minetest/src/server.h

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/*
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Minetest
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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.
*/
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#ifndef SERVER_HEADER
#define SERVER_HEADER
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
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#include "network/connection.h"
#include "irr_v3d.h"
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#include "map.h"
#include "hud.h"
#include "gamedef.h"
#include "serialization.h" // For SER_FMT_VER_INVALID
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#include "mods.h"
#include "inventorymanager.h"
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#include "subgame.h"
#include "util/numeric.h"
#include "util/thread.h"
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#include "environment.h"
#include "clientiface.h"
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
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#include "network/networkpacket.h"
#include <string>
#include <list>
#include <map>
#include <vector>
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
class IWritableItemDefManager;
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class IWritableNodeDefManager;
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class IWritableCraftDefManager;
class BanManager;
class EventManager;
class Inventory;
class Player;
class PlayerSAO;
class IRollbackManager;
struct RollbackAction;
class EmergeManager;
class GameScripting;
class ServerEnvironment;
struct SimpleSoundSpec;
class ServerThread;
enum ClientDeletionReason {
CDR_LEAVE,
CDR_TIMEOUT,
CDR_DENY
};
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class MapEditEventIgnorer
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{
public:
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MapEditEventIgnorer(bool *flag):
m_flag(flag)
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{
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if(*m_flag == false)
*m_flag = true;
else
m_flag = NULL;
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}
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~MapEditEventIgnorer()
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{
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if(m_flag)
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{
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assert(*m_flag);
*m_flag = false;
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}
}
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private:
bool *m_flag;
};
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class MapEditEventAreaIgnorer
{
public:
MapEditEventAreaIgnorer(VoxelArea *ignorevariable, const VoxelArea &a):
m_ignorevariable(ignorevariable)
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{
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if(m_ignorevariable->getVolume() == 0)
*m_ignorevariable = a;
else
m_ignorevariable = NULL;
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}
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~MapEditEventAreaIgnorer()
{
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if(m_ignorevariable)
{
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assert(m_ignorevariable->getVolume() != 0);
*m_ignorevariable = VoxelArea();
}
}
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private:
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VoxelArea *m_ignorevariable;
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};
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struct MediaInfo
{
std::string path;
std::string sha1_digest;
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MediaInfo(const std::string &path_="",
const std::string &sha1_digest_=""):
path(path_),
sha1_digest(sha1_digest_)
{
}
};
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struct ServerSoundParams
{
float gain;
std::string to_player;
enum Type{
SSP_LOCAL=0,
SSP_POSITIONAL=1,
SSP_OBJECT=2
} type;
v3f pos;
u16 object;
float max_hear_distance;
bool loop;
ServerSoundParams():
gain(1.0),
to_player(""),
type(SSP_LOCAL),
pos(0,0,0),
object(0),
max_hear_distance(32*BS),
loop(false)
{}
v3f getPos(ServerEnvironment *env, bool *pos_exists) const;
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};
struct ServerPlayingSound
{
ServerSoundParams params;
std::set<u16> clients; // peer ids
};
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class Server : public con::PeerHandler, public MapEventReceiver,
public InventoryManager, public IGameDef
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{
public:
/*
NOTE: Every public method should be thread-safe
*/
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Server(
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const std::string &path_world,
const SubgameSpec &gamespec,
bool simple_singleplayer_mode,
bool ipv6
);
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~Server();
void start(Address bind_addr);
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void stop();
// This is mainly a way to pass the time to the server.
// Actual processing is done in an another thread.
