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https://github.com/minetest/minetest.git
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d221917170
Check if mesh is here before adding to meshcollector. Fix deleting the meshes.
625 lines
17 KiB
C++
625 lines
17 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 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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#ifndef SERVER_HEADER
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#define SERVER_HEADER
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#include "connection.h"
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#include "irr_v3d.h"
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#include "map.h"
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#include "hud.h"
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#include "gamedef.h"
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#include "serialization.h" // For SER_FMT_VER_INVALID
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#include "mods.h"
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#include "inventorymanager.h"
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#include "subgame.h"
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#include "rollback_interface.h" // Needed for rollbackRevertActions()
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#include "util/numeric.h"
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#include "util/thread.h"
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#include "environment.h"
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#include "clientiface.h"
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#include <string>
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#include <list>
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#include <map>
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#include <vector>
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#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
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class IWritableItemDefManager;
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class IWritableNodeDefManager;
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class IWritableCraftDefManager;
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class BanManager;
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class EventManager;
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class Inventory;
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class Player;
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class PlayerSAO;
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class IRollbackManager;
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class EmergeManager;
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class GameScripting;
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class ServerEnvironment;
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struct SimpleSoundSpec;
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class ServerThread;
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enum ClientDeletionReason {
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CDR_LEAVE,
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CDR_TIMEOUT,
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CDR_DENY
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};
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/*
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Some random functions
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*/
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v3f findSpawnPos(ServerMap &map);
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class MapEditEventIgnorer
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{
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public:
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MapEditEventIgnorer(bool *flag):
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m_flag(flag)
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{
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if(*m_flag == false)
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*m_flag = true;
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else
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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);
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*m_flag = false;
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}
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}
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private:
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bool *m_flag;
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};
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class MapEditEventAreaIgnorer
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{
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public:
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MapEditEventAreaIgnorer(VoxelArea *ignorevariable, const VoxelArea &a):
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m_ignorevariable(ignorevariable)
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{
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if(m_ignorevariable->getVolume() == 0)
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*m_ignorevariable = a;
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else
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m_ignorevariable = NULL;
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}
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~MapEditEventAreaIgnorer()
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{
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if(m_ignorevariable)
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{
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assert(m_ignorevariable->getVolume() != 0);
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*m_ignorevariable = VoxelArea();
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}
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}
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private:
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VoxelArea *m_ignorevariable;
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};
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struct MediaInfo
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{
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std::string path;
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std::string sha1_digest;
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MediaInfo(const std::string &path_="",
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const std::string &sha1_digest_=""):
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path(path_),
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sha1_digest(sha1_digest_)
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{
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}
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};
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struct ServerSoundParams
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{
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float gain;
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std::string to_player;
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enum Type{
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SSP_LOCAL=0,
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SSP_POSITIONAL=1,
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SSP_OBJECT=2
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} type;
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v3f pos;
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u16 object;
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float max_hear_distance;
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bool loop;
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ServerSoundParams():
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gain(1.0),
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to_player(""),
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type(SSP_LOCAL),
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pos(0,0,0),
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object(0),
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max_hear_distance(32*BS),
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loop(false)
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{}
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v3f getPos(ServerEnvironment *env, bool *pos_exists) const;
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};
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struct ServerPlayingSound
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{
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ServerSoundParams params;
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std::set<u16> clients; // peer ids
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};
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class Server : public con::PeerHandler, public MapEventReceiver,
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public InventoryManager, public IGameDef
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{
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public:
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/*
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NOTE: Every public method should be thread-safe
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*/
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Server(
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const std::string &path_world,
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const SubgameSpec &gamespec,
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bool simple_singleplayer_mode,
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bool ipv6
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);
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~Server();
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void start(Address bind_addr);
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void stop();
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// This is mainly a way to pass the time to the server.
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// Actual processing is done in an another thread.
