages.front(); m_active_object_messages.pop_front(); return message; } /* ************ Private methods ************* */ u16 ServerEnvironment::addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s) { assert(object); if(object->getId() == 0){ u16 new_id = getFreeServerActiveObjectId(m_active_objects); if(new_id == 0) { errorstream<<"ServerEnvironment::addActiveObjectRaw(): " <<"no free ids available"<<std::endl; if(object->environmentDeletes()) delete object; return 0; } object->setId(new_id); } else{ verbosestream<<"ServerEnvironment::addActiveObjectRaw(): " <<"supplied with id "<<object->getId()<<std::endl; } if(isFreeServerActiveObjectId(object->getId(), m_active_objects) == false) { errorstream<<"ServerEnvironment::addActiveObjectRaw(): " <<"id is not free ("<<object->getId()<<")"<<std::endl; if(object->environmentDeletes()) delete object; return 0; } /*infostream<<"ServerEnvironment::addActiveObjectRaw(): " <<"added (id="<<object->getId()<<")"<<std::endl;*/ m_active_objects[object->getId()] = object; verbosestream<<"ServerEnvironment::addActiveObjectRaw(): " <<"Added id="<<object->getId()<<"; there are now " <<m_active_objects.size()<<" active objects." <<std::endl; // Register reference in scripting api (must be done before post-init) m_script->addObjectReference(object); // Post-initialize object object->addedToEnvironment(dtime_s); // Add static data to block if(object->isStaticAllowed()) { // Add static object to active static list of the block v3f objectpos = object->getBasePosition(); std::string staticdata = object->getStaticData(); StaticObject s_obj(object->getType(), objectpos, staticdata); // Add to the block where the object is located in v3s16 blockpos = getNodeBlockPos(floatToInt(objectpos, BS)); MapBlock *block = m_map->emergeBlock(blockpos); if(block){ block->m_static_objects.m_active[object->getId()] = s_obj; object->m_static_exists = true; object->m_static_block = blockpos; if(set_changed) block->raiseModified(MOD_STATE_WRITE_NEEDED, "addActiveObjectRaw"); } else { v3s16 p = floatToInt(objectpos, BS); errorstream<<"ServerEnvironment::addActiveObjectRaw(): " <<"could not emerge block for storing id="<<object->getId() <<" statically (pos="<<PP(p)<<")"<<std::endl; } } return object->getId(); } /* Remove objects that satisfy (m_removed && m_known_by_count==0) */ void ServerEnvironment::removeRemovedObjects() { std::list<u16> objects_to_remove; for(std::map<u16, ServerActiveObject*>::iterator i = m_active_objects.begin(); i != m_active_objects.end(); ++i) { u16 id = i->first; ServerActiveObject* obj = i->second; // This shouldn't happen but check it if(obj == NULL) { infostream<<"NULL object found in ServerEnvironment" <<" while finding removed objects. id="<<id<<std::endl; // Id to be removed from m_active_objects objects_to_remove.push_back(id); continue; } /* We will delete objects that are marked as removed or thatare waiting for deletion after deactivation */ if(obj->m_removed == false && obj->m_pending_deactivation == false) continue; /* Delete static data from block if is marked as removed */ if(obj->m_static_exists && obj->m_removed) { MapBlock *block = m_map->emergeBlock(obj->m_static_block, false); if (block) { block->m_static_objects.remove(id); block->raiseModified(MOD_STATE_WRITE_NEEDED, "removeRemovedObjects/remove"); obj->m_static_exists = false; } else { infostream<<"Failed to emerge block from which an object to " <<"be removed was loaded from. id="<<id<<std::endl; } } // If m_known_by_count > 0, don't actually remove. On some future // invocation this will be 0, which is when removal will continue. if(obj->m_known_by_count > 0) continue; /* Move static data from active to stored if not marked as removed */ if(obj->m_static_exists && !obj->m_removed){ MapBlock *block = m_map->emergeBlock(obj->m_static_block, false); if (block) { std::map<u16, StaticObject>::iterator i = block->m_static_objects.m_active.find(id); if(i != block->m_static_objects.m_active.end()){ block->m_static_objects.m_stored.push_back(i->second); block->m_static_objects.m_active.erase(id); block->raiseModified(MOD_STATE_WRITE_NEEDED, "removeRemovedObjects/deactivate"); } } else { infostream<<"Failed to emerge block from which an object to " <<"be deactivated was loaded from. id="<<id<<std::endl; } } // Tell the object about removal obj->removingFromEnvironment(); // Deregister in scripting api m_script->removeObjectReference(obj); // Delete if(obj->environmentDeletes()) delete obj; // Id to be removed from m_active_objects objects_to_remove.push_back(id); } // Remove references from m_active_objects for(std::list<u16>::iterator i = objects_to_remove.begin(); i != objects_to_remove.end(); ++i) { m_active_objects.erase(*i); } } static void print_hexdump(std::ostream &o, const std::string &data) { const int linelength = 16; for(int l=0; ; l++){ int i0 = linelength * l; bool at_end = false; int thislinelength = linelength; if(i0 + thislinelength > (int)data.size()){ thislinelength = data.size() - i0; at_end = true; } for(int di=0; di<linelength; di++){ int i = i0 + di; char buf[4]; if(di<thislinelength) snprintf(buf, 4, "%.2x ", data[i]); else snprintf(buf, 4, " "); o<<buf; } o<<" "; for(int di=0; di<thislinelength; di++){ int i = i0 + di; if(data[i] >= 32) o<<data[i]; else o<<"."; } o<<std::endl; if(at_end) break; } } /* Convert stored objects from blocks near the players to active. */ void ServerEnvironment::activateObjects(MapBlock *block, u32 dtime_s) { if(block==NULL) return; // Ignore if no stored objects (to not set changed flag) if(block->m_static_objects.m_stored.size() == 0) return; verbosestream<<"ServerEnvironment::activateObjects(): " <<"activating objects of block "<<PP(block->getPos()) <<" ("<<block->m_static_objects.m_stored.size() <<" objects)"<<std::endl; bool large_amount = (block->m_static_objects.m_stored.size() > g_settings->getU16("max_objects_per_block")); if(large_amount){ errorstream<<"suspiciously large amount of objects detected: " <<block->m_static_objects.m_stored.size()<<" in " <<PP(block->getPos()) <<"; removing all of them."<<std::endl; // Clear stored list block->m_static_objects.m_stored.clear(); block->raiseModified(MOD_STATE_WRITE_NEEDED, "stored list cleared in activateObjects due to " "large amount of objects"); return; } // Activate stored objects std::list<StaticObject> new_stored; for(std::list<StaticObject>::iterator i = block->m_static_objects.m_stored.begin(); i != block->m_static_objects.m_stored.end(); ++i) { /*infostream<<"Server: Creating an active object from " <<"static data"<<std::endl;*/ StaticObject &s_obj = *i; // Create an active object from the data ServerActiveObject *obj = ServerActiveObject::create (s_obj.type, this, 0, s_obj.pos, s_obj.data); // If couldn't create object, store static data back. if(obj==NULL) { errorstream<<"ServerEnvironment::activateObjects(): " <<"failed to create active object from static object " <<"in block "<<PP(s_obj.pos/BS) <<" type="<<(int)s_obj.type<<" data:"<<std::endl; print_hexdump(verbosestream, s_obj.data); new_stored.push_back(s_obj); continue; } verbosestream<<"ServerEnvironment::activateObjects(): " <<"activated static object pos="<<PP(s_obj.pos/BS) <<" type="<<(int)s_obj.type<<std::endl; // This will also add the