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path: root/src/shader.cpp
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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2013 Kahrl <kahrl@gmx.net>

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 <fstream>
#include <iterator>
#include "shader.h"
#include "irrlichttypes_extrabloated.h"
#include "debug.h"
#include "filesys.h"
#include "util/container.h"
#include "util/thread.h"
#include "settings.h"
#include <ICameraSceneNode.h>
#include <IGPUProgrammingServices.h>
#include <IMaterialRenderer.h>
#include <IMaterialRendererServices.h>
#include <IShaderConstantSetCallBack.h>
#include "EShaderTypes.h"
#include "log.h"
#include "gamedef.h"
#include "client/tile.h"

/*
	A cache from shader name to shader path
*/
MutexedMap<std::string, std::string> g_shadername_to_path_cache;

/*
	Gets the path to a shader by first checking if the file
	  name_of_shader/filename
	exists in shader_path and if not, using the data path.

	If not found, returns "".

	Utilizes a thread-safe cache.
*/
std::string getShaderPath(const std::string &name_of_shader,
		const std::string &filename)
{
	std::string combined = name_of_shader + DIR_DELIM + filename;
	std::string fullpath = "";
	/*
		Check from cache
	*/
	bool incache = g_shadername_to_path_cache.get(combined, &fullpath);
	if(incache)
		return fullpath;

	/*
		Check from shader_path
	*/
	std::string shader_path = g_settings->get("shader_path");
	if(shader_path != "")
	{
		std::string testpath = shader_path + DIR_DELIM + combined;
		if(fs::PathExists(testpath))
			fullpath = testpath;
	}

	/*
		Check from default data directory
	*/
	if(fullpath == "")
	{
		std::string rel_path = std::string("client") + DIR_DELIM
				+ "shaders" + DIR_DELIM
				+ name_of_shader + DIR_DELIM
				+ filename;
		std::string testpath = porting::path_share + DIR_DELIM + rel_path;
		if(fs::PathExists(testpath))
			fullpath = testpath;
	}

	// Add to cache (also an empty result is cached)
	g_shadername_to_path_cache.set(combined, fullpath);

	// Finally return it
	return fullpath;
}

/*
	SourceShaderCache: A cache used for storing source shaders.
*/

class SourceShaderCache
{
public:
	void insert(const std::string &name_of_shader, const std::string &filename,
		const std::string &program, bool prefer_local)
	{
		std::string combined = name_of_shader + DIR_DELIM + filename;
		// Try to use local shader instead if asked to
		if(prefer_local){
			std::string path = getShaderPath(name_of_shader, filename);
			if(path != ""){
				std::string p = readFile(path);
				if(p != ""){
					m_programs[combined] = p;
					return;
				}
			}
		}
		m_programs[combined] = program;
	}

	std::string get(const std::string &name_of_shader,
		const std::string &filename)
	{
		std::string combined = name_of_shader + DIR_DELIM + filename;
		StringMap::iterator n = m_programs.find(combined);
		if (n != m_programs.end())
			return n->second;
		return "";
	}

	// Primarily fetches from cache, secondarily tries to read from filesystem
	std::string getOrLoad(const std::string &name_of_shader,
		const std::string &filename)
	{
		std::string combined = name_of_shader + DIR_DELIM + filename;
		StringMap::iterator n = m_programs.find(combined);
		if (n != m_programs.end())
			return n->second;
		std::string path = getShaderPath(name_of_shader, filename);
		if (path == "") {
			infostream << "SourceShaderCache::getOrLoad(): No path found for \""
				<< combined << "\"" << std::endl;
			return "";
		}
		infostream << "SourceShaderCache::getOrLoad(): Loading path \""
			<< path << "\"" << std::endl;
		std::string p = readFile(path);
		if (p != "") {
			m_programs[combined] = p;
			return p;
		}
		return "";
	}
private:
	StringMap m_programs;

	std::string readFile(const std::string &path)
	{
		std::ifstream is(path.c_str(), std::ios::binary);
		if(!is.is_open())
			return "";
		std::ostringstream tmp_os;
		tmp_os << is.rdbuf();
		return tmp_os.str();
	}
};