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void step(float dtime);
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// This is run by ServerThread and does the actual processing
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void AsyncRunStep(bool initial_step=false);
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void Receive();
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PlayerSAO* StageTwoClientInit(u16 peer_id);
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void ProcessData(u8 *data, u32 datasize, u16 peer_id);
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// Environment must be locked when called
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void setTimeOfDay(u32 time);
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/*
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Shall be called with the environment locked.
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This is accessed by the map, which is inside the environment,
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so it shouldn't be a problem.
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*/
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void onMapEditEvent(MapEditEvent *event);
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/*
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Shall be called with the environment and the connection locked.
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*/
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Inventory* getInventory(const InventoryLocation &loc);
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void setInventoryModified(const InventoryLocation &loc);
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// Connection must be locked when called
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std::wstring getStatusString();
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// read shutdown state
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inline bool getShutdownRequested()
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{ return m_shutdown_requested; }
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// request server to shutdown
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inline void requestShutdown(void)
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{ m_shutdown_requested = true; }
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// Returns -1 if failed, sound handle on success
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// Envlock
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s32 playSound(const SimpleSoundSpec &spec, const ServerSoundParams ¶ms);
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void stopSound(s32 handle);
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// Envlock
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std::set<std::string> getPlayerEffectivePrivs(const std::string &name);
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bool checkPriv(const std::string &name, const std::string &priv);
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void reportPrivsModified(const std::string &name=""); // ""=all
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void reportInventoryFormspecModified(const std::string &name);
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void setIpBanned(const std::string &ip, const std::string &name);
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void unsetIpBanned(const std::string &ip_or_name);
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std::string getBanDescription(const std::string &ip_or_name);
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void notifyPlayer(const char *name, const std::wstring &msg);
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void notifyPlayers(const std::wstring &msg);
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void spawnParticle(const char *playername,
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v3f pos, v3f velocity, v3f acceleration,
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float expirationtime, float size,
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bool collisiondetection, bool vertical, std::string texture);
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void spawnParticleAll(v3f pos, v3f velocity, v3f acceleration,
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float expirationtime, float size,
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bool collisiondetection, bool vertical, std::string texture);
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u32 addParticleSpawner(const char *playername,
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u16 amount, float spawntime,
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v3f minpos, v3f maxpos,
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v3f minvel, v3f maxvel,
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v3f minacc, v3f maxacc,
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float minexptime, float maxexptime,
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float minsize, float maxsize,
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bool collisiondetection, bool vertical, std::string texture);
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u32 addParticleSpawnerAll(u16 amount, float spawntime,
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v3f minpos, v3f maxpos,
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v3f minvel, v3f maxvel,
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v3f minacc, v3f maxacc,
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float minexptime, float maxexptime,
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float minsize, float maxsize,
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bool collisiondetection, bool vertical, std::string texture);
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void deleteParticleSpawner(const char *playername, u32 id);
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void deleteParticleSpawnerAll(u32 id);
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// Creates or resets inventory
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Inventory* createDetachedInventory(const std::string &name);
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// Envlock and conlock should be locked when using scriptapi
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GameScripting *getScriptIface(){ return m_script; }
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// Envlock should be locked when using the rollback manager
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IRollbackManager *getRollbackManager(){ return m_rollback; }
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//TODO: determine what (if anything) should be locked to access EmergeManager
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EmergeManager *getEmergeManager(){ return m_emerge; }
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// actions: time-reversed list
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// Return value: success/failure
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bool rollbackRevertActions(const std::list<RollbackAction> &actions,
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std::list<std::string> *log);
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// IGameDef interface
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// Under envlock
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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);
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virtual ISoundManager* getSoundManager();
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virtual MtEventManager* getEventManager();
