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/*
Minetest
Copyright (C) 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 ROLLBACK_HEADER
#define ROLLBACK_HEADER

#include <string>
#include "irr_v3d.h"
#include "rollback_interface.h"
#include <list>
#include <vector>
#include "sqlite3.h"

class IGameDef;

struct ActionRow;
struct Entity;

class RollbackManager: public IRollbackManager
{
public:
	RollbackManager(const std::string & world_path, IGameDef * gamedef);
	~RollbackManager();

	void reportAction(const RollbackAction & action_);
	std::string getActor();
	bool isActorGuess();
	void setActor(const std::string & actor, bool is_guess);
	std::string getSuspect(v3s16 p, float nearness_shortcut,
			float min_nearness);
	void flush();

	void addAction(const RollbackAction & action);
	std::list<RollbackAction> getEntriesSince(time_t first_time);
	std::list<RollbackAction> getNodeActors(v3s16 pos, int range,
			time_t seconds, int limit);
	std::list<RollbackAction> getRevertActions(
			const std::string & actor_filter, time_t seconds);

private:
	void registerNewActor(const int id, const std::string & name);
	void registerNewNode(const int id, const std::string & name);
	int getActorId(const std::string & name);
	int getNodeId(const std::string & name);
	const char * getActorName(const int id);
	const char * getNodeName(const int id);
	bool createTables();
	void initDatabase();
	bool registerRow(const ActionRow & row);
	const std::list<ActionRow> actionRowsFromSelect(sqlite3_stmt * stmt);
	ActionRow actionRowFromRollbackAction(const RollbackAction & action);
	const std::list<RollbackAction> rollbackActionsFromActionRows(
			const std::list<ActionRow> & rows);
	const std::list<ActionRow> getRowsSince(time_t firstTime,
			const std::string & actor);
	const std::list<ActionRow> getRowsSince_range(time_t firstTime, v3s16 p,
			int range, int limit);
	const std::list<RollbackAction> getActionsSince_range(time_t firstTime, v3s16 p,
			int range, int limit);
	const std::list<RollbackAction> getActionsSince(time_t firstTime,
			const std::string & actor = "");
	void migrate(const std::string & filepath);
	static float getSuspectNearness(bool is_guess, v3s16 suspect_p,
		time_t suspect_t, v3s16 action_p, time_t action_t);


	IGameDef * gamedef;

	std::string current_actor;
	bool current_actor_is_guess;

	std::list<RollbackAction> action_todisk_buffer;
	std::list<RollbackAction> action_latest_buffer;

	std::string database_path;
	sqlite3 * db;
	sqlite3_stmt * stmt_insert;
	sqlite3_stmt * stmt_replace;
	sqlite3_stmt * stmt_select;
	sqlite3_stmt * stmt_select_range;
	sqlite3_stmt * stmt_select_withActor;
	sqlite3_stmt * stmt_knownActor_select;
	sqlite3_stmt * stmt_knownActor_insert;
	sqlite3_stmt * stmt_knownNode_select;
	sqlite3_stmt * stmt_knownNode_insert;

	std::vector<Entity> knownActors;
	std::vector<Entity> knownNodes;
};

#endif
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/*
Minetest
Copyright (C) 2010-2014 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 <sstream>
#include "clientiface.h"
#include "network/connection.h"
#include "network/serveropcodes.h"
#include "remoteplayer.h"
#include "settings.h"
#include "mapblock.h"
#include "serverenvironment.h"
#include "map.h"
#include "emerge.h"
#include "server/luaentity_sao.h"
#include "server/player_sao.h"
#include "log.h"
#include "util/srp.h"
#include "face_position_cache.h"

const char *ClientInterface::statenames[] = {
	"Invalid",
	"Disconnecting",
	"Denied",
	"Created",
	"AwaitingInit2",
	"HelloSent",
	"InitDone",
	"DefinitionsSent",
	"Active",
	"SudoMode",
};



std::string ClientInterface::state2Name(ClientState state)
{
	return statenames[state];
}

RemoteClient::RemoteClient() :
	m_max_simul_sends(g_settings->getU16("max_simultaneous_block_sends_per_client")),
	m_min_time_from_building(
		g_settings->getFloat("full_block_send_enable_min_time_from_building")),
	m_max_send_distance(g_settings->getS16("max_block_send_distance")),
	m_block_optimize_distance(g_settings->getS16("block_send_optimize_distance")),
	m_max_gen_distance(g_settings->getS16("max_block_generate_distance")),
	m_occ_cull(g_settings->getBool("server_side_occlusion_culling"))
{
}

void RemoteClient::ResendBlockIfOnWire(v3s16 p)
{
	// if this block is on wire, mark it for sending again as soon as possible
	if (m_blocks_sending.find(p) != m_blocks_sending.end()) {
		SetBlockNotSent(p);
	}
}

