forked from Mirrorlandia_minetest/minetest
2f4037752b
Add more detailed light detection functions, a function to get the artificial light (torches) and a function to get the sunlight as seen by the player (you can specify timeofday). Co-authored-by: rubenwardy <rw@rubenwardy.com>
480 lines
14 KiB
C++
480 lines
14 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2017 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include "activeobject.h"
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#include "environment.h"
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#include "mapnode.h"
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#include "settings.h"
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#include "server/activeobjectmgr.h"
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#include "util/numeric.h"
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#include <set>
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#include <random>
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class IGameDef;
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class ServerMap;
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struct GameParams;
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class MapBlock;
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class RemotePlayer;
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class PlayerDatabase;
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class AuthDatabase;
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class PlayerSAO;
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class ServerEnvironment;
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class ActiveBlockModifier;
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struct StaticObject;
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class ServerActiveObject;
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class Server;
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class ServerScripting;
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/*
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{Active, Loading} block modifier interface.
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These are fed into ServerEnvironment at initialization time;
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ServerEnvironment handles deleting them.
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*/
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class ActiveBlockModifier
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{
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public:
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ActiveBlockModifier() = default;
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virtual ~ActiveBlockModifier() = default;
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// Set of contents to trigger on
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virtual const std::vector<std::string> &getTriggerContents() const = 0;
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// Set of required neighbors (trigger doesn't happen if none are found)
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// Empty = do not check neighbors
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virtual const std::vector<std::string> &getRequiredNeighbors() const = 0;
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// Trigger interval in seconds
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virtual float getTriggerInterval() = 0;
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// Random chance of (1 / return value), 0 is disallowed
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virtual u32 getTriggerChance() = 0;
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// Whether to modify chance to simulate time lost by an unnattended block
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virtual bool getSimpleCatchUp() = 0;
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// This is called usually at interval for 1/chance of the nodes
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virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
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virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n,
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u32 active_object_count, u32 active_object_count_wider){};
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};
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struct ABMWithState
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{
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ActiveBlockModifier *abm;
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float timer = 0.0f;
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ABMWithState(ActiveBlockModifier *abm_);
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};
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struct LoadingBlockModifierDef
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{
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// Set of contents to trigger on
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std::set<std::string> trigger_contents;
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std::string name;
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bool run_at_every_load = false;
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virtual ~LoadingBlockModifierDef() = default;
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virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
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};
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struct LBMContentMapping
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{
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typedef std::unordered_map<content_t, std::vector<LoadingBlockModifierDef *>> lbm_map;
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lbm_map map;
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std::vector<LoadingBlockModifierDef *> lbm_list;
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// Needs to be separate method (not inside destructor),
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// because the LBMContentMapping may be copied and destructed
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// many times during operation in the lbm_lookup_map.
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void deleteContents();
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void addLBM(LoadingBlockModifierDef *lbm_def, IGameDef *gamedef);
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const std::vector<LoadingBlockModifierDef *> *lookup(content_t c) const;
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};
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class LBMManager
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{
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public:
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LBMManager() = default;
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~LBMManager();
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// Don't call this after loadIntroductionTimes() ran.
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void addLBMDef(LoadingBlockModifierDef *lbm_def);
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void loadIntroductionTimes(const std::string ×,
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IGameDef *gamedef, u32 now);
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// Don't call this before loadIntroductionTimes() ran.
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std::string createIntroductionTimesString();
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// Don't call this before loadIntroductionTimes() ran.
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void applyLBMs(ServerEnvironment *env, MapBlock *block, u32 stamp);
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// Warning: do not make this std::unordered_map, order is relevant here
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typedef std::map<u32, LBMContentMapping> lbm_lookup_map;
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private:
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// Once we set this to true, we can only query,
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// not modify
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bool m_query_mode = false;
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// For m_query_mode == false:
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// The key of the map is the LBM def's name.
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// TODO make this std::unordered_map
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std::map<std::string, LoadingBlockModifierDef *> m_lbm_defs;
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// For m_query_mode == true:
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// The key of the map is the LBM def's first introduction time.
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lbm_lookup_map m_lbm_lookup;
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// Returns an iterator to the LBMs that were introduced
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// after the given time. This is guaranteed to return
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// valid values for everything
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lbm_lookup_map::const_iterator getLBMsIntroducedAfter(u32 time)
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{ return m_lbm_lookup.lower_bound(time); }
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};
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/*
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List of active blocks, used by ServerEnvironment
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*/
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class ActiveBlockList
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{
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public:
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void update(std::vector<PlayerSAO*> &active_players,
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s16 active_block_range,
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s16 active_object_range,
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std::set<v3s16> &blocks_removed,
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std::set<v3s16> &blocks_added);
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bool contains(v3s16 p){
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return (m_list.find(p) != m_list.end());
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}
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void clear(){
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m_list.clear();
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}
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std::set<v3s16> m_list;
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std::set<v3s16> m_abm_list;
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std::set<v3s16> m_forceloaded_list;
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private:
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};
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/*
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Operation mode for ServerEnvironment::clearObjects()
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*/
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enum ClearObjectsMode {
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// Load and go through every mapblock, clearing objects
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CLEAR_OBJECTS_MODE_FULL,
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// Clear objects immediately in loaded mapblocks;
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// clear objects in unloaded mapblocks only when the mapblocks are next activated.
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CLEAR_OBJECTS_MODE_QUICK,
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};
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/*
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The server-side environment.
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This is not thread-safe. Server uses an environment mutex.
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*/
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typedef std::unordered_map<u16, ServerActiveObject *> ServerActiveObjectMap;
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class ServerEnvironment : public Environment
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{
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public:
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ServerEnvironment(ServerMap *map, ServerScripting *scriptIface,
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Server *server, const std::string &path_world);
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~ServerEnvironment();
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Map & getMap();
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ServerMap & getServerMap();
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//TODO find way to remove this fct!
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ServerScripting* getScriptIface()
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{ return m_script; }
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Server *getGameDef()
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{ return m_server; }
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float getSendRecommendedInterval()
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{ return m_recommended_send_interval; }
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void kickAllPlayers(AccessDeniedCode reason,
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const std::string &str_reason, bool reconnect);
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// Save players
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void saveLoadedPlayers(bool force = false);
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void savePlayer(RemotePlayer *player);
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PlayerSAO *loadPlayer(RemotePlayer *player, bool *new_player, session_t peer_id,
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bool is_singleplayer);
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void addPlayer(RemotePlayer *player);
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void removePlayer(RemotePlayer *player);
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bool removePlayerFromDatabase(const std::string &name);
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/*
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Save and load time of day and game timer
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*/
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void saveMeta();
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void loadMeta();
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u32 addParticleSpawner(float exptime);
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u32 addParticleSpawner(float exptime, u16 attached_id);
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void deleteParticleSpawner(u32 id, bool remove_from_object = true);
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/*
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External ActiveObject interface
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-------------------------------------------
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*/
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ServerActiveObject* getActiveObject(u16 id)
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{
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return m_ao_manager.getActiveObject(id);
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}
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/*
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Add an active object to the environment.
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Environment handles deletion of object.
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Object may be deleted by environment immediately.
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If id of object is 0, assigns a free id to it.
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Returns the id of the object.
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Returns 0 if not added and thus deleted.
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*/
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u16 addActiveObject(ServerActiveObject *object);
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/*
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Add an active object as a static object to the corresponding
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MapBlock.
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Caller allocates memory, ServerEnvironment frees memory.
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Return value: true if succeeded, false if failed.
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(note: not used, pending removal from engine)
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*/
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//bool addActiveObjectAsStatic(ServerActiveObject *object);
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/*
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Find out what new objects have been added to
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inside a radius around a position
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*/
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void getAddedActiveObjects(PlayerSAO *playersao, s16 radius,
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s16 player_radius,
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std::set<u16> ¤t_objects,
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std::queue<u16> &added_objects);
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/*
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Find out what new objects have been removed from
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inside a radius around a position
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*/
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void getRemovedActiveObjects(PlayerSAO *playersao, s16 radius,
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s16 player_radius,
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std::set<u16> ¤t_objects,
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std::queue<u16> &removed_objects);
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/*
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Get the next message emitted by some active object.
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Returns false if no messages are available, true otherwise.