/*
	ShaderCallback: Sets constants that can be used in shaders
*/

class IShaderConstantSetterRegistry
{
public:
	virtual ~IShaderConstantSetterRegistry(){};
	virtual void onSetConstants(video::IMaterialRendererServices *services,
			bool is_highlevel, const std::string &name) = 0;
};

class ShaderCallback : public video::IShaderConstantSetCallBack
{
	IShaderConstantSetterRegistry *m_scsr;
	std::string m_name;

public:
	ShaderCallback(IShaderConstantSetterRegistry *scsr, const std::string &name):
		m_scsr(scsr),
		m_name(name)
	{}
	~ShaderCallback() {}

	virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData)
	{
		video::IVideoDriver *driver = services->getVideoDriver();
		sanity_check(driver != NULL);

		bool is_highlevel = userData;

		m_scsr->onSetConstants(services, is_highlevel, m_name);
	}
};

/*
	MainShaderConstantSetter: Set basic constants required for almost everything
*/

class MainShaderConstantSetter : public IShaderConstantSetter
{
public:
	MainShaderConstantSetter(IrrlichtDevice *device)
	{}
	~MainShaderConstantSetter() {}

	virtual void onSetConstants(video::IMaterialRendererServices *services,
			bool is_highlevel)
	{
		video::IVideoDriver *driver = services->getVideoDriver();
		sanity_check(driver);

		// set inverted world matrix
		core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD);
		invWorld.makeInverse();
		if(is_highlevel)
			services->setVertexShaderConstant("mInvWorld", invWorld.pointer(), 16);
		else
			services->setVertexShaderConstant(invWorld.pointer(), 0, 4);

		// set clip matrix
		core::matrix4 worldViewProj;
		worldViewProj = driver->getTransform(video::ETS_PROJECTION);
		worldViewProj *= driver->getTransform(video::ETS_VIEW);
		worldViewProj *= driver->getTransform(video::ETS_WORLD);
		if(is_highlevel)
			services->setVertexShaderConstant("mWorldViewProj", worldViewProj.pointer(), 16);
		else
			services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4);

		// set transposed world matrix
		core::matrix4 transWorld = driver->getTransform(video::ETS_WORLD);
		transWorld = transWorld.getTransposed();
		if(is_highlevel)
			services->setVertexShaderConstant("mTransWorld", transWorld.pointer(), 16);
		else
			services->setVertexShaderConstant(transWorld.pointer(), 8, 4);

		// set world matrix
		core::matrix4 world = driver->getTransform(video::ETS_WORLD);
		if(is_highlevel)
			services->setVertexShaderConstant("mWorld", world.pointer(), 16);
		else
			services->setVertexShaderConstant(world.pointer(), 8, 4);

	}
};

/*
	ShaderSource
*/

class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterRegistry
{
public:
	ShaderSource(IrrlichtDevice *device);
	~ShaderSource();

	/*
		- If shader material specified by name is found from cache,
		  return the cached id.
		- Otherwise generate the shader material, add to cache and return id.

		The id 0 points to a null shader. Its material is EMT_SOLID.
	*/
	u32 getShaderIdDirect(const std::string &name,
		const u8 material_type, const u8 drawtype);

	/*
		If shader specified by the name pointed by the id doesn't
		exist, create it, then return id.

		Can be called from any thread. If called from some other thread
		and not found in cache, the call is queued to the main thread
		for processing.
	*/

	u32 getShader(const std::string &name,
		const u8 material_type, const u8 drawtype);

	ShaderInfo getShaderInfo(u32 id);

	// Processes queued shader requests from other threads.
	// Shall be called from the main thread.
	void processQueue();

	// Insert a shader program into the cache without touching the
	// filesystem. Shall be called from the main thread.
	void insertSourceShader(const std::string &name_of_shader,
		const std::string &filename, const std::string &program);

	// Rebuild shaders from the current set of source shaders
	// Shall be called from the main thread.
	void rebuildShaders();

	void addGlobalConstantSetter(IShaderConstantSetter *setter)
	{
		m_global_setters.push_back(setter);
	}

	void onSetConstants(video::IMaterialRendererServices *services,
			bool is_highlevel, const std::string &name);

private:

	// The id of the thread that is allowed to use irrlicht directly
	threadid_t m_main_thread;
	// The irrlicht device
	IrrlichtDevice *m_device;
	// The set-constants callback
	ShaderCallback *m_shader_callback;

	// Cache of source shaders
	// This should be only accessed from the main thread
	SourceShaderCache m_sourcecache;

	// A shader id is index in this array.
	// The first position contains a dummy shader.
	std::vector<ShaderInfo> m_shaderinfo_cache;
	// The former container is behind this mutex
	Mutex m_shaderinfo_cache_mutex;

	// Queued shader fetches (to be processed by the main thread)
	RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;

	// Global constant setters
	// TODO: Delete these in the destructor
	std::vector<IShaderConstantSetter*> m_global_setters;
};

IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
{
	return new ShaderSource(device);
}

/*
	Generate shader given the shader name.
*/
ShaderInfo generate_shader(std::string name,
		u8 material_type, u8 drawtype,
		IrrlichtDevice *device,
		video::IShaderConstantSetCallBack *callback,
		SourceShaderCache *sourcecache);

/*
	Load shader programs
*/
void load_shaders(std::string name, SourceShaderCache *sourcecache,
		video::E_DRIVER_TYPE drivertype, bool enable_shaders,
		std::string &vertex_program, std::string &pixel_program,
		std::string &geometry_program, bool &is_highlevel);

ShaderSource::ShaderSource(IrrlichtDevice *device):
		m_device(device)
{
	assert(m_device); // Pre-condition

	m_shader_callback = new ShaderCallback(this, "default");

	m_main_thread = thr_get_current_thread_id();

	// Add a dummy ShaderInfo as the first index, named ""
	m_shaderinfo_cache.push_back(ShaderInfo());

	// Add main global constant setter
	addGlobalConstantSetter(new MainShaderConstantSetter(device));
}

ShaderSource::~ShaderSource()
{
	for (std::vector<IShaderConstantSetter*>::iterator iter = m_global_setters.begin();
			iter != m_global_setters.end(); ++iter) {
		delete *iter;
	}
	m_global_setters.clear();

	if (m_shader_callback) {
		m_shader_callback->drop();
		m_shader_callback = NULL;
	}
}

u32 ShaderSource::getShader(const std::string &name,
		const u8 material_type, const u8 drawtype)
{
	/*
		Get shader
	*/

	if (thr_is_current_thread(m_main_thread)) {
		return getShaderIdDirect(name, material_type, drawtype);
	} else {
		/*errorstream<<"getShader(): Queued: name=\""<<name<<"\""<<std::endl;*/

		// We're gonna ask the result to be put into here

		static ResultQueue<std::string, u32, u8, u8> result_queue;

		// Throw a request in
		m_get_shader_queue.add(name, 0, 0, &result_queue);

		/* infostream<<"Waiting for shader from main thread, name=\""
				<<name<<"\""<<std::endl;*/

		while(true) {
			GetResult<std::string, u32, u8, u8>
				result = result_queue.pop_frontNoEx();

			if (result.key == name) {
				return result.item;
			}
			else {
				errorstream << "Got shader with invalid name: " << result.key << std::endl;
			}
		}

	}

	infostream<<"getShader(): Failed"<<std::endl;

	return 0;
}

/*
	This method generates all the shaders
*/
u32 ShaderSource::getShaderIdDirect(const std::string &name,
		const u8 material_type, const u8 drawtype)
{
	//infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;

	// Empty name means shader 0
	if(name == ""){
		infostream<<"getShaderIdDirect(): name is empty"<<std::endl;
		return 0;
	}

	// Check if already have such instance
	for(u32 i=0; i<m_shaderinfo_cache.size(); i++){
		ShaderInfo *info = &m_shaderinfo_cache[i];
		if(info->name == name && info->material_type == material_type &&
			info->drawtype == drawtype)
			return i;
	}

	/*
		Calling only allowed from main thread
	*/
	if (!thr_is_current_thread(m_main_thread)) {
		errorstream<<"ShaderSource::getShaderIdDirect() "
				"called not from main thread"<<std::endl;
		return 0;
	}