object to the active static list addActiveObjectRaw(obj, false, dtime_s); } // Clear stored list block->m_static_objects.m_stored.clear(); // Add leftover failed stuff to stored list for(std::list<StaticObject>::iterator i = new_stored.begin(); i != new_stored.end(); ++i) { StaticObject &s_obj = *i; block->m_static_objects.m_stored.push_back(s_obj); } // Turn the active counterparts of activated objects not pending for // deactivation for(std::map<u16, StaticObject>::iterator i = block->m_static_objects.m_active.begin(); i != block->m_static_objects.m_active.end(); ++i) { u16 id = i->first; ServerActiveObject *object = getActiveObject(id); assert(object); object->m_pending_deactivation = false; } /* Note: Block hasn't really been modified here. The objects have just been activated and moved from the stored static list to the active static list. As such, the block is essentially the same. Thus, do not call block->raiseModified(MOD_STATE_WRITE_NEEDED). Otherwise there would be a huge amount of unnecessary I/O. */ } /* Convert objects that are not standing inside 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. If block wasn't generated (not in memory or on disk), */ void ServerEnvironment::deactivateFarObjects(bool force_delete) { std::list<u16> objects_to_remove; for(std::map<u16, ServerActiveObject*>::iterator i = m_active_objects.begin(); i != m_active_objects.end(); ++i) { ServerActiveObject* obj = i->second; assert(obj); // Do not deactivate if static data creation not allowed if(!force_delete && !obj->isStaticAllowed()) continue; // If pending deactivation, let removeRemovedObjects() do it if(!force_delete && obj->m_pending_deactivation) continue; u16 id = i->first; v3f objectpos = obj->getBasePosition(); // The block in which the object resides in v3s16 blockpos_o = getNodeBlockPos(floatToInt(objectpos, BS)); // If object's static data is stored in a deactivated block and object // is actually located in an active block, re-save to the block in // which the object is actually located in. if(!force_delete && obj->m_static_exists && !m_active_blocks.contains(obj->m_static_block) && m_active_blocks.contains(blockpos_o)) { v3s16 old_static_block = obj->m_static_block; // Save to block where object is located MapBlock *block = m_map->emergeBlock(blockpos_o, false); if(!block){ errorstream<<"ServerEnvironment::deactivateFarObjects(): " <<"Could not save object id="<<id <<" to it's current block "<<PP(blockpos_o) <<std::endl; continue; } std::string staticdata_new = obj->getStaticData(); StaticObject s_obj(obj->getType(), objectpos, staticdata_new); block->m_static_objects.insert(id, s_obj); obj->m_static_block = blockpos_o; block->raiseModified(MOD_STATE_WRITE_NEEDED, "deactivateFarObjects: Static data moved in"); // Delete from block where object was located block = m_map->emergeBlock(old_static_block, false); if(!block){ errorstream<<"ServerEnvironment::deactivateFarObjects(): " <<"Could not delete object id="<<id <<" from it's previous block "<<PP(old_static_block) <<std::endl; continue; } block->m_static_objects.remove(id); block->raiseModified(MOD_STATE_WRITE_NEEDED, "deactivateFarObjects: Static data moved out"); continue; } // If block is active, don't remove if(!force_delete && m_active_blocks.contains(blockpos_o)) continue; verbosestream<<"ServerEnvironment::deactivateFarObjects(): " <<"deactivating object id="<<id<<" on inactive block " <<PP(blockpos_o)<<std::endl; // If known by some client, don't immediately delete. bool pending_delete = (obj->m_known_by_count > 0 && !force_delete); /* Update the static data */ if(obj->isStaticAllowed()) { // Create