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*/
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bool getActiveObjectMessage(ActiveObjectMessage *dest);
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virtual void getSelectedActiveObjects(
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const core::line3d<f32> &shootline_on_map,
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std::vector<PointedThing> &objects
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);
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/*
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Activate objects and dynamically modify for the dtime determined
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from timestamp and additional_dtime
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*/
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void activateBlock(MapBlock *block, u32 additional_dtime=0);
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/*
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{Active,Loading}BlockModifiers
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-------------------------------------------
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*/
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void addActiveBlockModifier(ActiveBlockModifier *abm);
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void addLoadingBlockModifierDef(LoadingBlockModifierDef *lbm);
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/*
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Other stuff
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-------------------------------------------
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*/
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// Script-aware node setters
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bool setNode(v3s16 p, const MapNode &n);
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bool removeNode(v3s16 p);
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bool swapNode(v3s16 p, const MapNode &n);
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// Find the daylight value at pos with a Depth First Search
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u8 findSunlight(v3s16 pos) const;
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// Find all active objects inside a radius around a point
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void getObjectsInsideRadius(std::vector<ServerActiveObject *> &objects, const v3f &pos, float radius,
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std::function<bool(ServerActiveObject *obj)> include_obj_cb)
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{
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return m_ao_manager.getObjectsInsideRadius(pos, radius, objects, include_obj_cb);
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}
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// Clear objects, loading and going through every MapBlock
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void clearObjects(ClearObjectsMode mode);
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// This makes stuff happen
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void step(f32 dtime);
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u32 getGameTime() const { return m_game_time; }
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void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
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float getMaxLagEstimate() { return m_max_lag_estimate; }
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std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };
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// Sets the static object status all the active objects in the specified block
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// This is only really needed for deleting blocks from the map
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void setStaticForActiveObjectsInBlock(v3s16 blockpos,
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bool static_exists, v3s16 static_block=v3s16(0,0,0));
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RemotePlayer *getPlayer(const session_t peer_id);
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RemotePlayer *getPlayer(const char* name);
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const std::vector<RemotePlayer *> getPlayers() const { return m_players; }
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u32 getPlayerCount() const { return m_players.size(); }
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static bool migratePlayersDatabase(const GameParams &game_params,
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const Settings &cmd_args);
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AuthDatabase *getAuthDatabase() { return m_auth_database; }
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static bool migrateAuthDatabase(const GameParams &game_params,
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const Settings &cmd_args);
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private:
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/**
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* called if env_meta.txt doesn't exist (e.g. new world)
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*/
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void loadDefaultMeta();
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static PlayerDatabase *openPlayerDatabase(const std::string &name,
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const std::string &savedir, const Settings &conf);
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static AuthDatabase *openAuthDatabase(const std::string &name,
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const std::string &savedir, const Settings &conf);
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/*
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Internal ActiveObject interface
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-------------------------------------------
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*/
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/*
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Add an active object to the environment.
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Called by addActiveObject.
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Object may be deleted by environment immediately.
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If id of object is 0, assigns a free id to it.
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Returns the id of the object.
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Returns 0 if not added and thus deleted.
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*/
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u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s);
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/*
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Remove all objects that satisfy (isGone() && m_known_by_count==0)
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*/
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void removeRemovedObjects();
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/*
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Convert stored objects from block to active
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*/
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void activateObjects(MapBlock *block, u32 dtime_s);
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/*
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Convert objects that are not in active blocks to static.
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If m_known_by_count != 0, active object is not deleted, but static
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data is still updated.
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If force_delete is set, active object is deleted nevertheless. It
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shall only be set so in the destructor of the environment.
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*/
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void deactivateFarObjects(bool force_delete);
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/*
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A few helpers used by the three above methods
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*/
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void deleteStaticFromBlock(
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ServerActiveObject *obj, u16 id, u32 mod_reason, bool no_emerge);
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bool saveStaticToBlock(v3s16 blockpos, u16 store_id,
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ServerActiveObject *obj, const StaticObject &s_obj, u32 mod_reason);
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/*
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Member variables
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*/
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// The map
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ServerMap *m_map;
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// Lua state
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ServerScripting* m_script;
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// Server definition
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Server *m_server;
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// Active Object Manager
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server::ActiveObjectMgr m_ao_manager;
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// World path
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const std::string m_path_world;
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// Outgoing network message buffer for active objects
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std::queue<ActiveObjectMessage> m_active_object_messages;
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// Some timers
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float m_send_recommended_timer = 0.0f;
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IntervalLimiter m_object_management_interval;
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// List of active blocks
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ActiveBlockList m_active_blocks;
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IntervalLimiter m_active_blocks_management_interval;
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IntervalLimiter m_active_block_modifier_interval;
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IntervalLimiter m_active_blocks_nodemetadata_interval;
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// Whether the variables below have been read from file yet
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bool m_meta_loaded = false;
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// Time from the beginning of the game in seconds.
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// Incremented in step().
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u32 m_game_time = 0;
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// A helper variable for incrementing the latter
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float m_game_time_fraction_counter = 0.0f;
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// Time of last clearObjects call (game time).
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// When a mapblock older than this is loaded, its objects are cleared.
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u32 m_last_clear_objects_time = 0;
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// Active block modifiers
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std::vector<ABMWithState> m_abms;
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LBMManager m_lbm_mgr;
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// An interval for generally sending object positions and stuff
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float m_recommended_send_interval = 0.1f;
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// Estimate for general maximum lag as determined by server.
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// Can raise to high values like 15s with eg. map generation mods.
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float m_max_lag_estimate = 0.1f;
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// peer_ids in here should be unique, except that there may be many 0s
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std::vector<RemotePlayer*> m_players;
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PlayerDatabase *m_player_database = nullptr;
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AuthDatabase *m_auth_database = nullptr;
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// Pseudo random generator for shuffling, etc.
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std::mt19937 m_rgen;
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// Particles
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IntervalLimiter m_particle_management_interval;
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std::unordered_map<u32, float> m_particle_spawners;
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std::unordered_map<u32, u16> m_particle_spawner_attachments;
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ServerActiveObject* createSAO(ActiveObjectType type, v3f pos, const std::string &data);
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};
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