Move ServerEnvironment to dedicated cpp/header files

* also cleanup some unneeded inclusions
This commit is contained in:
Loic Blot 2017-01-08 11:01:35 +01:00 committed by Ner'zhul
parent eb2c19bbed
commit 98e36d7d68
14 changed files with 2600 additions and 2555 deletions

@ -452,6 +452,7 @@ set(common_SRCS
rollback_interface.cpp rollback_interface.cpp
serialization.cpp serialization.cpp
server.cpp server.cpp
serverenvironment.cpp
serverlist.cpp serverlist.cpp
serverobject.cpp serverobject.cpp
settings.cpp settings.cpp

@ -26,7 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "settings.h" #include "settings.h"
#include "mapblock.h" #include "mapblock.h"
#include "network/connection.h" #include "network/connection.h"
#include "environment.h" #include "serverenvironment.h"
#include "map.h" #include "map.h"
#include "emerge.h" #include "emerge.h"
#include "content_sao.h" // TODO this is used for cleanup of only #include "content_sao.h" // TODO this is used for cleanup of only

@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "nodedef.h" #include "nodedef.h"
#include "gamedef.h" #include "gamedef.h"
#include "clientenvironment.h" #include "clientenvironment.h"
#include "serverenvironment.h"
#include "serverobject.h" #include "serverobject.h"
#include "profiler.h" #include "profiler.h"