new static object std::string staticdata_new = obj->getStaticData(); StaticObject s_obj(obj->getType(), objectpos, staticdata_new); bool stays_in_same_block = false; bool data_changed = true; if(obj->m_static_exists){ if(obj->m_static_block == blockpos_o) stays_in_same_block = true; MapBlock *block = m_map->emergeBlock(obj->m_static_block, false); std::map<u16, StaticObject>::iterator n = block->m_static_objects.m_active.find(id); if(n != block->m_static_objects.m_active.end()){ StaticObject static_old = n->second; float save_movem = obj->getMinimumSavedMovement(); if(static_old.data == staticdata_new && (static_old.pos - objectpos).getLength() < save_movem) data_changed = false; } else { errorstream<<"ServerEnvironment::deactivateFarObjects(): " <<"id="<<id<<" m_static_exists=true but " <<"static data doesn't actually exist in " <<PP(obj->m_static_block)<<std::endl; } } bool shall_be_written = (!stays_in_same_block || data_changed); // Delete old static object if(obj->m_static_exists) { MapBlock *block = m_map->emergeBlock(obj->m_static_block, false); if(block) { block->m_static_objects.remove(id); obj->m_static_exists = false; // Only mark block as modified if data changed considerably if(shall_be_written) block->raiseModified(MOD_STATE_WRITE_NEEDED, "deactivateFarObjects: Static data " "changed considerably"); } } // Add to the block where the object is located in v3s16 blockpos = getNodeBlockPos(floatToInt(objectpos, BS)); // Get or generate the block MapBlock *block = NULL; try{ block = m_map->emergeBlock(blockpos); } catch(InvalidPositionException &e){ // Handled via NULL pointer // NOTE: emergeBlock's failure is usually determined by it // actually returning NULL } if(block) { if(block->m_static_objects.m_stored.size() >= g_settings->getU16("max_objects_per_block")){ errorstream<<"ServerEnv: Trying to store id="<<obj->getId() <<" statically but block "<<PP(blockpos) <<" already contains " <<block->m_static_objects.m_stored.size() <<" objects." <<" Forcing delete."<<std::endl; force_delete = true; } else { // If static counterpart already exists in target block, // remove it first. // This shouldn't happen because the object is removed from // the previous block before this according to // obj->m_static_block, but happens rarely for some unknown // reason. Unsuccessful attempts have been made to find // said reason. if(id && block->m_static_objects.m_active.find(id) != block->m_static_objects.m_active.end()){ infostream<<"ServerEnv: WARNING: Performing hack #83274" <<std::endl; block->m_static_objects.remove(id); } // Store static data u16 store_id = pending_delete ? id : 0; block->m_static_objects.insert(store_id, s_obj); // Only mark block as modified if data changed considerably if(shall_be_written) block->raiseModified(MOD_STATE_WRITE_NEEDED, "deactivateFarObjects: Static data " "changed considerably"); obj->m_static_exists = true; obj->m_static_block = block->getPos(); } } else{ if(!force_delete){ v3s16 p = floatToInt(objectpos, BS); errorstream<<"ServerEnv: Could not find or generate " <<"a block for storing id="<<obj->getId() <<" statically (pos="<<PP(p)<<")"<<std::endl; continue; } } } /* If known by some client, set pending deactivation. Otherwise delete it immediately. */ if(pending_delete && !force_delete) { verbosestream<<"ServerEnvironment::deactivateFarObjects(): " <<"object id="<<id<<" is known by clients" <<"; not deleting yet"<<std::endl; obj->m_pending_deactivation = true; continue; } verbosestream<<"ServerEnvironment::deactivateFarObjects(): " <<"object id="<<id<<" is not known by clients" <<"; deleting"<<std::endl; // Tell the object about removal obj->removingFromEnvironment(); // Deregister in scripting api m_script->removeObjectReference(obj); // Delete active object if(obj->environmentDeletes()) delete obj; // Id to be removed from m_active_objects objects_to_remove.push_back(id); } // Remove references from m_active_objects for(std::list<u16>::iterator i = objects_to_remove.begin(); i != objects_to_remove.end(); ++i) { m_active_objects.erase(*i); } } #ifndef SERVER #include "clientsimpleobject.h" /* ClientEnvironment */ ClientEnvironment::ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr, ITextureSource *texturesource, IGameDef *gamedef, IrrlichtDevice *irr): m_map(map), m_smgr(smgr), m_texturesource(texturesource), m_gamedef(gamedef), m_irr(irr) { } ClientEnvironment::~ClientEnvironment() { // delete active objects for(std::map<u16, ClientActiveObject*>::iterator i = m_active_objects.begin(); i != m_active_objects.end(); ++i) { delete i->second; } for(std::list<ClientSimpleObject*>::iterator i = m_simple_objects.begin(); i != m_simple_objects.end(); ++i) { delete *i; } // Drop/delete map m_map->drop(); } Map & ClientEnvironment::getMap() { return *m_map; } ClientMap & ClientEnvironment::getClientMap() { return *m_map; } void ClientEnvironment::addPlayer(Player *player) { DSTACK(__FUNCTION_NAME); /* It is a failure if player is local and there already is a local player */ assert(!(player->isLocal() == true && getLocalPlayer() != NULL)); Environment::addPlayer(player); } LocalPlayer * ClientEnvironment::getLocalPlayer() { for(std::list<Player*>::iterator i = m_players.begin(); i != m_players.end(); ++i) { Player *player = *i; if(player->isLocal()) return (LocalPlayer*)player; } return NULL; } void ClientEnvironment::step(float dtime) { DSTACK(__FUNCTION_NAME); /* Step time of day */ stepTimeOfDay(dtime); // Get some settings bool fly_allowed = m_gamedef->checkLocalPrivilege("fly"); bool free_move = fly_allowed && g_settings->getBool("free_move"); // Get local player LocalPlayer *lplayer = getLocalPlayer(); assert(lplayer); // collision info queue std::list<CollisionInfo> player_collisions; /* Get the speed the player is going */ bool is_climbing = lplayer->is_climbing; f32 player_speed = lplayer->getSpeed().getLength(); /* Maximum position increment */ //f32 position_max_increment = 0.05*BS; f32 position_max_increment = 0.1*BS; // Maximum time increment (for collision detection etc) // time = distance / speed f32 dtime_max_increment = 1; if(player_speed > 0.001) dtime_max_increment = position_max_increment / player_speed; // Maximum time increment is 10ms or lower if(dtime_max_increment > 0.01) dtime_max_increment = 0.01; // Don't allow overly huge dtime if(dtime > 0.5) dtime = 0.5; f32 dtime_downcount = dtime; /* Stuff that has a maximum time increment */ u32 loopcount = 0; do { loopcount++; f32 dtime_part; if(dtime_downcount > dtime_max_increment) { dtime_part = dtime_max_increment; dtime_downcount -= dtime_part; } else { dtime_part = dtime_downcount; /* Setting this to 0 (no -=dtime_part) disables an infinite loop when dtime_part is so small that dtime_downcount -= dtime_part does nothing */ dtime_downcount = 0; } /* Handle local player */ { // Apply physics if(free_move == false && is_climbing == false) { // Gravity v3f speed = lplayer->getSpeed(); if(lplayer->in_liquid == false) speed.Y -= lplayer->movement_gravity * lplayer->physics_override_gravity * dtime_part * 2; // Liquid floating / sinking if(lplayer->in_liquid && !lplayer->swimming_vertical) speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2; // Liquid resistance if(lplayer->in_liquid_stable || lplayer->in_liquid) { // How much the node's viscosity blocks movement, ranges between 0 and 1 // Should match the scale at which viscosity increase affects other liquid attributes const f32 viscosity_factor = 0.3; v3f d_wanted = -speed / lplayer->movement_liquid_fluidity; f32 dl = d_wanted.getLength(); if(dl > lplayer->movement_liquid_fluidity_smooth) dl = lplayer->movement_liquid_fluidity_smooth; dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor); v3f d = d_wanted.normalize() * dl; speed += d; #if 0 // old code if(speed.X > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth) speed.X -= lplayer->movement_liquid_fluidity_smooth; if(speed.X < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth) speed.X += lplayer->movement_liquid_fluidity_smooth; if(speed.Y > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth) speed.Y -= lplayer->movement_liquid_fluidity_smooth; if(speed.Y < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth) speed.Y += lplayer->movement_liquid_fluidity_smooth; if(speed.Z > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth) speed.Z -= lplayer->movement_liquid_fluidity_smooth; if(speed.Z < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth) speed.Z += lplayer->movement_liquid_fluidity_smooth; #endif } lplayer->setSpeed(speed); } /* Move the lplayer. This also does collision detection. */ lplayer->move(dtime_part, this, position_max_increment, &player_collisions); } } while(dtime_downcount > 0.001); //std::cout<<"Looped "<<loopcount<<" times."<<std::endl; for(std::list<CollisionInfo>::iterator i = player_collisions.begin(); i != player_collisions.end(); ++i) { CollisionInfo &info = *i; v3f speed_diff = info.new_speed - info.old_speed;; // Handle only fall damage // (because otherwise walking against something in fast_move kills you) if(speed_diff.Y < 0 || info.old_speed.Y >= 0) continue; // Get rid of other components speed_diff.X = 0; speed_diff.Z = 0; f32 pre_factor = 1; // 1 hp per node/s f32 tolerance = BS*14; // 5 without damage f32 post_factor = 1; // 1 hp per node/s if(info.type == COLLISION_NODE) { const ContentFeatures &f = m_gamedef->ndef()-> get(m_map->getNodeNoEx(info.node_p)); // Determine fall damage multiplier int addp = itemgroup_get(f.groups, "fall_damage_add_percent"); pre_factor = 1.0 + (float)addp/100.0; } float speed = pre_factor * speed_diff.getLength(); if(speed > tolerance) { f32 damage_f = (speed - tolerance)/BS * post_factor; u16 damage = (u16)(damage_f+0.5); if(damage != 0){ damageLocalPlayer(damage, true); MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage"); m_gamedef->event()->put(e); } } } /* A quick draft of lava damage */ if(m_lava_hurt_interval.step(dtime, 1.0)) { v3f pf = lplayer->getPosition(); // Feet, middle and head v3s16 p1 = floatToInt(pf + v3f(0, BS*0.1, 0), BS); MapNode n1 = m_map->getNodeNoEx(p1); v3s16 p2 = floatToInt(pf + v3f(0, BS*0.8, 0), BS); MapNode n2 = m_map->getNodeNoEx(p2); v3s16 p3 = floatToInt(pf + v3f(0, BS*1.6, 0), BS); MapNode n3 = m_map->getNodeNoEx(p3); u32 damage_per_second = 0; damage_per_second = MYMAX(damage_per_second, m_gamedef->ndef()->get(n1).damage_per_second); damage_per_second = MYMAX(damage_per_second, m_gamedef->ndef()->get(n2).damage_per_second); damage_per_second = MYMAX(damage_per_second, m_gamedef->ndef()->get(n3).damage_per_second); if(damage_per_second != 0) { damageLocalPlayer(damage_per_second, true); } } /* Drowning */ if(m_drowning_interval.step(dtime, 2.0)) { v3f pf = lplayer->getPosition(); // head v3s16 p = floatToInt(pf + v3f(0, BS*1.6, 0), BS); MapNode n = m_map->getNodeNoEx(p); ContentFeatures c = m_gamedef->ndef()->get(n); u8 