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virtual IRollbackReportSink* getRollbackReportSink();
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virtual scene::ISceneManager* getSceneManager();
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IWritableItemDefManager* getWritableItemDefManager();
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IWritableNodeDefManager* getWritableNodeDefManager();
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IWritableCraftDefManager* getWritableCraftDefManager();
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const ModSpec* getModSpec(const std::string &modname);
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void getModNames(std::list<std::string> &modlist);
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std::string getBuiltinLuaPath();
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inline std::string getWorldPath()
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{ return m_path_world; }
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inline bool isSingleplayer()
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{ return m_simple_singleplayer_mode; }
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inline void setAsyncFatalError(const std::string &error)
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{ m_async_fatal_error.set(error); }
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bool showFormspec(const char *name, const std::string &formspec, const std::string &formname);
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Map & getMap() { return m_env->getMap(); }
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ServerEnvironment & getEnv() { return *m_env; }
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u32 hudAdd(Player *player, HudElement *element);
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bool hudRemove(Player *player, u32 id);
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bool hudChange(Player *player, u32 id, HudElementStat stat, void *value);
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bool hudSetFlags(Player *player, u32 flags, u32 mask);
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bool hudSetHotbarItemcount(Player *player, s32 hotbar_itemcount);
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void hudSetHotbarImage(Player *player, std::string name);
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void hudSetHotbarSelectedImage(Player *player, std::string name);
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inline Address getPeerAddress(u16 peer_id)
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{ return m_con.GetPeerAddress(peer_id); }
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bool setLocalPlayerAnimations(Player *player, v2s32 animation_frames[4], f32 frame_speed);
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bool setPlayerEyeOffset(Player *player, v3f first, v3f third);
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bool setSky(Player *player, const video::SColor &bgcolor,
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const std::string &type, const std::vector<std::string> ¶ms);
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bool overrideDayNightRatio(Player *player, bool do_override,
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float brightness);
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/* con::PeerHandler implementation. */
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void peerAdded(con::Peer *peer);
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void deletingPeer(con::Peer *peer, bool timeout);
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void DenyAccess(u16 peer_id, const std::wstring &reason);
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bool getClientConInfo(u16 peer_id, con::rtt_stat_type type,float* retval);
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bool getClientInfo(u16 peer_id,ClientState* state, u32* uptime,
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u8* ser_vers, u16* prot_vers, u8* major, u8* minor, u8* patch,
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std::string* vers_string);
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private:
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friend class EmergeThread;
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friend class RemoteClient;
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void SendMovement(u16 peer_id);
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void SendHP(u16 peer_id, u8 hp);
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void SendBreath(u16 peer_id, u16 breath);
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void SendAccessDenied(u16 peer_id,const std::wstring &reason);
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void SendDeathscreen(u16 peer_id,bool set_camera_point_target, v3f camera_point_target);
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void SendItemDef(u16 peer_id,IItemDefManager *itemdef, u16 protocol_version);
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void SendNodeDef(u16 peer_id,INodeDefManager *nodedef, u16 protocol_version);
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/* mark blocks not sent for all clients */
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void SetBlocksNotSent(std::map<v3s16, MapBlock *>& block);
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// Envlock and conlock should be locked when calling these
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void SendInventory(u16 peer_id);
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void SendChatMessage(u16 peer_id, const std::wstring &message);
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void SendTimeOfDay(u16 peer_id, u16 time, f32 time_speed);
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void SendPlayerHP(u16 peer_id);
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void SendPlayerBreath(u16 peer_id);
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void SendMovePlayer(u16 peer_id);
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void SendLocalPlayerAnimations(u16 peer_id, v2s32 animation_frames[4], f32 animation_speed);
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void SendEyeOffset(u16 peer_id, v3f first, v3f third);
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void SendPlayerPrivileges(u16 peer_id);
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void SendPlayerInventoryFormspec(u16 peer_id);
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void SendShowFormspecMessage(u16 peer_id, const std::string &formspec, const std::string &formname);
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void SendHUDAdd(u16 peer_id, u32 id, HudElement *form);
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void SendHUDRemove(u16 peer_id, u32 id);
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void SendHUDChange(u16 peer_id, u32 id, HudElementStat stat, void *value);
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void SendHUDSetFlags(u16 peer_id, u32 flags, u32 mask);
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void SendHUDSetParam(u16 peer_id, u16 param, const std::string &value);
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void SendSetSky(u16 peer_id, const video::SColor &bgcolor,
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const std::string &type, const std::vector<std::string> ¶ms);
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void SendOverrideDayNightRatio(u16 peer_id, bool do_override, float ratio);
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/*
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Send a node removal/addition event to all clients except ignore_id.