File diff suppressed because it is too large Load Diff

@ -30,7 +30,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
- etc. - etc.
*/ */
#include <set>
#include <list> #include <list>
#include <queue> #include <queue>
#include <map> #include <map>
@ -43,17 +42,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "threading/atomic.h" #include "threading/atomic.h"
#include "network/networkprotocol.h" // for AccessDeniedCode #include "network/networkprotocol.h" // for AccessDeniedCode
class ServerEnvironment;
class ActiveBlockModifier;
class ServerActiveObject;
class ITextureSource; class ITextureSource;
class IGameDef; class IGameDef;
class Map; class Map;
class ServerMap;
class GameScripting; class GameScripting;
class Player; class Player;
class RemotePlayer;
class PlayerSAO;
class PointedThing; class PointedThing;
class Environment class Environment
@ -134,395 +127,5 @@ private:
DISABLE_CLASS_COPY(Environment); DISABLE_CLASS_COPY(Environment);
}; };
/*
{Active, Loading} block modifier interface.
These are fed into ServerEnvironment at initialization time;
ServerEnvironment handles deleting them.
*/
class ActiveBlockModifier
{
public:
ActiveBlockModifier(){};
virtual ~ActiveBlockModifier(){};
// Set of contents to trigger on
virtual std::set<std::string> getTriggerContents()=0;
// Set of required neighbors (trigger doesn't happen if none are found)
// Empty = do not check neighbors
virtual std::set<std::string> getRequiredNeighbors()
{ return std::set<std::string>(); }
// Trigger interval in seconds
virtual float getTriggerInterval() = 0;
// Random chance of (1 / return value), 0 is disallowed
virtual u32 getTriggerChance() = 0;
// Whether to modify chance to simulate time lost by an unnattended block
virtual bool getSimpleCatchUp() = 0;
// This is called usually at interval for 1/chance of the nodes
virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n,
u32 active_object_count, u32 active_object_count_wider){};
};
struct ABMWithState
{
ActiveBlockModifier *abm;
float timer;
ABMWithState(ActiveBlockModifier *abm_);
};
struct LoadingBlockModifierDef
{
// Set of contents to trigger on
std::set<std::string> trigger_contents;
std::string name;
bool run_at_every_load;
virtual ~LoadingBlockModifierDef() {}
virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
};
struct LBMContentMapping
{
typedef std::map<content_t, std::vector<LoadingBlockModifierDef *> > container_map;
container_map map;
std::vector<LoadingBlockModifierDef *> lbm_list;
// Needs to be separate method (not inside destructor),
// because the LBMContentMapping may be copied and destructed
// many times during operation in the lbm_lookup_map.
void deleteContents();
void addLBM(LoadingBlockModifierDef *lbm_def, IGameDef *gamedef);
const std::vector<LoadingBlockModifierDef *> *lookup(content_t c) const;
};
class LBMManager
{
public:
LBMManager():
m_query_mode(false)
{}
~LBMManager();
// Don't call this after loadIntroductionTimes() ran.
void addLBMDef(LoadingBlockModifierDef *lbm_def);
void loadIntroductionTimes(const std::string &times,
IGameDef *gamedef, u32 now);
// Don't call this before loadIntroductionTimes() ran.
std::string createIntroductionTimesString();
// Don't call this before loadIntroductionTimes() ran.
void applyLBMs(ServerEnvironment *env, MapBlock *block, u32 stamp);
// Warning: do not make this std::unordered_map, order is relevant here
typedef std::map<u32, LBMContentMapping> lbm_lookup_map;
private:
// Once we set this to true, we can only query,
// not modify
bool m_query_mode;
// For m_query_mode == false:
// The key of the map is the LBM def's name.
// TODO make this std::unordered_map
std::map<std::string, LoadingBlockModifierDef *> m_lbm_defs;
// For m_query_mode == true:
// The key of the map is the LBM def's first introduction time.
lbm_lookup_map m_lbm_lookup;
// Returns an iterator to the LBMs that were introduced
// after the given time. This is guaranteed to return
// valid values for everything
lbm_lookup_map::const_iterator getLBMsIntroducedAfter(u32 time)
{ return m_lbm_lookup.lower_bound(time); }
};
/*
List of active blocks, used by ServerEnvironment
*/
class ActiveBlockList
{
public:
void update(std::vector<v3s16> &active_positions,
s16 radius,
std::set<v3s16> &blocks_removed,
std::set<v3s16> &blocks_added);
bool contains(v3s16 p){
return (m_list.find(p) != m_list.end());
}
void clear(){
m_list.clear();
}
std::set<v3s16> m_list;
std::set<v3s16> m_forceloaded_list;
private:
};
/*
Operation mode for ServerEnvironment::clearObjects()
*/
enum ClearObjectsMode {
// Load and go through every mapblock, clearing objects
CLEAR_OBJECTS_MODE_FULL,
// Clear objects immediately in loaded mapblocks;
// clear objects in unloaded mapblocks only when the mapblocks are next activated.
CLEAR_OBJECTS_MODE_QUICK,
};
/*
The server-side environment.
This is not thread-safe. Server uses an environment mutex.
*/
typedef UNORDERED_MAP<u16, ServerActiveObject *> ActiveObjectMap;
class ServerEnvironment : public Environment
{
public:
ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
IGameDef *gamedef, const std::string &path_world);
~ServerEnvironment();
Map & getMap();
ServerMap & getServerMap();
//TODO find way to remove this fct!
GameScripting* getScriptIface()
{ return m_script; }
IGameDef *getGameDef()
{ return m_gamedef; }
float getSendRecommendedInterval()
{ return m_recommended_send_interval; }
void kickAllPlayers(AccessDeniedCode reason,
const std::string &str_reason, bool reconnect);
// Save players
void saveLoadedPlayers();
void savePlayer(RemotePlayer *player);
RemotePlayer *loadPlayer(const std::string &playername, PlayerSAO *sao);
void addPlayer(RemotePlayer *player);