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void step(float dtime);
// This is run by ServerThread and does the actual processing
void AsyncRunStep(bool initial_step=false);
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void Receive();
PlayerSAO* StageTwoClientInit(u16 peer_id);
/*
* Command Handlers
*/
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
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void handleCommand(NetworkPacket* pkt);
void handleCommand_Null(NetworkPacket* pkt) {};
void handleCommand_Deprecated(NetworkPacket* pkt);
void handleCommand_Init(NetworkPacket* pkt);
void handleCommand_Init_Legacy(NetworkPacket* pkt);
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
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void handleCommand_Init2(NetworkPacket* pkt);
void handleCommand_RequestMedia(NetworkPacket* pkt);
void handleCommand_ReceivedMedia(NetworkPacket* pkt);
void handleCommand_ClientReady(NetworkPacket* pkt);
void handleCommand_GotBlocks(NetworkPacket* pkt);
void handleCommand_PlayerPos(NetworkPacket* pkt);
void handleCommand_DeletedBlocks(NetworkPacket* pkt);
void handleCommand_InventoryAction(NetworkPacket* pkt);
void handleCommand_ChatMessage(NetworkPacket* pkt);
void handleCommand_Damage(NetworkPacket* pkt);
void handleCommand_Breath(NetworkPacket* pkt);
void handleCommand_Password(NetworkPacket* pkt);
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
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void handleCommand_PlayerItem(NetworkPacket* pkt);
void handleCommand_Respawn(NetworkPacket* pkt);
void handleCommand_Interact(NetworkPacket* pkt);
void handleCommand_RemovedSounds(NetworkPacket* pkt);
void handleCommand_NodeMetaFields(NetworkPacket* pkt);
void handleCommand_InventoryFields(NetworkPacket* pkt);
void handleCommand_FirstSrp(NetworkPacket* pkt);
void handleCommand_SrpBytesA(NetworkPacket* pkt);
void handleCommand_SrpBytesM(NetworkPacket* pkt);
void ProcessData(NetworkPacket *pkt);
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[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
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void Send(NetworkPacket* pkt);
// Both setter and getter need no envlock,
// can be called freely from threads
void setTimeOfDay(u32 time);
inline u32 getTimeOfDay();
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/*
Shall be called with the environment locked.
This is accessed by the map, which is inside the environment,
so it shouldn't be a problem.
*/
void onMapEditEvent(MapEditEvent *event);
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/*
Shall be called with the environment and the connection locked.
*/
Inventory* getInventory(const InventoryLocation &loc);
void setInventoryModified(const InventoryLocation &loc, bool playerSend = true);
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// Connection must be locked when called
std::wstring getStatusString();
// read shutdown state
inline bool getShutdownRequested()
{ return m_shutdown_requested; }
// request server to shutdown
inline void requestShutdown() { m_shutdown_requested = true; }
void requestShutdown(const std::string &msg, bool reconnect)
{
m_shutdown_requested = true;
m_shutdown_msg = msg;
m_shutdown_ask_reconnect = reconnect;
}
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// Returns -1 if failed, sound handle on success
// Envlock
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s32 playSound(const SimpleSoundSpec &spec, const ServerSoundParams &params);
void stopSound(s32 handle);
// Envlock
std::set<std::string> getPlayerEffectivePrivs(const std::string &name);
bool checkPriv(const std::string &name, const std::string &priv);
void reportPrivsModified(const std::string &name=""); // ""=all
void reportInventoryFormspecModified(const std::string &name);
void setIpBanned(const std::string &ip, const std::string &name);
void unsetIpBanned(const std::string &ip_or_name);
std::string getBanDescription(const std::string &ip_or_name);
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void notifyPlayer(const char *name, const std::wstring &msg);
void notifyPlayers(const std::wstring &msg);
void spawnParticle(const std::string &playername,
v3f pos, v3f velocity, v3f acceleration,
float expirationtime, float size,
bool collisiondetection, bool vertical, const std::string &texture);
u32 addParticleSpawner(u16 amount, float spawntime,
v3f minpos, v3f maxpos,
v3f minvel, v3f maxvel,
v3f minacc, v3f maxacc,
float minexptime, float maxexptime,
float minsize, float maxsize,
bool collisiondetection, bool vertical, const std::string &texture,
const std::string &playername);
void deleteParticleSpawner(const std::string &playername, u32 id);
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// Creates or resets inventory
Inventory* createDetachedInventory(const std::string &name);
// Envlock and conlock should be locked when using scriptapi
GameScripting *getScriptIface(){ return m_script; }
// actions: time-reversed list
// Return value: success/failure
bool rollbackRevertActions(const std::list<RollbackAction> &actions,
std::list<std::string> *log);
// IGameDef interface
// Under envlock
virtual IItemDefManager* getItemDefManager();
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virtual INodeDefManager* getNodeDefManager();
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virtual ICraftDefManager* getCraftDefManager();
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virtual ITextureSource* getTextureSource();