LuaEntitySAO *getAttachedObject(PlayerSAO *sao, ServerEnvironment *env)
{
	if (!sao->isAttached())
		return nullptr;

	int id;
	std::string bone;
	v3f dummy;
	sao->getAttachment(&id, &bone, &dummy, &dummy);
	ServerActiveObject *ao = env->getActiveObject(id);
	while (id && ao) {
		ao->getAttachment(&id, &bone, &dummy, &dummy);
		if (id)
			ao = env->getActiveObject(id);
	}
	return dynamic_cast<LuaEntitySAO *>(ao);
}

void RemoteClient::GetNextBlocks (
		ServerEnvironment *env,
		EmergeManager * emerge,
		float dtime,
		std::vector<PrioritySortedBlockTransfer> &dest)
{
	// Increment timers
	m_nothing_to_send_pause_timer -= dtime;
	m_nearest_unsent_reset_timer += dtime;

	if (m_nothing_to_send_pause_timer >= 0)
		return;

	RemotePlayer *player = env->getPlayer(peer_id);
	// This can happen sometimes; clients and players are not in perfect sync.
	if (!player)
		return;

	PlayerSAO *sao = player->getPlayerSAO();
	if (!sao)
		return;

	// Won't send anything if already sending
	if (m_blocks_sending.size() >= m_max_simul_sends) {
		//infostream<<"Not sending any blocks, Queue full."<<std::endl;
		return;
	}

	v3f playerpos = sao->getBasePosition();
	// if the player is attached, get the velocity from the attached object
	LuaEntitySAO *lsao = getAttachedObject(sao, env);
	const v3f &playerspeed = lsao? lsao->getVelocity() : player->getSpeed();
	v3f playerspeeddir(0,0,0);
	if (playerspeed.getLength() > 1.0f * BS)
		playerspeeddir = playerspeed / playerspeed.getLength();
	// Predict to next block
	v3f playerpos_predicted = playerpos + playerspeeddir * (MAP_BLOCKSIZE * BS);

	v3s16 center_nodepos = floatToInt(playerpos_predicted, BS);

	v3s16 center = getNodeBlockPos(center_nodepos);

	// Camera position and direction
	v3f camera_pos = sao->getEyePosition();
	v3f camera_dir = v3f(0,0,1);
	camera_dir.rotateYZBy(sao->getLookPitch());
	camera_dir.rotateXZBy(sao->getRotation().Y);

	/*infostream<<"camera_dir=("<<camera_dir.X<<","<<camera_dir.Y<<","
			<<camera_dir.Z<<")"<<std::endl;*/

	/*
		Get the starting value of the block finder radius.
	*/

	if (m_last_center != center) {
		m_nearest_unsent_d = 0;
		m_last_center = center;
	}

	/*infostream<<"m_nearest_unsent_reset_timer="
			<<m_nearest_unsent_reset_timer<<std::endl;*/

	// Reset periodically to workaround for some bugs or stuff
	if (m_nearest_unsent_reset_timer > 20.0f) {
		m_nearest_unsent_reset_timer = 0.0f;
		m_nearest_unsent_d = 0;
		//infostream<<"Resetting m_nearest_unsent_d for "
		//		<<server->getPlayerName(peer_id)<<std::endl;
	}

	//s16 last_nearest_unsent_d = m_nearest_unsent_d;
	s16 d_start = m_nearest_unsent_d;

	//infostream<<"d_start="<<d_start<<std::endl;

	u16 max_simul_sends_usually = m_max_simul_sends;

	/*
		Check the time from last addNode/removeNode.

		Decrease send rate if player is building stuff.
	*/
	m_time_from_building += dtime;
	if (m_time_from_building < m_min_time_from_building) {
		max_simul_sends_usually
			= LIMITED_MAX_SIMULTANEOUS_BLOCK_SENDS;
	}

	/*
		Number of blocks sending + number of blocks selected for sending
	*/
	u32 num_blocks_selected = m_blocks_sending.size();

	/*
		next time d will be continued from the d from which the nearest
		unsent block was found this time.

		This is because not necessarily any of the blocks found this
		time are actually sent.
	*/
	s32 new_nearest_unsent_d = -1;

	// Get view range and camera fov (radians) from the client
	s16 wanted_range = sao->getWantedRange() + 1;
	float camera_fov = sao->getFov();

	// Distrust client-sent FOV and get server-set player object property
	// zoom FOV (degrees) as a check to avoid hacked clients using FOV to load
	// distant world.
	// (zoom is disabled by value 0)
	float prop_zoom_fov = sao->getZoomFOV() < 0.001f ?
		0.0f :
		std::max(camera_fov, sao->getZoomFOV() * core::DEGTORAD);

	const s16 full_d_max = std::min(adjustDist(m_max_send_distance, prop_zoom_fov),
		wanted_range);
	const s16 d_opt = std::min(adjustDist(m_block_optimize_distance, prop_zoom_fov),
		wanted_range);
	const s16 d_blocks_in_sight = full_d_max * BS * MAP_BLOCKSIZE;

	s16 d_max = full_d_max;
	s16 d_max_gen = std::min(adjustDist(m_max_gen_distance, prop_zoom_fov),
		wanted_range);