void removePlayer(RemotePlayer *player);
/*
Save and load time of day and game timer
*/
void saveMeta();
void loadMeta();
// to be called instead of loadMeta if
// env_meta.txt doesn't exist (e.g. new world)
void loadDefaultMeta();
u32 addParticleSpawner(float exptime);
u32 addParticleSpawner(float exptime, u16 attached_id);
void deleteParticleSpawner(u32 id, bool remove_from_object = true);
/*
External ActiveObject interface
-------------------------------------------
*/
ServerActiveObject* getActiveObject(u16 id);
/*
Add an active object to the environment.
Environment handles deletion of object.
Object may be deleted by environment immediately.
If id of object is 0, assigns a free id to it.
Returns the id of the object.
Returns 0 if not added and thus deleted.
*/
u16 addActiveObject(ServerActiveObject *object);
/*
Add an active object as a static object to the corresponding
MapBlock.
Caller allocates memory, ServerEnvironment frees memory.
Return value: true if succeeded, false if failed.
(note: not used, pending removal from engine)
*/
//bool addActiveObjectAsStatic(ServerActiveObject *object);
/*
Find out what new objects have been added to
inside a radius around a position
*/
void getAddedActiveObjects(PlayerSAO *playersao, s16 radius,
s16 player_radius,
std::set<u16> &current_objects,
std::queue<u16> &added_objects);
/*
Find out what new objects have been removed from
inside a radius around a position
*/
void getRemovedActiveObjects(PlayerSAO *playersao, s16 radius,
s16 player_radius,
std::set<u16> &current_objects,
std::queue<u16> &removed_objects);
/*
Get the next message emitted by some active object.
Returns a message with id=0 if no messages are available.
*/
ActiveObjectMessage getActiveObjectMessage();
/*
Activate objects and dynamically modify for the dtime determined
from timestamp and additional_dtime
*/
void activateBlock(MapBlock *block, u32 additional_dtime=0);
/*
{Active,Loading}BlockModifiers
-------------------------------------------
*/
void addActiveBlockModifier(ActiveBlockModifier *abm);
void addLoadingBlockModifierDef(LoadingBlockModifierDef *lbm);
/*
Other stuff
-------------------------------------------
*/
// Script-aware node setters
bool setNode(v3s16 p, const MapNode &n);
bool removeNode(v3s16 p);
bool swapNode(v3s16 p, const MapNode &n);
// Find all active objects inside a radius around a point
void getObjectsInsideRadius(std::vector<u16> &objects, v3f pos, float radius);
// Clear objects, loading and going through every MapBlock
void clearObjects(ClearObjectsMode mode);
// This makes stuff happen
void step(f32 dtime);
//check if there's a line of sight between two positions
bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0, v3s16 *p=NULL);
u32 getGameTime() { return m_game_time; }
void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
float getMaxLagEstimate() { return m_max_lag_estimate; }
std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };
// Sets the static object status all the active objects in the specified block
// This is only really needed for deleting blocks from the map
void setStaticForActiveObjectsInBlock(v3s16 blockpos,
bool static_exists, v3s16 static_block=v3s16(0,0,0));
RemotePlayer *getPlayer(const u16 peer_id);
RemotePlayer *getPlayer(const char* name);
private:
/*
Internal ActiveObject interface
-------------------------------------------
*/
/*
Add an active object to the environment.
Called by addActiveObject.
Object may be deleted by environment immediately.
If id of object is 0, assigns a free id to it.
Returns the id of the object.
Returns 0 if not added and thus deleted.
*/
u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s);
/*
Remove all objects that satisfy (m_removed && m_known_by_count==0)
*/
void removeRemovedObjects();
/*
Convert stored objects from block to active
*/
void activateObjects(MapBlock *block, u32 dtime_s);
/*
Convert objects that are not in 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.
*/
void deactivateFarObjects(bool force_delete);
/*
Member variables
*/
// The map
ServerMap *m_map;
// Lua state
GameScripting* m_script;
// Game definition
IGameDef *m_gamedef;
// World path
const std::string m_path_world;
// Active object list
ActiveObjectMap m_active_objects;
// Outgoing network message buffer for active objects
std::queue<ActiveObjectMessage> m_active_object_messages;
// Some timers
float m_send_recommended_timer;
IntervalLimiter m_object_management_interval;
// List of active blocks
ActiveBlockList m_active_blocks;
IntervalLimiter m_active_blocks_management_interval;
IntervalLimiter m_active_block_modifier_interval;
IntervalLimiter m_active_blocks_nodemetadata_interval;
int m_active_block_interval_overload_skip;
// Time from the beginning of the game in seconds.
// Incremented in step().
u32 m_game_time;
// A helper variable for incrementing the latter
float m_game_time_fraction_counter;
// Time of last clearObjects call (game time).
// When a mapblock older than this is loaded, its objects are cleared.
u32 m_last_clear_objects_time;
// Active block modifiers
std::vector<ABMWithState> m_abms;
LBMManager m_lbm_mgr;
// An interval for generally sending object positions and stuff
float m_recommended_send_interval;
// Estimate for general maximum lag as determined by server.
// Can raise to high values like 15s with eg. map generation mods.
float m_max_lag_estimate;
// peer_ids in here should be unique, except that there may be many 0s
std::vector<RemotePlayer*> m_players;
// Particles
IntervalLimiter m_particle_management_interval;
UNORDERED_MAP<u32, float> m_particle_spawners;
UNORDERED_MAP<u32, u16> m_particle_spawner_attachments;
};
#endif #endif

@ -19,7 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "inventorymanager.h" #include "inventorymanager.h"
#include "log.h" #include "log.h"
#include "environment.h" #include "serverenvironment.h"
#include "scripting_game.h" #include "scripting_game.h"
#include "serverobject.h" #include "serverobject.h"
#include "settings.h" #include "settings.h"

@ -23,7 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
/******************************************************************************/ /******************************************************************************/
#include "pathfinder.h" #include "pathfinder.h"
#include "environment.h" #include "serverenvironment.h"
#include "gamedef.h" #include "gamedef.h"
#include "nodedef.h" #include "nodedef.h"
#include "map.h" #include "map.h"

@ -21,7 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define L_ENV_H_ #define L_ENV_H_
#include "lua_api/l_base.h" #include "lua_api/l_base.h"
#include "environment.h" #include "serverenvironment.h"
class ModApiEnvMod : public ModApiBase { class ModApiEnvMod : public ModApiBase {
private: private:

@ -22,7 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "lua_api/l_inventory.h" #include "lua_api/l_inventory.h"
#include "common/c_converter.h" #include "common/c_converter.h"
#include "common/c_content.h" #include "common/c_content.h"
#include "environment.h" #include "serverenvironment.h"
#include "map.h" #include "map.h"
#include "gamedef.h" #include "gamedef.h"
#include "nodemetadata.h" #include "nodemetadata.h"

@ -19,7 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "lua_api/l_nodetimer.h" #include "lua_api/l_nodetimer.h"
#include "lua_api/l_internal.h" #include "lua_api/l_internal.h"
#include "environment.h" #include "serverenvironment.h"
#include "map.h" #include "map.h"

@ -32,7 +32,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "util/numeric.h" #include "util/numeric.h"
#include "util/thread.h" #include "util/thread.h"
#include "util/basic_macros.h" #include "util/basic_macros.h"
#include "environment.h" #include "serverenvironment.h"
#include "chat_interface.h" #include "chat_interface.h"
#include "clientiface.h" #include "clientiface.h"
#include "remoteplayer.h" #include "remoteplayer.h"

2167
src/serverenvironment.cpp Normal file

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423
src/serverenvironment.h Normal file

@ -0,0 +1,423 @@
/*
Minetest
Copyright (C) 2010-2017 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef SERVER_ENVIRONMENT_HEADER
#define SERVER_ENVIRONMENT_HEADER
#include "environment.h"
class IGameDef;
class ServerMap;
class RemotePlayer;
class PlayerSAO;
class ServerEnvironment;
class ActiveBlockModifier;
class ServerActiveObject;
/*
{Active, Loading} block modifier interface.
These are fed into ServerEnvironment at initialization time;
ServerEnvironment handles deleting them.
*/
class ActiveBlockModifier
{
public:
ActiveBlockModifier(){};
virtual ~ActiveBlockModifier(){};
// Set of contents to trigger on
virtual std::set<std::string> getTriggerContents()=0;
// Set of required neighbors (trigger doesn't happen if none are found)
// Empty = do not check neighbors
virtual std::set<std::string> getRequiredNeighbors()
{ return std::set<std::string>(); }
// Trigger interval in seconds
virtual float getTriggerInterval() = 0;
// Random chance of (1 / return value), 0 is disallowed
virtual u32 getTriggerChance() = 0;
// Whether to modify chance to simulate time lost by an unnattended block
virtual bool getSimpleCatchUp() = 0;
// This is called usually at interval for 1/chance of the nodes
virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n,
u32 active_object_count, u32 active_object_count_wider){};
};
struct ABMWithState
{
ActiveBlockModifier *abm;
float timer;
ABMWithState(ActiveBlockModifier *abm_);
};
struct LoadingBlockModifierDef
{
// Set of contents to trigger on
std::set<std::string> trigger_contents;
std::string name;
bool run_at_every_load;
virtual ~LoadingBlockModifierDef() {}
virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
};
struct LBMContentMapping
{
typedef std::map<content_t, std::vector<LoadingBlockModifierDef *> > container_map;
container_map map;
std::vector<LoadingBlockModifierDef *> lbm_list;
// Needs to be separate method (not inside destructor),
// because the LBMContentMapping may be copied and destructed
// many times during operation in the lbm_lookup_map.
void deleteContents();
void addLBM(LoadingBlockModifierDef *lbm_def, IGameDef *gamedef);
const std::vector<LoadingBlockModifierDef *> *lookup(content_t c) const;
};
class LBMManager
{
public:
LBMManager():
m_query_mode(false)
{}
~LBMManager();
// Don't call this after loadIntroductionTimes() ran.
void addLBMDef(LoadingBlockModifierDef *lbm_def);
void loadIntroductionTimes(const std::string &times,
IGameDef *gamedef, u32 now);
// Don't call this before loadIntroductionTimes() ran.
std::string createIntroductionTimesString();
// Don't call this before loadIntroductionTimes() ran.
void applyLBMs(ServerEnvironment *env, MapBlock *block, u32 stamp);
// Warning: do not make this std::unordered_map, order is relevant here
typedef std::map<u32, LBMContentMapping> lbm_lookup_map;
private:
// Once we set this to true, we can only query,
// not modify
bool m_query_mode;
// For m_query_mode == false:
// The key of the map is the LBM def's name.
// TODO make this std::unordered_map
std::map<std::string, LoadingBlockModifierDef *> m_lbm_defs;
// For m_query_mode == true:
// The key of the map is the LBM def's first introduction time.
lbm_lookup_map m_lbm_lookup;
// Returns an iterator to the LBMs that were introduced
// after the given time. This is guaranteed to return
// valid values for everything
lbm_lookup_map::const_iterator getLBMsIntroducedAfter(u32 time)
{ return m_lbm_lookup.lower_bound(time); }
};
/*
List of active blocks, used by ServerEnvironment
*/
class ActiveBlockList
{
public:
void update(std::vector<v3s16> &active_positions,
s16 radius,
std::set<v3s16> &blocks_removed,
std::set<v3s16> &blocks_added);
bool contains(v3s16 p){
return (m_list.find(p) != m_list.end());
}
void clear(){
m_list.clear();
}
std::set<v3s16> m_list;
std::set<v3s16> m_forceloaded_list;
private:
};
/*
Operation mode for ServerEnvironment::clearObjects()
*/
enum ClearObjectsMode {
// Load and go through every mapblock, clearing objects
CLEAR_OBJECTS_MODE_FULL,
// Clear objects immediately in loaded mapblocks;
// clear objects in unloaded mapblocks only when the mapblocks are next activated.
CLEAR_OBJECTS_MODE_QUICK,
};
/*
The server-side environment.
This is not thread-safe. Server uses an environment mutex.
*/
typedef UNORDERED_MAP<u16, ServerActiveObject *> ActiveObjectMap;
class ServerEnvironment : public Environment
{
public:
ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
IGameDef *gamedef, const std::string &path_world);
~ServerEnvironment();
Map & getMap();
ServerMap & getServerMap();
//TODO find way to remove this fct!
GameScripting* getScriptIface()
{ return m_script; }
IGameDef *getGameDef()
{ return m_gamedef; }
float getSendRecommendedInterval()
{ return m_recommended_send_interval; }
void kickAllPlayers(AccessDeniedCode reason,
const std::string &str_reason, bool reconnect);
// Save players
void saveLoadedPlayers();
void savePlayer(RemotePlayer *player);
RemotePlayer *loadPlayer(const std::string &playername, PlayerSAO *sao);
void addPlayer(RemotePlayer *player);
void removePlayer(RemotePlayer *player);
/*
Save and load time of day and game timer
*/
void saveMeta();
void loadMeta();
// to be called instead of loadMeta if
// env_meta.txt doesn't exist (e.g. new world)
void loadDefaultMeta();
u32 addParticleSpawner(float exptime);
u32 addParticleSpawner(float exptime, u16 attached_id);
void deleteParticleSpawner(u32 id, bool remove_from_object = true);
/*
External ActiveObject interface
-------------------------------------------
*/
ServerActiveObject* getActiveObject(u16 id);