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virtual IShaderSource* getShaderSource();
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virtual u16 allocateUnknownNodeId(const std::string &name);
virtual ISoundManager* getSoundManager();
virtual MtEventManager* getEventManager();
virtual scene::ISceneManager* getSceneManager();
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virtual IRollbackManager *getRollbackManager() { return m_rollback; }
virtual EmergeManager *getEmergeManager() { return m_emerge; }
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IWritableItemDefManager* getWritableItemDefManager();
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IWritableNodeDefManager* getWritableNodeDefManager();
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IWritableCraftDefManager* getWritableCraftDefManager();
const ModSpec* getModSpec(const std::string &modname) const;
void getModNames(std::vector<std::string> &modlist);
std::string getBuiltinLuaPath();
inline std::string getWorldPath() const
{ return m_path_world; }
inline bool isSingleplayer()
{ return m_simple_singleplayer_mode; }
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inline void setAsyncFatalError(const std::string &error)
{ m_async_fatal_error.set(error); }
bool showFormspec(const char *name, const std::string &formspec, const std::string &formname);
Map & getMap() { return m_env->getMap(); }
ServerEnvironment & getEnv() { return *m_env; }
u32 hudAdd(Player *player, HudElement *element);
bool hudRemove(Player *player, u32 id);
bool hudChange(Player *player, u32 id, HudElementStat stat, void *value);
bool hudSetFlags(Player *player, u32 flags, u32 mask);
bool hudSetHotbarItemcount(Player *player, s32 hotbar_itemcount);
s32 hudGetHotbarItemcount(Player *player);
void hudSetHotbarImage(Player *player, std::string name);
std::string hudGetHotbarImage(Player *player);
void hudSetHotbarSelectedImage(Player *player, std::string name);
std::string hudGetHotbarSelectedImage(Player *player);
inline Address getPeerAddress(u16 peer_id)
{ return m_con.GetPeerAddress(peer_id); }
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bool setLocalPlayerAnimations(Player *player, v2s32 animation_frames[4], f32 frame_speed);
bool setPlayerEyeOffset(Player *player, v3f first, v3f third);
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bool setSky(Player *player, const video::SColor &bgcolor,
const std::string &type, const std::vector<std::string> &params);
bool overrideDayNightRatio(Player *player, bool do_override,
float brightness);
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/* con::PeerHandler implementation. */
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void peerAdded(con::Peer *peer);
void deletingPeer(con::Peer *peer, bool timeout);
void DenySudoAccess(u16 peer_id);
void DenyAccessVerCompliant(u16 peer_id, u16 proto_ver, AccessDeniedCode reason,
const std::string &str_reason = "", bool reconnect = false);
void DenyAccess(u16 peer_id, AccessDeniedCode reason, const std::string &custom_reason="");
void acceptAuth(u16 peer_id, bool forSudoMode);
void DenyAccess_Legacy(u16 peer_id, const std::wstring &reason);
bool getClientConInfo(u16 peer_id, con::rtt_stat_type type,float* retval);
bool getClientInfo(u16 peer_id,ClientState* state, u32* uptime,
u8* ser_vers, u16* prot_vers, u8* major, u8* minor, u8* patch,
std::string* vers_string);
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void SendPlayerHPOrDie(PlayerSAO *player);
void SendPlayerBreath(u16 peer_id);
void SendInventory(PlayerSAO* playerSAO);
void SendMovePlayer(u16 peer_id);
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// Bind address
Address m_bind_addr;
private:
friend class EmergeThread;
friend class RemoteClient;
void SendMovement(u16 peer_id);
void SendHP(u16 peer_id, u8 hp);
void SendBreath(u16 peer_id, u16 breath);
void SendAccessDenied(u16 peer_id, AccessDeniedCode reason,
const std::string &custom_reason, bool reconnect = false);
void SendAccessDenied_Legacy(u16 peer_id, const std::wstring &reason);
void SendDeathscreen(u16 peer_id,bool set_camera_point_target, v3f camera_point_target);
void SendItemDef(u16 peer_id,IItemDefManager *itemdef, u16 protocol_version);
void SendNodeDef(u16 peer_id,INodeDefManager *nodedef, u16 protocol_version);
/* mark blocks not sent for all clients */
void SetBlocksNotSent(std::map<v3s16, MapBlock *>& block);
void SendChatMessage(u16 peer_id, const std::wstring &message);
void SendTimeOfDay(u16 peer_id, u16 time, f32 time_speed);
void SendPlayerHP(u16 peer_id);
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void SendLocalPlayerAnimations(u16 peer_id, v2s32 animation_frames[4], f32 animation_speed);
void SendEyeOffset(u16 peer_id, v3f first, v3f third);
void SendPlayerPrivileges(u16 peer_id);
void SendPlayerInventoryFormspec(u16 peer_id);
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void SendShowFormspecMessage(u16 peer_id, const std::string &formspec, const std::string &formname);
void SendHUDAdd(u16 peer_id, u32 id, HudElement *form);
void SendHUDRemove(u16 peer_id, u32 id);
void SendHUDChange(u16 peer_id, u32 id, HudElementStat stat, void *value);
void SendHUDSetFlags(u16 peer_id, u32 flags, u32 mask);
void SendHUDSetParam(u16 peer_id, u16 param, const std::string &value);
void SendSetSky(u16 peer_id, const video::SColor &bgcolor,
const std::string &type, const std::vector<std::string> &params);
void SendOverrideDayNightRatio(u16 peer_id, bool do_override, float ratio);
/*
Send a node removal/addition event to all clients except ignore_id.
Additionally, if far_players!=NULL, players further away than
far_d_nodes are ignored and their peer_ids are added to far_players
*/
// Envlock and conlock should be locked when calling these
void sendRemoveNode(v3s16 p, u16 ignore_id=0,
std::vector<u16> *far_players=NULL, float far_d_nodes=100);
void sendAddNode(v3s16 p, MapNode n, u16 ignore_id=0,
std::vector<u16> *far_players=NULL, float far_d_nodes=100,
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bool remove_metadata=true);
void setBlockNotSent(v3s16 p);
// Environment and Connection must be locked when called
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void SendBlockNoLock(u16 peer_id, MapBlock *block, u8 ver, u16 net_proto_version);
// Sends blocks to clients (locks env and con on its own)
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void SendBlocks(float dtime);
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void fillMediaCache();
void sendMediaAnnouncement(u16 peer_id);
void sendRequestedMedia(u16 peer_id,
const std::vector<std::string> &tosend);
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void sendDetachedInventory(const std::string &name, u16 peer_id);
void sendDetachedInventories(u16 peer_id);
// Adds a ParticleSpawner on peer with peer_id (PEER_ID_INEXISTENT == all)
void SendAddParticleSpawner(u16 peer_id, u16 amount, float spawntime,
v3f minpos, v3f maxpos,
v3f minvel, v3f maxvel,
v3f minacc, v3f maxacc,
float minexptime, float maxexptime,
float minsize, float maxsize,
bool collisiondetection, bool vertical, std::string texture, u32 id);
void SendDeleteParticleSpawner(u16 peer_id, u32 id);
// Spawns particle on peer with peer_id (PEER_ID_INEXISTENT == all)
void SendSpawnParticle(u16 peer_id,
v3f pos, v3f velocity, v3f acceleration,
float expirationtime, float size,
bool collisiondetection, bool vertical, std::string texture);
u32 SendActiveObjectRemoveAdd(u16 peer_id, const std::string &datas);
void SendActiveObjectMessages(u16 peer_id, const std::string &datas, bool reliable = true);
/*
Something random
*/
void DiePlayer(u16 peer_id);
void RespawnPlayer(u16 peer_id);
void DeleteClient(u16 peer_id, ClientDeletionReason reason);
void UpdateCrafting(Player *player);
v3f findSpawnPos();
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// When called, connection mutex should be locked
RemoteClient* getClient(u16 peer_id,ClientState state_min=CS_Active);
RemoteClient* getClientNoEx(u16 peer_id,ClientState state_min=CS_Active);
// When called, environment mutex should be locked
std::string getPlayerName(u16 peer_id);
PlayerSAO* getPlayerSAO(u16 peer_id);
/*
Get a player from memory or creates one.
If player is already connected, return NULL
Does not verify/modify auth info and password.
Call with env and con locked.
