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/*
Minetest
Copyright (C) 2013-2017 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#pragma once

#include "exceptions.h"

namespace con
{
/*
	Exceptions
*/
class NotFoundException : public BaseException
{
public:
	NotFoundException(const char *s) : BaseException(s) {}
};

class PeerNotFoundException : public BaseException
{
public:
	PeerNotFoundException(const char *s) : BaseException(s) {}
};

class ConnectionException : public BaseException
{
public:
	ConnectionException(const char *s) : BaseException(s) {}
};

class ConnectionBindFailed : public BaseException
{
public:
	ConnectionBindFailed(const char *s) : BaseException(s) {}
};

class InvalidIncomingDataException : public BaseException
{
public:
	InvalidIncomingDataException(const char *s) : BaseException(s) {}
};

class InvalidOutgoingDataException : public BaseException
{
public:
	InvalidOutgoingDataException(const char *s) : BaseException(s) {}
};

class NoIncomingDataException : public BaseException
{
public:
	NoIncomingDataException(const char *s) : BaseException(s) {}
};

class ProcessedSilentlyException : public BaseException
{
public:
	ProcessedSilentlyException(const char *s) : BaseException(s) {}
};

class ProcessedQueued : public BaseException
{
public:
	ProcessedQueued(const char *s) : BaseException(s) {}
};

class IncomingDataCorruption : public BaseException
{
public:
	IncomingDataCorruption(const char *s) : BaseException(s) {}
};
}

class SocketException : public BaseException
{
public:
	SocketException(const std::string &s) : BaseException(s) {}
};

class ResolveError : public BaseException
{
public:
	ResolveError(const std::string &s) : BaseException(s) {}
};

class SendFailedException : public BaseException
{
public:
	SendFailedException(const std::string &s) : BaseException(s) {}
};
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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.
*/

#ifndef ENVIRONMENT_HEADER
#define ENVIRONMENT_HEADER

/*
	This class is the game's environment.
	It contains:
	- The map
	- Players
	- Other objects
	- The current time in the game
	- etc.
*/

#include <set>
#include <list>
#include <queue>
#include <map>
#include "irr_v3d.h"
#include "activeobject.h"
#include "util/numeric.h"
#include "mapnode.h"
#include "mapblock.h"
#include "threading/mutex.h"
#include "threading/atomic.h"
#include "network/networkprotocol.h" // for AccessDeniedCode

class ServerEnvironment;
class ActiveBlockModifier;
class ServerActiveObject;
class ITextureSource;
class IGameDef;
class Map;
class ServerMap;
class ClientMap;
class GameScripting;
class Player;
class RemotePlayer;

class Environment
{
public:
	// Environment will delete the map passed to the constructor
	Environment();
	virtual ~Environment();

	/*
		Step everything in environment.
		- Move players
		- Step mobs
		- Run timers of map
	*/
	virtual void step(f32 dtime) = 0;

	virtual Map & getMap() = 0;

	virtual void addPlayer(Player *player);
	void removePlayer(Player *player);
	Player * getPlayer(u16 peer_id);
	Player * getPlayer(const char *name);
	Player * getRandomConnectedPlayer();
	Player * getNearestConnectedPlayer(v3f pos);
	std::vector<Player*> getPlayers();
	std::vector<Player*> getPlayers(bool ignore_disconnected);

	u32 getDayNightRatio();

	// 0-23999
	virtual void setTimeOfDay(u32 time);
	u32 getTimeOfDay();
	float getTimeOfDayF();

	void stepTimeOfDay(float dtime);

	void setTimeOfDaySpeed(float speed);
	float getTimeOfDaySpeed();

	void setDayNightRatioOverride(bool enable, u32 value);

	u32 getDayCount();

	// counter used internally when triggering ABMs
	u32 m_added_objects;

protected:
	// peer_ids in here should be unique, except that there may be many 0s
	std::vector<Player*> m_players;

	GenericAtomic<float> m_time_of_day_speed;