	ShaderInfo info = generate_shader(name, material_type, drawtype, m_device,
			m_shader_callback, &m_sourcecache);

	/*
		Add shader to caches (add dummy shaders too)
	*/

	MutexAutoLock lock(m_shaderinfo_cache_mutex);

	u32 id = m_shaderinfo_cache.size();
	m_shaderinfo_cache.push_back(info);

	infostream<<"getShaderIdDirect(): "
			<<"Returning id="<<id<<" for name \""<<name<<"\""<<std::endl;

	return id;
}


ShaderInfo ShaderSource::getShaderInfo(u32 id)
{
	MutexAutoLock lock(m_shaderinfo_cache_mutex);

	if(id >= m_shaderinfo_cache.size())
		return ShaderInfo();

	return m_shaderinfo_cache[id];
}

void ShaderSource::processQueue()
{


}

void ShaderSource::insertSourceShader(const std::string &name_of_shader,
		const std::string &filename, const std::string &program)
{
	/*infostream<<"ShaderSource::insertSourceShader(): "
			"name_of_shader=\""<<name_of_shader<<"\", "
			"filename=\""<<filename<<"\""<<std::endl;*/

	sanity_check(thr_is_current_thread(m_main_thread));

	m_sourcecache.insert(name_of_shader, filename, program, true);
}

void ShaderSource::rebuildShaders()
{
	MutexAutoLock lock(m_shaderinfo_cache_mutex);

	/*// Oh well... just clear everything, they'll load sometime.
	m_shaderinfo_cache.clear();
	m_name_to_id.clear();*/

	/*
		FIXME: Old shader materials can't be deleted in Irrlicht,
		or can they?
		(This would be nice to do in the destructor too)
	*/

	// Recreate shaders
	for(u32 i=0; i<m_shaderinfo_cache.size(); i++){
		ShaderInfo *info = &m_shaderinfo_cache[i];
		if(info->name != ""){
			*info = generate_shader(info->name, info->material_type,
					info->drawtype, m_device, m_shader_callback, &m_sourcecache);
		}
	}
}

void ShaderSource::onSetConstants(video::IMaterialRendererServices *services,
		bool is_highlevel, const std::string &name)
{
	for(u32 i=0; i<m_global_setters.size(); i++){
		IShaderConstantSetter *setter = m_global_setters[i];
		setter->onSetConstants(services, is_highlevel);
	}
}

ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
		IrrlichtDevice *device,	video::IShaderConstantSetCallBack *callback,
		SourceShaderCache *sourcecache)
{
	ShaderInfo shaderinfo;
	shaderinfo.name = name;
	shaderinfo.material_type = material_type;
	shaderinfo.drawtype = drawtype;
	shaderinfo.material = video::EMT_SOLID;
	switch(material_type){
		case TILE_MATERIAL_BASIC:
			shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
			break;
		case TILE_MATERIAL_ALPHA:
			shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
			break;
		case TILE_MATERIAL_LIQUID_TRANSPARENT:
			shaderinfo.base_material = video::EMT_TRANSPARENT_VERTEX_ALPHA;
			break;
		case TILE_MATERIAL_LIQUID_OPAQUE:
			shaderinfo.base_material = video::EMT_SOLID;
			break;
		case TILE_MATERIAL_WAVING_LEAVES:
			shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
			break;
		case TILE_MATERIAL_WAVING_PLANTS:
			shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
		break;
	}

	bool enable_shaders = g_settings->getBool("enable_shaders");
	if(!enable_shaders)
		return shaderinfo;

	video::IVideoDriver* driver = device->getVideoDriver();
	sanity_check(driver);

	video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices();
	if(!gpu){
		errorstream<<"generate_shader(): "
				"failed to generate \""<<name<<"\", "
				"GPU programming not supported."
				<<std::endl;
		return shaderinfo;
	}

	// Choose shader language depending on driver type and settings
	// Then load shaders
	std::string vertex_program;
	std::string pixel_program;
	std::string geometry_program;
	bool is_highlevel;
	load_shaders(name, sourcecache, driver->getDriverType(),
			enable_shaders, vertex_program, pixel_program,
			geometry_program, is_highlevel);
	// Check hardware/driver support
	if(vertex_program != "" &&
			!driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&
			!driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1)){
		infostream<<"generate_shader(): vertex shaders disabled "
				"because of missing driver/hardware support."
				<<std::endl;
		vertex_program = "";
	}
	if(pixel_program != "" &&
			!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&
			!driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1)){
		infostream<<"generate_shader(): pixel shaders disabled "
				"because of missing driver/hardware support."
				<<std::endl;
		pixel_program = "";
	}
	if(geometry_program != "" &&
			!driver->queryFeature(video::EVDF_GEOMETRY_SHADER)){
		infostream<<"generate_shader(): geometry shaders disabled "
				"because of missing driver/hardware support."
				<<std::endl;
		geometry_program = "";
	}

	// If no shaders are used, don't make a separate material type
	if(vertex_program == "" && pixel_program == "" && geometry_program == "")
		return shaderinfo;

	// Create shaders header
	std::string shaders_header = "#version 120\n";

	static const char* drawTypes[] = {
		"NDT_NORMAL",
		"NDT_AIRLIKE",
		"NDT_LIQUID",
		"NDT_FLOWINGLIQUID",
		"NDT_GLASSLIKE",
		"NDT_ALLFACES",
		"NDT_ALLFACES_OPTIONAL",
		"NDT_TORCHLIKE",
		"NDT_SIGNLIKE",
		"NDT_PLANTLIKE",
		"NDT_FENCELIKE",
		"NDT_RAILLIKE",
		"NDT_NODEBOX",
		"NDT_GLASSLIKE_FRAMED",
		"NDT_FIRELIKE",
		"NDT_GLASSLIKE_FRAMED_OPTIONAL"
	};

	for (int i = 0; i < 14; i++){
		shaders_header += "#define ";
		shaders_header += drawTypes[i];
		shaders_header += " ";
		shaders_header += itos(i);
		shaders_header += "\n";
	}

	static const char* materialTypes[] = {
		"TILE_MATERIAL_BASIC",
		"TILE_MATERIAL_ALPHA",
		"TILE_MATERIAL_LIQUID_TRANSPARENT",
		"TILE_MATERIAL_LIQUID_OPAQUE",
		"TILE_MATERIAL_WAVING_LEAVES",
		"TILE_MATERIAL_WAVING_PLANTS"
	};

	for (int i = 0; i < 6; i++){
		shaders_header += "#define ";
		shaders_header += materialTypes[i];
		shaders_header += " ";
		shaders_header += itos(i);
		shaders_header += "\n";
	}

	shaders_header += "#define MATERIAL_TYPE ";
	shaders_header += itos(material_type);
	shaders_header += "\n";
	shaders_header += "#define DRAW_TYPE ";
	shaders_header += itos(drawtype);
	shaders_header += "\n";

	if (g_settings->getBool("generate_normalmaps")) {
		shaders_header += "#define GENERATE_NORMALMAPS 1\n";
	} else {
		shaders_header += "#define GENERATE_NORMALMAPS 0\n";
	}
	shaders_header += "#define NORMALMAPS_STRENGTH ";
	shaders_header += ftos(g_settings->getFloat("normalmaps_strength"));
	shaders_header += "\n";
	float sample_step;
	int smooth = (int)g_settings->getFloat("normalmaps_smooth");
	switch (smooth){
	case 0:
		sample_step = 0.0078125; // 1.0 / 128.0
		break;
	case 1:
		sample_step = 0.00390625; // 1.0 / 256.0
		break;
	case 2:
		sample_step = 0.001953125; // 1.0 / 512.0
		break;
	default:
		sample_step = 0.0078125;
		break;
	}
	shaders_header += "#define SAMPLE_STEP ";
	shaders_header += ftos(sample_step);
	shaders_header += "\n";

	if (g_settings->getBool("enable_bumpmapping"))
		shaders_header += "#define ENABLE_BUMPMAPPING\n";