drowning_damage = c.drowning; if(drowning_damage > 0 && lplayer->hp > 0){ u16 breath = lplayer->getBreath(); if(breath > 10){ breath = 11; } if(breath > 0){ breath -= 1; } lplayer->setBreath(breath); updateLocalPlayerBreath(breath); } if(lplayer->getBreath() == 0 && drowning_damage > 0){ damageLocalPlayer(drowning_damage, true); } } if(m_breathing_interval.step(dtime, 0.5)) { v3f pf = lplayer->getPosition(); // head v3s16 p = floatToInt(pf + v3f(0, BS*1.6, 0), BS); MapNode n = m_map->getNodeNoEx(p); ContentFeatures c = m_gamedef->ndef()->get(n); if (!lplayer->hp){ lplayer->setBreath(11); } else if(c.drowning == 0){ u16 breath = lplayer->getBreath(); if(breath <= 10){ breath += 1; lplayer->setBreath(breath); updateLocalPlayerBreath(breath); } } } /* Stuff that can be done in an arbitarily large dtime */ for(std::list<Player*>::iterator i = m_players.begin(); i != m_players.end(); ++i) { Player *player = *i; /* Handle non-local players */ if(player->isLocal() == false) { // Move player->move(dtime, this, 100*BS); } // Update lighting on all players on client float light = 1.0; try{ // Get node at head v3s16 p = player->getLightPosition(); MapNode n = m_map->getNode(p); light = n.getLightBlendF1((float)getDayNightRatio()/1000, m_gamedef->ndef()); } catch(InvalidPositionException &e){ light = blend_light_f1((float)getDayNightRatio()/1000, LIGHT_SUN, 0); } player->light = light; } /* Step active objects and update lighting of them */ g_profiler->avg("CEnv: num of objects", m_active_objects.size()); bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21); for(std::map<u16, ClientActiveObject*>::iterator i = m_active_objects.begin(); i != m_active_objects.end(); ++i) { ClientActiveObject* obj = i->second; // Step object obj->step(dtime, this); if(update_lighting) { // Update lighting u8 light = 0; try{ // Get node at head v3s16 p = obj->getLightPosition(); MapNode n = m_map->getNode(p); light = n.getLightBlend(getDayNightRatio(), m_gamedef->ndef()); } catch(InvalidPositionException &e){ light = blend_light(getDayNightRatio(), LIGHT_SUN, 0); } obj->updateLight(light); } } /* Step and handle simple objects */ g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size()); for(std::list<ClientSimpleObject*>::iterator i = m_simple_objects.begin(); i != m_simple_objects.end();) { ClientSimpleObject *simple = *i; std::list<ClientSimpleObject*>::iterator cur = i; ++i; simple->step(dtime); if(simple->m_to_be_removed){ delete simple; m_simple_objects.erase(cur); } } } void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple) { m_simple_objects.push_back(simple); } ClientActiveObject* ClientEnvironment::getActiveObject(u16 id) { std::map<u16, ClientActiveObject*>::iterator n; n = m_active_objects.find(id); if(n == m_active_objects.end()) return NULL; return n->second; } bool isFreeClientActiveObjectId(u16 id, std::map<u16, ClientActiveObject*> &objects) { if(id == 0) return false; return objects.find(id) == objects.end(); } u16 getFreeClientActiveObjectId( std::map<u16, ClientActiveObject*> &objects) { //try to reuse id's as late as possible static u16 last_used_id = 0; u16 startid = last_used_id; for(;;) { last_used_id ++; if(isFreeClientActiveObjectId(last_used_id, objects)) return last_used_id; if(last_used_id == startid) return 0; } } u16 ClientEnvironment::addActiveObject(ClientActiveObject *object) { assert(object); if(object->getId() == 0) { u16 new_id = getFreeClientActiveObjectId(m_active_objects); if(new_id == 0) { infostream<<"ClientEnvironment::addActiveObject(): " <<"no free ids available"<<std::endl; delete object; return 