	/*
	 * Below: values managed by m_time_lock
	*/
	// Time of day in milli-hours (0-23999); determines day and night
	u32 m_time_of_day;
	// Time of day in 0...1
	float m_time_of_day_f;
	// Stores the skew created by the float -> u32 conversion
	// to be applied at next conversion, so that there is no real skew.
	float m_time_conversion_skew;
	// Overriding the day-night ratio is useful for custom sky visuals
	bool m_enable_day_night_ratio_override;
	u32 m_day_night_ratio_override;
	// Days from the server start, accounts for time shift
	// in game (e.g. /time or bed usage)
	Atomic<u32> m_day_count;
	/*
	 * Above: values managed by m_time_lock
	*/

	/* TODO: Add a callback function so these can be updated when a setting
	 *       changes.  At this point in time it doesn't matter (e.g. /set
	 *       is documented to change server settings only)
	 *
	 * TODO: Local caching of settings is not optimal and should at some stage
	 *       be updated to use a global settings object for getting thse values
	 *       (as opposed to the this local caching). This can be addressed in
	 *       a later release.
	 */
	bool m_cache_enable_shaders;
	float m_cache_active_block_mgmt_interval;
	float m_cache_abm_interval;
	float m_cache_nodetimer_interval;

private:
	Mutex m_time_lock;

	DISABLE_CLASS_COPY(Environment);
};

/*
	{Active, Loading} block modifier interface.

	These are fed into ServerEnvironment at initialization time;
	ServerEnvironment handles deleting them.
*/

class ActiveBlockModifier
{
public:
	ActiveBlockModifier(){};
	virtual ~ActiveBlockModifier(){};

	// Set of contents to trigger on
	virtual std::set<std::string> getTriggerContents()=0;
	// Set of required neighbors (trigger doesn't happen if none are found)
	// Empty = do not check neighbors
	virtual std::set<std::string> getRequiredNeighbors()
	{ return std::set<std::string>(); }
	// Trigger interval in seconds
	virtual float getTriggerInterval() = 0;
	// Random chance of (1 / return value), 0 is disallowed
	virtual u32 getTriggerChance() = 0;
	// Whether to modify chance to simulate time lost by an unnattended block
	virtual bool getSimpleCatchUp() = 0;
	// This is called usually at interval for 1/chance of the nodes
	virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
	virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n,
			u32 active_object_count, u32 active_object_count_wider){};
};

struct ABMWithState
{
	ActiveBlockModifier *abm;
	float timer;

	ABMWithState(ActiveBlockModifier *abm_);
};

struct LoadingBlockModifierDef
{
	// Set of contents to trigger on
	std::set<std::string> trigger_contents;
	std::string name;
	bool run_at_every_load;

	virtual ~LoadingBlockModifierDef() {}
	virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
};

struct LBMContentMapping
{
	typedef std::map<content_t, std::vector<LoadingBlockModifierDef *> > container_map;
	container_map map;

	std::vector<LoadingBlockModifierDef *> lbm_list;

	// Needs to be separate method (not inside destructor),
	// because the LBMContentMapping may be copied and destructed
	// many times during operation in the lbm_lookup_map.
	void deleteContents();
	void addLBM(LoadingBlockModifierDef *lbm_def, IGameDef *gamedef);
	const std::vector<LoadingBlockModifierDef *> *lookup(content_t c) const;
};

class LBMManager
{
public:
	LBMManager():
		m_query_mode(false)
	{}

	~LBMManager();

	// Don't call this after loadIntroductionTimes() ran.
	void addLBMDef(LoadingBlockModifierDef *lbm_def);

	void loadIntroductionTimes(const std::string &times,
		IGameDef *gamedef, u32 now);

	// Don't call this before loadIntroductionTimes() ran.
	std::string createIntroductionTimesString();

	// Don't call this before loadIntroductionTimes() ran.
	void applyLBMs(ServerEnvironment *env, MapBlock *block, u32 stamp);

	// Warning: do not make this std::unordered_map, order is relevant here
	typedef std::map<u32, LBMContentMapping> lbm_lookup_map;

private:
	// Once we set this to true, we can only query,
	// not modify
	bool m_query_mode;

	// For m_query_mode == false: