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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 SERVEROBJECT_HEADER
#define SERVEROBJECT_HEADER

#include "common_irrlicht.h"
#include "activeobject.h"
#include "utility.h"

/*

Some planning
-------------

* Server environment adds an active object, which gets the id 1
* The active object list is scanned for each client once in a while,
  and it finds out what objects have been added that are not known
  by the client yet. This scan is initiated by the Server class and
  the result ends up directly to the server.
* A network packet is created with the info and sent to the client.
* Environment converts objects to static data and static data to
  objects, based on how close players are to them.

*/

#if 0
class IntervalLimiter
{
public:
	IntervalLimiter():
		m_accumulator(0)
	{
	}
	/*
		dtime: time from last call to this method
		wanted_interval: interval wanted
		return value:
			true: action should be skipped
			false: action should be done and dtime has been set
	*/
	bool step(float &dtime, float wanted_interval)
	{
		accumulator += dtime;
		if(accumulator < wanted_interval)
		{
			dtime = 0;
			return true;
		}
		accumulator -= wanted-interval;
		dtime = wanted_interval;
		return false;
	}
protected:
	float m_accumulator;
};
#endif

class ServerEnvironment;
class InventoryItem;

class ServerActiveObject : public ActiveObject
{
public:
	/*
		NOTE: m_env can be NULL, but step() isn't called if it is.
		Prototypes are used that way.
	*/
	ServerActiveObject(ServerEnvironment *env, u16 id, v3f pos);
	virtual ~ServerActiveObject();

	// Create a certain type of ServerActiveObject
	static ServerActiveObject* create(u8 type,
			ServerEnvironment *env, u16 id, v3f pos,
			const std::string &data);
	
	/*
		Some simple getters/setters
	*/
	v3f getBasePosition()
		{return m_base_position;}
	void setBasePosition(v3f pos)
		{m_base_position = pos;}
	ServerEnvironment* getEnv()
		{return m_env;}
	
	/*
		Step object in time.
		Messages added to messages are sent to client over network.

		send_recommended:
			True at around 5-10 times a second, same for all objects.
			This is used to let objects send most of the data at the
			same time so that the data can be combined in a single
			packet.
	*/
	virtual void step(float dtime, Queue<ActiveObjectMessage> &messages,
			bool send_recommended){}
	
	/*
		The return value of this is passed to the client-side object
		when it is created
	*/
	virtual std::string getClientInitializationData(){return "";}
	
	/*
		The return value of this is passed to the server-side object
		when it is created (converted from static to active - actually
		the data is the static form)
	*/
	virtual std::string getStaticData(){return "";}
	
	/*
		Item that the player gets when this object is picked up.
		If NULL, object cannot be picked up.
	*/
	virtual InventoryItem* createPickedUpItem(){return NULL;}
	
	// Number of players which know about this object
	u16 m_known_by_count;
	/*
		- Whether this object is to be removed when nobody knows about
		  it anymore.
		- Removal is delayed to preserve the id for the time during which
		  it could be confused to some other object by some client.
		- This is set to true by the step() method when the object wants
		  to be deleted.
		- This can be set to true by anything else too.
	*/
	bool m_removed;
	
	/*
		Whether the object's static data has been stored to a block
	*/
	bool m_static_exists;
	/*
		The block from which the object was loaded from, and in which
		a copy of the static data resides.
	*/
	v3s16 m_static_block;
	
protected:
	// Used for creating objects based on type
	typedef ServerActiveObject* (*Factory)
			(ServerEnvironment *env, u16 id, v3f pos,
			const std::string &data);
	static void registerType(u16 type, Factory f);

	ServerEnvironment *m_env;
	v3f m_base_position;

private:
	// Used for creating objects based on type
	static core::map<u16, Factory> m_types;
};

class TestSAO : public ServerActiveObject
{
public:
	TestSAO(ServerEnvironment *env, u16 id, v3f pos);
	u8 getType() const
		{return ACTIVEOBJECT_TYPE_TEST;}
	static ServerActiveObject* create(ServerEnvironment *env, u16 id, v3f pos,
			const std::string &data);
	void step(float dtime, Queue<ActiveObjectMessage> &messages,
			bool send_recommended);
private:
	float m_timer1;
	float m_age;
};

class ItemSAO : public ServerActiveObject
{
public:
	ItemSAO(ServerEnvironment *env, u16 id, v3f pos,
			const std::string inventorystring);
	u8 getType() const
		{return ACTIVEOBJECT_TYPE_ITEM;}
	static ServerActiveObject* create(ServerEnvironment *env, u16 id, v3f pos,
			const std::string &data);
	void step(float dtime, Queue<ActiveObjectMessage> &messages,
			bool send_recommended);
	std::string getClientInitializationData();
	std::string getStaticData();
	InventoryItem* createInventoryItem();
	InventoryItem* createPickedUpItem(){return createInventoryItem();}
private:
	std::string m_inventorystring;
	v3f m_speed_f;
	v3f m_last_sent_position;
};

class RatSAO : public ServerActiveObject
{
public:
	RatSAO(ServerEnvironment *env, u16 id, v3f pos);
	u8 getType() const
		{return ACTIVEOBJECT_TYPE_RAT;}
	static ServerActiveObject* create(ServerEnvironment *env, u16 id, v3f pos,
			const std::string &data);
	void step(float dtime, Queue<ActiveObjectMessage> &messages,
			bool send_recommended);
	std::string getClientInitializationData();
	std::string getStaticData();
	InventoryItem* createPickedUpItem();
private:
	v3f m_speed_f;
	v3f m_oldpos;
	v3f m_last_sent_position;
	float m_yaw;
	float m_counter1;
	float m_counter2;
	float m_age;
	bool m_touching_ground;
};

#endif