*/
PlayerSAO *emergePlayer(const char *name, u16 peer_id, u16 proto_version);
void handlePeerChanges();
/*
Variables
*/
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// World directory
std::string m_path_world;
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// Subgame specification
SubgameSpec m_gamespec;
// If true, do not allow multiple players and hide some multiplayer
// functionality
bool m_simple_singleplayer_mode;
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// Thread can set; step() will throw as ServerError
MutexedVariable<std::string> m_async_fatal_error;
// Some timers
float m_liquid_transform_timer;
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float m_liquid_transform_every;
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float m_print_info_timer;
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float m_masterserver_timer;
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float m_objectdata_timer;
float m_emergethread_trigger_timer;
float m_savemap_timer;
IntervalLimiter m_map_timer_and_unload_interval;
// Environment
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ServerEnvironment *m_env;
Mutex m_env_mutex;
// server connection
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con::Connection m_con;
// Ban checking
BanManager *m_banmanager;
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// Rollback manager (behind m_env_mutex)
IRollbackManager *m_rollback;
bool m_enable_rollback_recording; // Updated once in a while
// Emerge manager
EmergeManager *m_emerge;
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// Scripting
// Envlock and conlock should be locked when using Lua
GameScripting *m_script;
// Item definition manager
IWritableItemDefManager *m_itemdef;
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// Node definition manager
IWritableNodeDefManager *m_nodedef;
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// Craft definition manager
IWritableCraftDefManager *m_craftdef;
// Event manager
EventManager *m_event;
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// Mods
Basic support for configuring which mods to load for each world settings.h: added function to return all keys used in settings, and a function to remove a setting mods.{h,cpp}: added class ModConfiguration that represents a subset of the installed mods. server.{h,cpp}: server does not load add-on mods that are disabled in the world.mt file. mods are disabled by a setting of the form "load_mod_<modname> = false". if no load_mod_<modname> = ... setting is found, the mod is loaded anyways for backwards compatibilty. server also complains to errorstream about mods with unstatisfied dependencies and about mods that are not installed. guiConfigureWorld.{h,cpp}: shows a treeview of installed add-on mods and modpacks with little icons in front of their name indicating their status: a checkmark for enabled mods, a cross for disabled mods, a question mark for "new" mods Mods can be enabled/disabled by a checkbox. Mods also show a list of dependencies and reverse dependencies. double-click on a mod in dependency or reverse dependency listbox selects the corresponding mod. Enabling a mod also enables all its dependencies. Disabling a mod also disables all its reverse dependencies. For modpacks, show buttons to enable/disable all mods (recursively, including their dependencies) in it. Button "Save" saves the current settings to the world.mt file and returns to the main menu. Button "Cancel" returns to main menu without saving. basic keyboard controls (if the proper widget has keyboard focus): up/down: scroll through tree of mods left/right: collaps/expand a modpack space: enable/disable the selected mod
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std::vector<ModSpec> m_mods;
/*
Threads
*/
// A buffer for time steps
// step() increments and AsyncRunStep() run by m_thread reads it.
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float m_step_dtime;
Mutex m_step_dtime_mutex;
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// current server step lag counter
float m_lag;
// The server mainly operates in this thread
ServerThread *m_thread;
/*
Time related stuff
*/
// Timer for sending time of day over network
float m_time_of_day_send_timer;
// Uptime of server in seconds
MutexedVariable<double> m_uptime;
/*
Client interface
*/
ClientInterface m_clients;
/*
Peer change queue.
Queues stuff from peerAdded() and deletingPeer() to
handlePeerChanges()
*/
std::queue<con::PeerChange> m_peer_change_queue;
/*
Random stuff
*/
bool m_shutdown_requested;
std::string m_shutdown_msg;
bool m_shutdown_ask_reconnect;
/*
Map edit event queue. Automatically receives all map edits.
The constructor of this class registers us to receive them through
onMapEditEvent
NOTE: Should these be moved to actually be members of
ServerEnvironment?
*/
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/*
Queue of map edits from the environment for sending to the clients
This is behind m_env_mutex
*/
std::queue<MapEditEvent*> m_unsent_map_edit_queue;
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/*
Set to true when the server itself is modifying the map and does
all sending of information by itself.
This is behind m_env_mutex
*/
bool m_ignore_map_edit_events;
/*
If a non-empty area, map edit events contained within are left
unsent. Done at map generation time to speed up editing of the
generated area, as it will be sent anyway.
This is behind m_env_mutex
*/
VoxelArea m_ignore_map_edit_events_area;
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/*
If set to !=0, the incoming MapEditEvents are modified to have
this peed id as the disabled recipient
This is behind m_env_mutex
*/
u16 m_ignore_map_edit_events_peer_id;
// media files known to server
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std::map<std::string,MediaInfo> m_media;
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/*
Sounds
*/
std::map<s32, ServerPlayingSound> m_playing_sounds;
s32 m_next_sound_id;
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/*
Detached inventories (behind m_env_mutex)
*/
// key = name
std::map<std::string, Inventory*> m_detached_inventories;
/*
Particles
*/
std::vector<u32> m_particlespawner_ids;
DISABLE_CLASS_COPY(Server);
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};
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/*
Runs a simple dedicated server loop.
Shuts down when kill is set to true.
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*/
void dedicated_server_loop(Server &server, bool &kill);
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#endif