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Environment: Time of day fixes and add serverside getter
-> Put access to time variables under the time lock. -> Merge both time locks, there is no point to have two locks. -> Fix the lock being released too early in Environment::setTimeOfDay -> Add serverside getter so that you don't have to get the environment if you only have the server
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@ -180,20 +180,21 @@ std::vector<Player*> Environment::getPlayers(bool ignore_disconnected)
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u32 Environment::getDayNightRatio()
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{
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if(m_enable_day_night_ratio_override)
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MutexAutoLock(this->m_time_lock);
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if (m_enable_day_night_ratio_override)
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return m_day_night_ratio_override;
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return time_to_daynight_ratio(m_time_of_day_f*24000, m_cache_enable_shaders);
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return time_to_daynight_ratio(m_time_of_day_f * 24000, m_cache_enable_shaders);
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}
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void Environment::setTimeOfDaySpeed(float speed)
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{
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MutexAutoLock(this->m_timeofday_lock);
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MutexAutoLock(this->m_time_lock);
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m_time_of_day_speed = speed;
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}
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float Environment::getTimeOfDaySpeed()
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{
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MutexAutoLock(this->m_timeofday_lock);
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MutexAutoLock(this->m_time_lock);
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float retval = m_time_of_day_speed;
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return retval;
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}
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@ -221,29 +222,28 @@ float Environment::getTimeOfDayF()
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void Environment::stepTimeOfDay(float dtime)
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{
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// getTimeOfDaySpeed lock the value we need to prevent MT problems
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float day_speed = getTimeOfDaySpeed();
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MutexAutoLock(this->m_time_lock);
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m_time_counter += dtime;
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f32 speed = day_speed * 24000./(24.*3600);
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u32 units = (u32)(m_time_counter*speed);
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f32 speed = m_time_of_day_speed * 24000. / (24. * 3600);
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u32 units = (u32)(m_time_counter * speed);
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bool sync_f = false;
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if(units > 0){
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if (units > 0) {
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// Sync at overflow
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if(m_time_of_day + units >= 24000)
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if (m_time_of_day + units >= 24000)
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sync_f = true;
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m_time_of_day = (m_time_of_day + units) % 24000;
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if(sync_f)
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if (sync_f)
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m_time_of_day_f = (float)m_time_of_day / 24000.0;
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}
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if (speed > 0) {
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m_time_counter -= (f32)units / speed;
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}
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if(!sync_f){
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m_time_of_day_f += day_speed/24/3600*dtime;
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if(m_time_of_day_f > 1.0)
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if (!sync_f) {
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m_time_of_day_f += m_time_of_day_speed / 24 / 3600 * dtime;
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if (m_time_of_day_f > 1.0)
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m_time_of_day_f -= 1.0;
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if(m_time_of_day_f < 0.0)
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if (m_time_of_day_f < 0.0)
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m_time_of_day_f += 1.0;
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}
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}
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@ -104,6 +104,11 @@ public:
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protected:
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// peer_ids in here should be unique, except that there may be many 0s
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std::vector<Player*> m_players;
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/*
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* Below: values under m_time_lock
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*/
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// Time of day in milli-hours (0-23999); determines day and night
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u32 m_time_of_day;
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// Time of day in 0...1
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@ -114,6 +119,9 @@ protected:
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// Overriding the day-night ratio is useful for custom sky visuals
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bool m_enable_day_night_ratio_override;
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u32 m_day_night_ratio_override;
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/*
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* Above: values under m_time_lock
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*/
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/* TODO: Add a callback function so these can be updated when a setting
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* changes. At this point in time it doesn't matter (e.g. /set
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@ -127,7 +135,6 @@ protected:
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bool m_cache_enable_shaders;
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private:
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Mutex m_timeofday_lock;
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Mutex m_time_lock;
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};
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@ -1249,6 +1249,11 @@ void Server::setTimeOfDay(u32 time)
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m_time_of_day_send_timer = 0;
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}
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u32 Server::getTimeOfDay()
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{
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return m_env->getTimeOfDay();
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}
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void Server::onMapEditEvent(MapEditEvent *event)
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{
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if(m_ignore_map_edit_events)
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@ -220,8 +220,10 @@ public:
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void Send(NetworkPacket* pkt);
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// Environment must be locked when called
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// Both setter and getter need no envlock,
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// can be called freely from threads
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void setTimeOfDay(u32 time);
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inline u32 getTimeOfDay();
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/*
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Shall be called with the environment locked.
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