	// Don't loop very much at a time, adjust with distance,
	// do more work per RTT with greater distances.
	s16 max_d_increment_at_time = full_d_max / 9 + 1;
	if (d_max > d_start + max_d_increment_at_time)
		d_max = d_start + max_d_increment_at_time;

	// cos(angle between velocity and camera) * |velocity|
	// Limit to 0.0f in case player moves backwards.
	f32 dot = rangelim(camera_dir.dotProduct(playerspeed), 0.0f, 300.0f);

	// Reduce the field of view when a player moves and looks forward.
	// limit max fov effect to 50%, 60% at 20n/s fly speed
	camera_fov = camera_fov / (1 + dot / 300.0f);

	s32 nearest_emerged_d = -1;
	s32 nearest_emergefull_d = -1;
	s32 nearest_sent_d = -1;
	//bool queue_is_full = false;

	const v3s16 cam_pos_nodes = floatToInt(camera_pos, BS);

	s16 d;
	for (d = d_start; d <= d_max; d++) {
		/*
			Get the border/face dot coordinates of a "d-radiused"
			box
		*/
		std::vector<v3s16> list = FacePositionCache::getFacePositions(d);

		std::vector<v3s16>::iterator li;
		for (li = list.begin(); li != list.end(); ++li) {
			v3s16 p = *li + center;

			/*
				Send throttling
				- Don't allow too many simultaneous transfers
				- EXCEPT when the blocks are very close

				Also, don't send blocks that are already flying.
			*/

			// Start with the usual maximum
			u16 max_simul_dynamic = max_simul_sends_usually;

			// If block is very close, allow full maximum
			if (d <= BLOCK_SEND_DISABLE_LIMITS_MAX_D)
				max_simul_dynamic = m_max_simul_sends;

			// Don't select too many blocks for sending
			if (num_blocks_selected >= max_simul_dynamic) {
				//queue_is_full = true;
				goto queue_full_break;
			}

			// Don't send blocks that are currently being transferred
			if (m_blocks_sending.find(p) != m_blocks_sending.end())
				continue;

			/*
				Do not go over max mapgen limit
			*/
			if (blockpos_over_max_limit(p))
				continue;

			// If this is true, inexistent block will be made from scratch
			bool generate = d <= d_max_gen;

			/*
				Don't generate or send if not in sight
				FIXME This only works if the client uses a small enough
				FOV setting. The default of 72 degrees is fine.
				Also retrieve a smaller view cone in the direction of the player's
				movement.
				(0.1 is about 4 degrees)
			*/
			f32 dist;
			if (!(isBlockInSight(p, camera_pos, camera_dir, camera_fov,
						d_blocks_in_sight, &dist) ||
					(playerspeed.getLength() > 1.0f * BS &&
					isBlockInSight(p, camera_pos, playerspeeddir, 0.1f,
						d_blocks_in_sight)))) {
				continue;
			}

			/*
				Don't send already sent blocks
			*/
			if (m_blocks_sent.find(p) != m_blocks_sent.end())
				continue;

			/*
				Check if map has this block
			*/
			MapBlock *block = env->getMap().getBlockNoCreateNoEx(p);

			bool surely_not_found_on_disk = false;
			bool block_is_invalid = false;
			if (block) {
				// Reset usage timer, this block will be of use in the future.
				block->resetUsageTimer();

				// Block is dummy if data doesn't exist.
				// It means it has been not found from disk and not generated
				if (block->isDummy()) {
					surely_not_found_on_disk = true;
				}

				if (!block->isGenerated())
					block_is_invalid = true;

				/*
					If block is not close, don't send it unless it is near
					ground level.

					Block is near ground level if night-time mesh
					differs from day-time mesh.
				*/
				if (d >= d_opt) {
					if (!block->getIsUnderground() && !block->getDayNightDiff())
						continue;
				}

				if (m_occ_cull && !block_is_invalid &&
						env->getMap().isBlockOccluded(block, cam_pos_nodes)) {
					continue;
				}
			}

			/*
				If block has been marked to not exist on disk (dummy)
				and generating new ones is not wanted, skip block.
			*/
			if (!generate && surely_not_found_on_disk) {
				// get next one.
				continue;
			}

			/*
				Add inexistent block to emerge queue.
			*/
			if (block == NULL || surely_not_found_on_disk || block_is_invalid) {
				if (emerge->enqueueBlockEmerge(peer_id, p, generate)) {
					if (nearest_emerged_d == -1)
						nearest_emerged_d = d;
				} else {
					if (nearest_emergefull_d == -1)
						nearest_emergefull_d = d;
					goto queue_full_break;
				}

				// get next one.
				continue;
			}

			if (nearest_sent_d == -1)
				nearest_sent_d = d;

			/*
				Add block to send queue
			*/
			PrioritySortedBlockTransfer q((float)dist, p, peer_id);

			dest.push_back(q);

			num_blocks_selected += 1;
		}
	}
queue_full_break:

	// If nothing was found for sending and nothing was queued for