minetest/src/environment.h
Ner'zhul 8e7449e092 Environment & IGameDef code refactoring (#4985)
* Environment code refactoring
* Cleanup includes & class declarations in client & server environment to improve build speed
* ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts.
* Cleanup IGameDef
  * Move ITextureSource* IGameDef::getTextureSource() to Client only.
  * Also move ITextureSource *IGameDef::tsrc() helper
  * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call
  * drop unused emerge() call
  * cleanup server unused functions (mentionned before)
* Drop one unused parameter from ContentFeatures::updateTextures
* move checkLocalPrivilege to Client
* Remove some unnecessary casts
* create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it
* Fix some comments
* Change required IGameDef to Server/Client pointers
* Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects
* Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu
* drop ClientMap::sectorWasDrawn which is unused
2017-01-09 20:39:22 +01:00

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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef ENVIRONMENT_HEADER
#define ENVIRONMENT_HEADER
/*
This class is the game's environment.
It contains:
- The map
- Players
- Other objects
- The current time in the game
- etc.
*/
#include <list>
#include <queue>
#include <map>
#include "irr_v3d.h"
#include "activeobject.h"
#include "util/numeric.h"
#include "mapnode.h"
#include "mapblock.h"
#include "threading/mutex.h"
#include "threading/atomic.h"
#include "network/networkprotocol.h" // for AccessDeniedCode
class Environment
{
public:
// Environment will delete the map passed to the constructor
Environment();
virtual ~Environment();
/*
Step everything in environment.
- Move players
- Step mobs
- Run timers of map
*/
virtual void step(f32 dtime) = 0;
virtual Map & getMap() = 0;
u32 getDayNightRatio();
// 0-23999
virtual void setTimeOfDay(u32 time);
u32 getTimeOfDay();
float getTimeOfDayF();
void stepTimeOfDay(float dtime);
void setTimeOfDaySpeed(float speed);
void setDayNightRatioOverride(bool enable, u32 value);
u32 getDayCount();
// counter used internally when triggering ABMs
u32 m_added_objects;
protected:
GenericAtomic<float> m_time_of_day_speed;
/*
* Below: values managed by m_time_lock
*/
// Time of day in milli-hours (0-23999); determines day and night
u32 m_time_of_day;
// Time of day in 0...1
float m_time_of_day_f;
// Stores the skew created by the float -> u32 conversion
// to be applied at next conversion, so that there is no real skew.
float m_time_conversion_skew;
// Overriding the day-night ratio is useful for custom sky visuals
bool m_enable_day_night_ratio_override;
u32 m_day_night_ratio_override;
// Days from the server start, accounts for time shift
// in game (e.g. /time or bed usage)
Atomic<u32> m_day_count;
/*
* Above: values managed by m_time_lock
*/
/* TODO: Add a callback function so these can be updated when a setting
* changes. At this point in time it doesn't matter (e.g. /set
* is documented to change server settings only)
*
* TODO: Local caching of settings is not optimal and should at some stage
* be updated to use a global settings object for getting thse values
* (as opposed to the this local caching). This can be addressed in
* a later release.
*/
bool m_cache_enable_shaders;
float m_cache_active_block_mgmt_interval;
float m_cache_abm_interval;
float m_cache_nodetimer_interval;
private:
Mutex m_time_lock;
DISABLE_CLASS_COPY(Environment);
};
#endif