/*
Add an active object to the environment.
Environment handles deletion of object.
Object may be deleted by environment immediately.
If id of object is 0, assigns a free id to it.
Returns the id of the object.
Returns 0 if not added and thus deleted.
*/
u16 addActiveObject(ServerActiveObject *object);
/*
Add an active object as a static object to the corresponding
MapBlock.
Caller allocates memory, ServerEnvironment frees memory.
Return value: true if succeeded, false if failed.
(note: not used, pending removal from engine)
*/
//bool addActiveObjectAsStatic(ServerActiveObject *object);
/*
Find out what new objects have been added to
inside a radius around a position
*/
void getAddedActiveObjects(PlayerSAO *playersao, s16 radius,
s16 player_radius,
std::set<u16> &current_objects,
std::queue<u16> &added_objects);
/*
Find out what new objects have been removed from
inside a radius around a position
*/
void getRemovedActiveObjects(PlayerSAO *playersao, s16 radius,
s16 player_radius,
std::set<u16> &current_objects,
std::queue<u16> &removed_objects);
/*
Get the next message emitted by some active object.
Returns a message with id=0 if no messages are available.
*/
ActiveObjectMessage getActiveObjectMessage();
/*
Activate objects and dynamically modify for the dtime determined
from timestamp and additional_dtime
*/
void activateBlock(MapBlock *block, u32 additional_dtime=0);
/*
{Active,Loading}BlockModifiers
-------------------------------------------
*/
void addActiveBlockModifier(ActiveBlockModifier *abm);
void addLoadingBlockModifierDef(LoadingBlockModifierDef *lbm);
/*
Other stuff
-------------------------------------------
*/
// Script-aware node setters
bool setNode(v3s16 p, const MapNode &n);
bool removeNode(v3s16 p);
bool swapNode(v3s16 p, const MapNode &n);
// Find all active objects inside a radius around a point
void getObjectsInsideRadius(std::vector<u16> &objects, v3f pos, float radius);
// Clear objects, loading and going through every MapBlock
void clearObjects(ClearObjectsMode mode);
// This makes stuff happen
void step(f32 dtime);
//check if there's a line of sight between two positions
bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0, v3s16 *p=NULL);
u32 getGameTime() { return m_game_time; }
void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
float getMaxLagEstimate() { return m_max_lag_estimate; }
std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };
// Sets the static object status all the active objects in the specified block
// This is only really needed for deleting blocks from the map
void setStaticForActiveObjectsInBlock(v3s16 blockpos,
bool static_exists, v3s16 static_block=v3s16(0,0,0));
RemotePlayer *getPlayer(const u16 peer_id);
RemotePlayer *getPlayer(const char* name);
private:
/*
Internal ActiveObject interface
-------------------------------------------
*/
/*
Add an active object to the environment.
Called by addActiveObject.
Object may be deleted by environment immediately.
If id of object is 0, assigns a free id to it.
Returns the id of the object.
Returns 0 if not added and thus deleted.
*/
u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s);
/*
Remove all objects that satisfy (m_removed && m_known_by_count==0)
*/
void removeRemovedObjects();
/*
Convert stored objects from block to active
*/
void activateObjects(MapBlock *block, u32 dtime_s);
/*
Convert objects that are not in 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.
*/
void deactivateFarObjects(bool force_delete);
/*
Member variables
*/
// The map
ServerMap *m_map;
// Lua state
GameScripting* m_script;
// Game definition
IGameDef *m_gamedef;
// World path
const std::string m_path_world;
// Active object list
ActiveObjectMap m_active_objects;
// Outgoing network message buffer for active objects
std::queue<ActiveObjectMessage> m_active_object_messages;
// Some timers
float m_send_recommended_timer;
IntervalLimiter m_object_management_interval;
// List of active blocks
ActiveBlockList m_active_blocks;
IntervalLimiter m_active_blocks_management_interval;
IntervalLimiter m_active_block_modifier_interval;
IntervalLimiter m_active_blocks_nodemetadata_interval;
int m_active_block_interval_overload_skip;
// Time from the beginning of the game in seconds.
// Incremented in step().
u32 m_game_time;
// A helper variable for incrementing the latter
float m_game_time_fraction_counter;
// Time of last clearObjects call (game time).
// When a mapblock older than this is loaded, its objects are cleared.
u32 m_last_clear_objects_time;
// Active block modifiers
std::vector<ABMWithState> m_abms;
LBMManager m_lbm_mgr;
// An interval for generally sending object positions and stuff
float m_recommended_send_interval;
// Estimate for general maximum lag as determined by server.
// Can raise to high values like 15s with eg. map generation mods.
float m_max_lag_estimate;
// peer_ids in here should be unique, except that there may be many 0s
std::vector<RemotePlayer*> m_players;
// Particles
IntervalLimiter m_particle_management_interval;
UNORDERED_MAP<u32, float> m_particle_spawners;
UNORDERED_MAP<u32, u16> m_particle_spawner_attachments;
};
#endif

@ -21,9 +21,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <stack> #include <stack>
#include "util/pointer.h" #include "util/pointer.h"
#include "util/numeric.h" #include "util/numeric.h"
#include "util/mathconstants.h"
#include "map.h" #include "map.h"
#include "environment.h" #include "serverenvironment.h"
#include "nodedef.h" #include "nodedef.h"
#include "treegen.h" #include "treegen.h"