/* Minetest Copyright (C) 2010-2017 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #pragma once #include "activeobject.h" #include "environment.h" #include "map.h" #include "settings.h" #include "server/activeobjectmgr.h" #include "util/numeric.h" #include "util/metricsbackend.h" #include #include class IGameDef; struct GameParams; class RemotePlayer; class PlayerDatabase; class AuthDatabase; class PlayerSAO; class ServerEnvironment; class ActiveBlockModifier; struct StaticObject; class ServerActiveObject; class Server; class ServerScripting; enum AccessDeniedCode : u8; typedef u16 session_t; /* {Active, Loading} block modifier interface. These are fed into ServerEnvironment at initialization time; ServerEnvironment handles deleting them. */ class ActiveBlockModifier { public: ActiveBlockModifier() = default; virtual ~ActiveBlockModifier() = default; // Set of contents to trigger on virtual const std::vector &getTriggerContents() const = 0; // Set of required neighbors (trigger doesn't happen if none are found) // Empty = do not check neighbors virtual const std::vector &getRequiredNeighbors() const = 0; // 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; // get min Y for apply abm virtual s16 getMinY() = 0; // get max Y for apply abm virtual s16 getMaxY() = 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 = 0.0f; ABMWithState(ActiveBlockModifier *abm_); }; struct LoadingBlockModifierDef { // Set of contents to trigger on std::set trigger_contents; std::string name; bool run_at_every_load = false; virtual ~LoadingBlockModifierDef() = default; virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n, float dtime_s) {}; }; struct LBMContentMapping { typedef std::unordered_map> lbm_map; lbm_map map; std::vector 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 *lookup(content_t c) const; }; class LBMManager { public: LBMManager() = default; ~LBMManager(); // Don't call this after loadIntroductionTimes() ran. void addLBMDef(LoadingBlockModifierDef *lbm_def); void loadIntroductionTimes(const std::string ×, 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, float dtime_s); // Warning: do not make this std::unordered_map, order is relevant here typedef std::map lbm_lookup_map; private: // Once we set this to true, we can only query, // not modify bool m_query_mode = false; // For m_query_mode == false: // The key of the map is the LBM def's name. // TODO make this std::unordered_map std::map 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 &active_players, s16 active_block_range, s16 active_object_range, std::set &blocks_removed, std::set &blocks_added); bool contains(v3s16 p) const { return (m_list.find(p) != m_list.end()); } auto size() const { return m_list.size(); } void clear() { m_list.clear(); } void remove(v3s16 p) { m_list.erase(p); m_abm_list.erase(p); } std::set m_list; std::set m_abm_list; // list of blocks that are always active, not modified by this class std::set m_forceloaded_list; }; /* ServerEnvironment::m_on_mapblocks_changed_receiver */ struct OnMapblocksChangedReceiver : public MapEventReceiver { std::unordered_set modified_blocks; bool receiving = false; void onMapEditEvent(const MapEditEvent &event) override; }; /* 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, }; class ServerEnvironment final : public Environment { public: ServerEnvironment(ServerMap *map, ServerScripting *script_iface, Server *server, const std::string &path_world, MetricsBackend *mb); ~ServerEnvironment(); void init(); Map & getMap(); ServerMap & getServerMap(); //TODO find way to remove this fct! ServerScripting* getScriptIface() { return m_script; } Server *getGameDef() { return m_server; } float getSendRecommendedInterval() { return m_recommended_send_interval; } void kickAllPlayers(AccessDeniedCode reason, const std::string &str_reason, bool reconnect); // Save players void saveLoadedPlayers(bool force = false); void savePlayer(RemotePlayer *player); PlayerSAO *loadPlayer(RemotePlayer *player, bool *new_player, session_t peer_id, bool is_singleplayer); void addPlayer(RemotePlayer *player); void removePlayer(RemotePlayer *player); bool removePlayerFromDatabase(const std::string &name); /* Save and load time of day and game timer */ void saveMeta(); void loadMeta(); 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) { return m_ao_manager.getActiveObject(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(std::unique_ptr 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 ¤t_objects, std::queue &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 ¤t_objects, std::queue &removed_objects); /* Get the next message emitted by some active object. Returns false if no messages are available, true otherwise. */ bool getActiveObjectMessage(ActiveObjectMessage *dest); virtual void getSelectedActiveObjects( const core::line3d &shootline_on_map, std::vector &objects ); /* 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 the daylight value at pos with a Depth First Search u8 findSunlight(v3s16 pos) const; // Find all active objects inside a radius around a point void getObjectsInsideRadius(std::vector &objects, const v3f &pos, float radius, std::function include_obj_cb) { return m_ao_manager.getObjectsInsideRadius(pos, radius, objects, include_obj_cb); } // Find all active objects inside a box void getObjectsInArea(std::vector &objects, const aabb3f &box, std::function include_obj_cb) { return m_ao_manager.getObjectsInArea(box, objects, include_obj_cb); } // Clear objects, loading and going through every MapBlock void clearObjects(ClearObjectsMode mode); // This makes stuff happen void step(f32 dtime); u32 getGameTime() const { return m_game_time; } void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; } float getMaxLagEstimate() { return m_max_lag_estimate; } std::set* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; } // Sorted by how ready a mapblock is enum BlockStatus { BS_UNKNOWN, BS_EMERGING, BS_LOADED, BS_ACTIVE // always highest value }; BlockStatus getBlockStatus(v3s16 blockpos); // 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 session_t peer_id); RemotePlayer *getPlayer(const char* name); const std::vector getPlayers() const { return m_players; } u32 getPlayerCount() const { return m_players.size(); } static bool migratePlayersDatabase(const GameParams &game_params, const Settings &cmd_args); AuthDatabase *getAuthDatabase() { return m_auth_database; } static bool migrateAuthDatabase(const GameParams &game_params, const Settings &cmd_args); private: /** * called if env_meta.txt doesn't exist (e.g. new world) */ void loadDefaultMeta(); static PlayerDatabase *openPlayerDatabase(const std::string &name, const std::string &savedir, const Settings &conf); static AuthDatabase *openAuthDatabase(const std::string &name, const std::string &savedir, const Settings &conf); /* 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(std::unique_ptr object, bool set_changed, u32 dtime_s); /* Remove all objects that satisfy (isGone() && 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); /* A few helpers used by the three above methods */ void deleteStaticFromBlock( ServerActiveObject *obj, u16 id, u32 mod_reason, bool no_emerge); bool saveStaticToBlock(v3s16 blockpos, u16 store_id, ServerActiveObject *obj, const StaticObject &s_obj, u32 mod_reason); /* Member variables */ // The map ServerMap *m_map; // Lua state ServerScripting* m_script; // Server definition Server *m_server; // Active Object Manager server::ActiveObjectMgr m_ao_manager; // on_mapblocks_changed map event receiver OnMapblocksChangedReceiver m_on_mapblocks_changed_receiver; // World path const std::string m_path_world; // Outgoing network message buffer for active objects std::queue m_active_object_messages; // Some timers float m_send_recommended_timer = 0.0f; IntervalLimiter m_object_management_interval; // List of active blocks ActiveBlockList m_active_blocks; int m_fast_active_block_divider = 1; IntervalLimiter m_active_blocks_mgmt_interval; IntervalLimiter m_active_block_modifier_interval; IntervalLimiter m_active_blocks_nodemetadata_interval; // Whether the variables below have been read from file yet bool m_meta_loaded = false; // Time from the beginning of the game in seconds. // Incremented in step(). u32 m_game_time = 0; // A helper variable for incrementing the latter float m_game_time_fraction_counter = 0.0f; // 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 = 0; // Active block modifiers std::vector m_abms; LBMManager m_lbm_mgr; // An interval for generally sending object positions and stuff float m_recommended_send_interval = 0.1f; // 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 = 0.1f; // peer_ids in here should be unique, except that there may be many 0s std::vector m_players; PlayerDatabase *m_player_database = nullptr; AuthDatabase *m_auth_database = nullptr; // Pseudo random generator for shuffling, etc. std::mt19937 m_rgen; // Particles IntervalLimiter m_particle_management_interval; std::unordered_map m_particle_spawners; std::unordered_map m_particle_spawner_attachments; // Environment metrics MetricCounterPtr m_step_time_counter; MetricGaugePtr m_active_block_gauge; MetricGaugePtr m_active_object_gauge; std::unique_ptr createSAO(ActiveObjectType type, v3f pos, const std::string &data); };