	if (g_settings->getBool("enable_parallax_occlusion")){
		int mode = g_settings->getFloat("parallax_occlusion_mode");
		float scale = g_settings->getFloat("parallax_occlusion_scale");
		float bias = g_settings->getFloat("parallax_occlusion_bias");
		int iterations = g_settings->getFloat("parallax_occlusion_iterations");
		shaders_header += "#define ENABLE_PARALLAX_OCCLUSION\n";
		shaders_header += "#define PARALLAX_OCCLUSION_MODE ";
		shaders_header += itos(mode);
		shaders_header += "\n";
		shaders_header += "#define PARALLAX_OCCLUSION_SCALE ";
		shaders_header += ftos(scale);
		shaders_header += "\n";
		shaders_header += "#define PARALLAX_OCCLUSION_BIAS ";
		shaders_header += ftos(bias);
		shaders_header += "\n";
		shaders_header += "#define PARALLAX_OCCLUSION_ITERATIONS ";
		shaders_header += itos(iterations);
		shaders_header += "\n";
	}

	shaders_header += "#define USE_NORMALMAPS ";
	if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
		shaders_header += "1\n";
	else
		shaders_header += "0\n";

	if (g_settings->getBool("enable_waving_water")){
		shaders_header += "#define ENABLE_WAVING_WATER 1\n";
		shaders_header += "#define WATER_WAVE_HEIGHT ";
		shaders_header += ftos(g_settings->getFloat("water_wave_height"));
		shaders_header += "\n";
		shaders_header += "#define WATER_WAVE_LENGTH ";
		shaders_header += ftos(g_settings->getFloat("water_wave_length"));
		shaders_header += "\n";
		shaders_header += "#define WATER_WAVE_SPEED ";
		shaders_header += ftos(g_settings->getFloat("water_wave_speed"));
		shaders_header += "\n";
	} else{
		shaders_header += "#define ENABLE_WAVING_WATER 0\n";
	}

	shaders_header += "#define ENABLE_WAVING_LEAVES ";
	if (g_settings->getBool("enable_waving_leaves"))
		shaders_header += "1\n";
	else
		shaders_header += "0\n";

	shaders_header += "#define ENABLE_WAVING_PLANTS ";
	if (g_settings->getBool("enable_waving_plants"))
		shaders_header += "1\n";
	else
		shaders_header += "0\n";

	if (g_settings->getBool("tone_mapping"))
		shaders_header += "#define ENABLE_TONE_MAPPING\n";

	// Call addHighLevelShaderMaterial() or addShaderMaterial()
	const c8* vertex_program_ptr = 0;
	const c8* pixel_program_ptr = 0;
	const c8* geometry_program_ptr = 0;
	if (!vertex_program.empty()) {
		vertex_program = shaders_header + vertex_program;
		vertex_program_ptr = vertex_program.c_str();
	}
	if (!pixel_program.empty()) {
		pixel_program = shaders_header + pixel_program;
		pixel_program_ptr = pixel_program.c_str();
	}
	if (!geometry_program.empty()) {
		geometry_program = shaders_header + geometry_program;
		geometry_program_ptr = geometry_program.c_str();
	}
	s32 shadermat = -1;
	if(is_highlevel){
		infostream<<"Compiling high level shaders for "<<name<<std::endl;
		shadermat = gpu->addHighLevelShaderMaterial(
			vertex_program_ptr,   // Vertex shader program
			"vertexMain",         // Vertex shader entry point
			video::EVST_VS_1_1,   // Vertex shader version
			pixel_program_ptr,    // Pixel shader program
			"pixelMain",          // Pixel shader entry point
			video::EPST_PS_1_2,   // Pixel shader version
			geometry_program_ptr, // Geometry shader program
			"geometryMain",       // Geometry shader entry point
			video::EGST_GS_4_0,   // Geometry shader version
			scene::EPT_TRIANGLES,      // Geometry shader input
			scene::EPT_TRIANGLE_STRIP, // Geometry shader output
			0,                         // Support maximum number of vertices
			callback,                  // Set-constant callback
			shaderinfo.base_material,  // Base material
			1                          // Userdata passed to callback
			);
		if(shadermat == -1){
			errorstream<<"generate_shader(): "
					"failed to generate \""<<name<<"\", "
					"addHighLevelShaderMaterial failed."
					<<std::endl;
			dumpShaderProgram(warningstream, "Vertex", vertex_program);
			dumpShaderProgram(warningstream, "Pixel", pixel_program);
			dumpShaderProgram(warningstream, "Geometry", geometry_program);
			return shaderinfo;
		}
	}
	else{
		infostream<<"Compiling assembly shaders for "<<name<<std::endl;
		shadermat = gpu->addShaderMaterial(
			vertex_program_ptr,   // Vertex shader program
			pixel_program_ptr,    // Pixel shader program
			callback,             // Set-constant callback
			shaderinfo.base_material,  // Base material
			0                     // Userdata passed to callback
			);