0; } object->setId(new_id); } if(isFreeClientActiveObjectId(object->getId(), m_active_objects) == false) { infostream<<"ClientEnvironment::addActiveObject(): " <<"id is not free ("<<object->getId()<<")"<<std::endl; delete object; return 0; } infostream<<"ClientEnvironment::addActiveObject(): " <<"added (id="<<object->getId()<<")"<<std::endl; m_active_objects[object->getId()] = object; object->addToScene(m_smgr, m_texturesource, m_irr); { // Update lighting immediately u8 light = 0; try{ // Get node at head v3s16 p = object->getLightPosition(); MapNode n = m_map->getNode(p); light = n.getLightBlend(getDayNightRatio(), m_gamedef->ndef()); } catch(InvalidPositionException &e){ light = blend_light(getDayNightRatio(), LIGHT_SUN, 0); } object->updateLight(light); } return object->getId(); } void ClientEnvironment::addActiveObject(u16 id, u8 type, const std::string &init_data) { ClientActiveObject* obj = ClientActiveObject::create(type, m_gamedef, this); if(obj == NULL) { infostream<<"ClientEnvironment::addActiveObject(): " <<"id="<<id<<" type="<<type<<": Couldn't create object" <<std::endl; return; } obj->setId(id); try { obj->initialize(init_data); } catch(SerializationError &e) { errorstream<<"ClientEnvironment::addActiveObject():" <<" id="<<id<<" type="<<type <<": SerializationError in initialize(): " <<e.what() <<": init_data="<<serializeJsonString(init_data) <<std::endl; } addActiveObject(obj); } void ClientEnvironment::removeActiveObject(u16 id) { verbosestream<<"ClientEnvironment::removeActiveObject(): " <<"id="<<id<<std::endl; ClientActiveObject* obj = getActiveObject(id); if(obj == NULL) { infostream<<"ClientEnvironment::removeActiveObject(): " <<"id="<<id<<" not found"<<std::endl; return; } obj->removeFromScene(true); delete obj; m_active_objects.erase(id); } void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data) { ClientActiveObject* obj = getActiveObject(id); if(obj == NULL) { infostream<<"ClientEnvironment::processActiveObjectMessage():" <<" got message for id="<<id<<", which doesn't exist." <<std::endl; return; } try { obj->processMessage(data); } catch(SerializationError &e) { errorstream<<"ClientEnvironment::processActiveObjectMessage():" <<" id="<<id<<" type="<<obj->getType() <<" SerializationError in processMessage()," <<" message="<<serializeJsonString(data) <<std::endl; } } /* Callbacks for activeobjects */ void ClientEnvironment::damageLocalPlayer(u8 damage, bool handle_hp) { LocalPlayer *lplayer = getLocalPlayer(); assert(lplayer); if(handle_hp){ if(lplayer->hp > damage) lplayer->hp -= damage; else lplayer->hp = 0; } ClientEnvEvent event; event.type = CEE_PLAYER_DAMAGE; event.player_damage.amount = damage; event.player_damage.send_to_server = handle_hp; m_client_event_queue.push_back(event); } void ClientEnvironment::updateLocalPlayerBreath(u16 breath) { ClientEnvEvent event; event.type = CEE_PLAYER_BREATH; event.player_breath.amount = breath; m_client_event_queue.push_back(event); } /* Client likes to call these */ void ClientEnvironment::getActiveObjects(v3f origin, f32 max_d, std::vector<DistanceSortedActiveObject> &dest) { for(std::map<u16, ClientActiveObject*>::iterator i = m_active_objects.begin(); i != m_active_objects.end(); ++i) { ClientActiveObject* obj = i->second; f32 d = (obj->getPosition() - origin).getLength(); if(d > max_d) continue; DistanceSortedActiveObject dso(obj, d); dest.push_back(dso); } } ClientEnvEvent ClientEnvironment::getClientEvent() { ClientEnvEvent event; if(m_client_event_queue.empty()) event.type = CEE_NONE; else { event = m_client_event_queue.front(); m_client_event_queue.pop_front(); } return event; } #endif // #ifndef SERVER