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/*
Minetest-c55
Copyright (C) 2010-2011 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 General Public License as published by
the Free Software Foundation; either version 2 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 General Public License for more details.

You should have received a copy of the GNU 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 PLAYER_HEADER
#define PLAYER_HEADER

#include "common_irrlicht.h"
#include "inventory.h"
#include "collision.h"

#define PLAYERNAME_SIZE 20

#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"


class Map;
class IGameDef;

class Player
{
public:

	Player(IGameDef *gamedef);
	virtual ~Player();

	void resetInventory();

	//void move(f32 dtime, Map &map);
	virtual void move(f32 dtime, Map &map, f32 pos_max_d) = 0;

	v3f getSpeed()
	{
		return m_speed;
	}

	void setSpeed(v3f speed)
	{
		m_speed = speed;
	}
	
	// Y direction is ignored
	void accelerate(v3f target_speed, f32 max_increase);

	v3f getPosition()
	{
		return m_position;
	}

	v3s16 getLightPosition() const;

	v3f getEyeOffset()
	{
		// This is at the height of the eyes of the current figure
		// return v3f(0, BS+BS/2, 0);
		// This is more like in minecraft
		return v3f(0,BS+(5*BS)/8,0);
	}

	v3f getEyePosition()
	{
		return m_position + getEyeOffset();
	}

	virtual void setPosition(const v3f &position)
	{
		m_position = position;
	}

	void setPitch(f32 pitch)
	{
		m_pitch = pitch;
	}

	virtual void setYaw(f32 yaw)
	{
		m_yaw = yaw;
	}

	f32 getPitch()
	{
		return m_pitch;
	}

	f32 getYaw()
	{
		return m_yaw;
	}

	virtual void updateName(const char *name)
	{
		snprintf(m_name, PLAYERNAME_SIZE, "%s", name);
	}

	virtual void wieldItem(u16 item);
	virtual const InventoryItem *getWieldItem() const
	{
		const InventoryList *list = inventory.getList("main");
		if (list)
			return list->getItem(m_selected_item);
		return NULL;
	}

	const char * getName()
	{
		return m_name;
	}

	virtual bool isLocal() const = 0;

	virtual void updateLight(u8 light_at_pos)
	{
		light = light_at_pos;
	}
	
	// NOTE: Use peer_id == 0 for disconnected
	/*virtual bool isClientConnected() { return false; }
	virtual void setClientConnected(bool) {}*/
	
	/*
		serialize() writes a bunch of text that can contain
		any characters except a '\0', and such an ending that
		deSerialize stops reading exactly at the right point.
	*/
	void serialize(std::ostream &os);
	void deSerialize(std::istream &is);

	bool touching_ground;
	// This oscillates so that the player jumps a bit above the surface
	bool in_water;
	// This is more stable and defines the maximum speed of the player
	bool in_water_stable;
	bool is_climbing;
	bool swimming_up;
	
	u8 light;

	Inventory inventory;
	// Actual inventory is backed up here when creative mode is used
	Inventory *inventory_backup;

	bool craftresult_is_preview;

	u16 hp;

	u16 peer_id;

protected:
	IGameDef *m_gamedef;

	char m_name[PLAYERNAME_SIZE];
	u16 m_selected_item;
	f32 m_pitch;
	f32 m_yaw;
	v3f m_speed;
	v3f m_position;

public:

};

/*
	Player on the server
*/

#include "serverobject.h"
#include "content_object.h" // Object type IDs

class ServerRemotePlayer : public Player, public ServerActiveObject
{
public:
	ServerRemotePlayer(ServerEnvironment *env);
	ServerRemotePlayer(ServerEnvironment *env, v3f pos_, u16 peer_id_,
			const char *name_);

	virtual ~ServerRemotePlayer();

	virtual bool isLocal() const
	{ return false; }

	virtual void move(f32 dtime, Map &map, f32 pos_max_d)
	{
	}
	
	virtual void setPosition(const v3f &position)
	{
		Player::setPosition(position);
		ServerActiveObject::setBasePosition(position);
	}
	
	/* ServerActiveObject interface */

	u8 getType() const
	{return ACTIVEOBJECT_TYPE_PLAYER;}
	
	virtual void setPos(v3f pos)
	{
		setPosition(pos);
		// Movement caused by this command is always valid
		m_last_good_position = pos;
		m_last_good_position_age = 0;
	}
	virtual void moveTo(v3f pos, bool continuous)
	{
		setPosition(pos);
		// Movement caused by this command is always valid
		m_last_good_position = pos;
		m_last_good_position_age = 0;
	}
	
	virtual std::string getDescription(){return getName();}
	// Returns a reference
	virtual InventoryItem* getWieldedItem();
	virtual void damageWieldedItem(u16 amount);
	// If all fits, eats item and returns true. Otherwise returns false.
	virtual bool addToInventory(InventoryItem *item);
	virtual void addToInventoryLater(InventoryItem *item);
	void clearAddToInventoryLater();
	void completeAddToInventoryLater(u16 preferred_index);
	virtual void setHP(s16 hp_);
	virtual s16 getHP();
	
	v3f m_last_good_position;
	float m_last_good_position_age;
	std::vector<InventoryItem*> m_additional_items;
	bool m_inventory_not_sent;
	bool m_hp_not_sent;
	
private:
};

#ifndef SERVER

/*
	All the other players on the client are these
*/

class RemotePlayer : public Player, public scene::ISceneNode
{
public:
	RemotePlayer(
		IGameDef *gamedef,
		scene::ISceneNode* parent=NULL,
		IrrlichtDevice *device=NULL,
		s32 id=0);
	
	virtual ~RemotePlayer();

	/*
		ISceneNode methods
	*/

	virtual void OnRegisterSceneNode()
	{
		if (IsVisible)
			SceneManager->registerNodeForRendering(this);

		ISceneNode::OnRegisterSceneNode();
	}

	virtual void render()
	{
		// Do nothing
	}
	
	virtual const core::aabbox3d<f32>& getBoundingBox() const
	{
		return m_box;
	}

	void setPosition(const v3f &position)
	{
		m_oldpos = m_showpos;
		
		if(m_pos_animation_time < 0.001 || m_pos_animation_time > 1.0)
			m_pos_animation_time = m_pos_animation_time_counter;
		else
			m_pos_animation_time = m_pos_animation_time * 0.9
					+ m_pos_animation_time_counter * 0.1;
		m_pos_animation_time_counter = 0;
		m_pos_animation_counter = 0;
		
		Player::setPosition(position);
		//ISceneNode::setPosition(position);
	}

	virtual void setYaw(f32 yaw)
	{
		Player::setYaw(yaw);
		ISceneNode::setRotation(v3f(0, -yaw, 0));
	}

	bool isLocal() const
	{
		return false;
	}

	void updateName(const char *name);

	virtual void updateLight(u8 light_at_pos)
	{
		Player::updateLight(light_at_pos);

		if(m_node == NULL)
			return;

		u8 li = decode_light(light_at_pos);
		video::SColor color(255,li,li,li);
		setMeshVerticesColor(m_node->getMesh(), color);
	}
	
	void move(f32 dtime, Map &map, f32 pos_max_d);

private:
	scene::IMeshSceneNode *m_node;
	scene::ITextSceneNode* m_text;
	core::aabbox3d<f32> m_box;

	v3f m_oldpos;
	f32 m_pos_animation_counter;
	f32 m_pos_animation_time;
	f32 m_pos_animation_time_counter;
	v3f m_showpos;
};

#endif // !SERVER

#ifndef SERVER
struct PlayerControl
{
	PlayerControl()
	{
		up = false;
		down = false;
		left = false;
		right = false;
		jump = false;
		aux1 = false;
		sneak = false;
		pitch = 0;
		yaw = 0;
	}
	PlayerControl(
		bool a_up,
		bool a_down,
		bool a_left,
		bool a_right,
		bool a_jump,
		bool a_aux1,
		bool a_sneak,
		float a_pitch,
		float a_yaw
	)
	{
		up = a_up;
		down = a_down;
		left = a_left;
		right = a_right;
		jump = a_jump;
		aux1 = a_aux1;
		sneak = a_sneak;
		pitch = a_pitch;
		yaw = a_yaw;
	}
	bool up;
	bool down;
	bool left;
	bool right;
	bool jump;
	bool aux1;
	bool sneak;
	float pitch;
	float yaw;
};

class LocalPlayer : public Player
{
public:
	LocalPlayer(IGameDef *gamedef);
	virtual ~LocalPlayer();

	bool isLocal() const
	{
		return true;
	}
	
	void move(f32 dtime, Map &map, f32 pos_max_d,
			core::list<CollisionInfo> *collision_info);
	void move(f32 dtime, Map &map, f32 pos_max_d);

	void applyControl(float dtime);
	
	PlayerControl control;

private:
	// This is used for determining the sneaking range
	v3s16 m_sneak_node;
	// Whether the player is allowed to sneak
	bool m_sneak_node_exists;
};
#endif // !SERVER

#endif

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/*
Minetest
Copyright (C) 2010-2013 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.
*/

#include "environment.h"
#include "filesys.h"
#include "porting.h"
#include "collision.h"
#include "content_mapnode.h"
#include "mapblock.h"
#include "serverobject.h"
#include "content_sao.h"
#include "settings.h"
#include "log.h"
#include "profiler.h"
#include "scripting_game.h"
#include "nodedef.h"
#include "nodemetadata.h"
#include "main.h" // For g_settings, g_profiler
#include "gamedef.h"
#ifndef SERVER
#include "clientmap.h"
#include "localplayer.h"
#include "event.h"
#endif
#include "daynightratio.h"
#include "map.h"
#include "emerge.h"
#include "util/serialize.h"

#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"

Environment::Environment():
	m_time_of_day(9000),
	m_time_of_day_f(9000./24000),
	m_time_of_day_speed(0),
	m_time_counter(0)
{
}

Environment::~Environment()
{
	// Deallocate players
	for(std::list<Player*>::iterator i = m_players.begin();
			i != m_players.end(); ++i)
	{
		delete (*i);
	}
}

void Environment::addPlayer(Player *player)
{
	DSTACK(__FUNCTION_NAME);
	/*
		Check that peer_ids are unique.
		Also check that names are unique.
		Exception: there can be multiple players with peer_id=0
	*/
	// If peer id is non-zero, it has to be unique.
	if(player->peer_id != 0)
		assert(getPlayer(player->peer_id) == NULL);
	// Name has to be unique.
	assert(getPlayer(player->getName()) == NULL);
	// Add.
	m_players.push_back(player);
}

void Environment::removePlayer(u16 peer_id)
{
	DSTACK(__FUNCTION_NAME);
re_search:
	for(std::list<Player*>::iterator i = m_players.begin();
			i != m_players.end(); ++i)
	{
		Player *player = *i;
		if(player->peer_id != peer_id)
			continue;
		
		delete player;
		m_players.erase(i);
		// See if there is an another one
		// (shouldn't be, but just to be sure)
		goto re_search;
	}
}

Player * Environment::getPlayer(u16 peer_id)
{
	for(std::list<Player*>::iterator i = m_players.begin();
			i != m_players.end(); ++i)
	{
		Player *player = *i;
		if(player->peer_id == peer_id)
			return player;
	}
	return NULL;
}

Player * Environment::getPlayer(const char *name)
{
	for(std::list<Player*>::iterator i = m_players.begin();
			i != m_players.end(); ++i)
	{
		Player *player = *i;
		if(strcmp(player->getName(), name) == 0)
			return player;
	}
	return NULL;
}

Player * Environment::getRandomConnectedPlayer()
{
	std::list<Player*> connected_players = getPlayers(true);
	u32 chosen_one = myrand() % connected_players.size();
	u32 j = 0;
	for(std::list<Player*>::iterator
			i = connected_players.begin();
			i != connected_players.end(); ++i)
	{
		if(j == chosen_one)
		{
			Player *player = *i;
			return player;
		}
		j++;
	}
	return NULL;
}

Player * Environment::getNearestConnectedPlayer(v3f pos)
{
	std::list<Player*> connected_players = getPlayers(true);
	f32 nearest_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()
{
	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;
	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, IBackgroundBlockEmerger *emerger):
	m_map(map),
	m_script(scriptIface),
	m_gamedef(gamedef),
	m_emerger(emerger),
	m_random_spawn_timer(3),
	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)
{
	m_use_weather = g_settings->getBool("weather");
}

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);
				}
			}
		}
	}
	void apply(MapBlock *block)
	{
		if(m_aabms.empty())
			return;

		ServerMap *map = &m_env->getServerMap();

		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:

				// Find out how many objects the block contains
				u32 active_object_count = block->m_static_objects.m_active.size();
				// Find out how many objects this and all the neighbors contain
				u32 active_object_count_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 = 0;
						continue;
					}
					active_object_count_wider +=
							block2->m_static_objects.m_active.size()
							+ block2->m_static_objects.m_stored.size();
				}
				// Extrapolate
				u32 wider_known_count = 3*3*3 - wider_unknown_count;
				active_object_count_wider += wider_unknown_count * active_object_count_wider / wider_known_count;
				
				// 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);
			}
		}
	}
};

void ServerEnvironment::activateBlock(MapBlock *block, u32 additional_dtime)
{
	// 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(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, *m_map, 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->getBlockNoCreateNoEx(p);
			if(block==NULL){
				// Block needs to be fetched first
				m_emerger->enqueueBlockEmerge(
						PEER_ID_INEXISTENT, p, false);
				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);
	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, *m_map, 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