		if(shadermat == -1){
			errorstream<<"generate_shader(): "
					"failed to generate \""<<name<<"\", "
					"addShaderMaterial failed."
					<<std::endl;
			dumpShaderProgram(warningstream, "Vertex", vertex_program);
			dumpShaderProgram(warningstream,"Pixel", pixel_program);
			return shaderinfo;
		}
	}

	// HACK, TODO: investigate this better
	// Grab the material renderer once more so minetest doesn't crash on exit
	driver->getMaterialRenderer(shadermat)->grab();

	// Apply the newly created material type
	shaderinfo.material = (video::E_MATERIAL_TYPE) shadermat;
	return shaderinfo;
}

void load_shaders(std::string name, SourceShaderCache *sourcecache,
		video::E_DRIVER_TYPE drivertype, bool enable_shaders,
		std::string &vertex_program, std::string &pixel_program,
		std::string &geometry_program, bool &is_highlevel)
{
	vertex_program = "";
	pixel_program = "";
	geometry_program = "";
	is_highlevel = false;

	if(enable_shaders){
		// Look for high level shaders
		if(drivertype == video::EDT_DIRECT3D9){
			// Direct3D 9: HLSL
			// (All shaders in one file)
			vertex_program = sourcecache->getOrLoad(name, "d3d9.hlsl");
			pixel_program = vertex_program;
			geometry_program = vertex_program;
		}
		else if(drivertype == video::EDT_OPENGL){
			// OpenGL: GLSL
			vertex_program = sourcecache->getOrLoad(name, "opengl_vertex.glsl");
			pixel_program = sourcecache->getOrLoad(name, "opengl_fragment.glsl");
			geometry_program = sourcecache->getOrLoad(name, "opengl_geometry.glsl");
		}
		if(vertex_program != "" || pixel_program != "" || geometry_program != ""){
			is_highlevel = true;
			return;
		}
	}

}

void dumpShaderProgram(std::ostream &output_stream,
		const std::string &program_type, const std::string &program)
{
	output_stream << program_type << " shader program:" << std::endl <<
		"----------------------------------" << std::endl;
	size_t pos = 0;
	size_t prev = 0;
	s16 line = 1;
	while ((pos = program.find("\n", prev)) != std::string::npos) {
		output_stream << line++ << ": "<< program.substr(prev, pos - prev) <<
			std::endl;
		prev = pos + 1;
	}
	output_stream << line << ": " << program.substr(prev) << std::endl <<
		"End of " << program_type << " shader program." << std::endl <<
		" " << std::endl;
}
opt">.Y * i, normalized_vector.Z * i) +pos1,BS); MapNode n = getMap().getNodeNoEx(pos); if(n.param0 != CONTENT_AIR) { 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); // Calculate weather conditions if (m_use_weather) { m_map->updateBlockHeat(this, block->getPos() * MAP_BLOCKSIZE, block); m_map->updateBlockHumidity(this, block->getPos() * MAP_BLOCKSIZE, block); } else { block->heat = HEAT_UNDEFINED; block->humidity = HUMIDITY_UNDEFINED; block->weather_update_time = 0; } // 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; } 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 if(object->m_removed) 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) { 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->getBlockNoCreateNoEx(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 find 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"); 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. if(obj->m_known_by_count > 0) continue; // 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; } // A list for objects that couldn't be converted to active for some // reason. They will be stored back. std::list<StaticObject> new_stored; // Loop through stored static objects 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); } /* 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 } 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, remove it first. // This shouldn't happen, 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 block->m_static_objects.insert(0, 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