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Additionally, if far_players!=NULL, players further away than
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far_d_nodes are ignored and their peer_ids are added to far_players
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*/
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// Envlock and conlock should be locked when calling these
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void sendRemoveNode(v3s16 p, u16 ignore_id=0,
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std::list<u16> *far_players=NULL, float far_d_nodes=100);
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void sendAddNode(v3s16 p, MapNode n, u16 ignore_id=0,
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std::list<u16> *far_players=NULL, float far_d_nodes=100,
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bool remove_metadata=true);
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void setBlockNotSent(v3s16 p);
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// 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);
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// 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();
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void sendMediaAnnouncement(u16 peer_id);
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void sendRequestedMedia(u16 peer_id,
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const std::list<std::string> &tosend);
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void sendDetachedInventory(const std::string &name, u16 peer_id);
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void sendDetachedInventories(u16 peer_id);
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// Adds a ParticleSpawner on peer with peer_id (PEER_ID_INEXISTENT == all)
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void SendAddParticleSpawner(u16 peer_id, u16 amount, float spawntime,
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v3f minpos, v3f maxpos,
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v3f minvel, v3f maxvel,
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v3f minacc, v3f maxacc,
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float minexptime, float maxexptime,
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float minsize, float maxsize,
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bool collisiondetection, bool vertical, std::string texture, u32 id);
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void SendDeleteParticleSpawner(u16 peer_id, u32 id);
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// Spawns particle on peer with peer_id (PEER_ID_INEXISTENT == all)
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void SendSpawnParticle(u16 peer_id,
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v3f pos, v3f velocity, v3f acceleration,
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float expirationtime, float size,
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bool collisiondetection, bool vertical, std::string texture);
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/*
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Something random
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*/
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void DiePlayer(u16 peer_id);
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void RespawnPlayer(u16 peer_id);
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void DeleteClient(u16 peer_id, ClientDeletionReason reason);
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void UpdateCrafting(u16 peer_id);
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// When called, connection mutex should be locked
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RemoteClient* getClient(u16 peer_id,ClientState state_min=CS_Active);
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RemoteClient* getClientNoEx(u16 peer_id,ClientState state_min=CS_Active);
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// When called, environment mutex should be locked
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std::string getPlayerName(u16 peer_id);
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PlayerSAO* getPlayerSAO(u16 peer_id);
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/*
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Get a player from memory or creates one.
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If player is already connected, return NULL
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Does not verify/modify auth info and password.
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Call with env and con locked.
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*/
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PlayerSAO *emergePlayer(const char *name, u16 peer_id);
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void handlePeerChanges();
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/*
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Variables
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*/
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// World directory
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std::string m_path_world;
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// Subgame specification
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SubgameSpec m_gamespec;
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// If true, do not allow multiple players and hide some multiplayer
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// functionality
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bool m_simple_singleplayer_mode;
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// Thread can set; step() will throw as ServerError
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MutexedVariable<std::string> m_async_fatal_error;
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// Some timers
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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;
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float m_emergethread_trigger_timer;
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float m_savemap_timer;
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IntervalLimiter m_map_timer_and_unload_interval;
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// Environment
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ServerEnvironment *m_env;
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JMutex m_env_mutex;
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// server connection
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con::Connection m_con;
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// Ban checking
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BanManager *m_banmanager;
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// Rollback manager (behind m_env_mutex)
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IRollbackManager *m_rollback;
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bool m_rollback_sink_enabled;
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bool m_enable_rollback_recording; // Updated once in a while
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// Emerge manager
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EmergeManager *m_emerge;
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// Scripting
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// Envlock and conlock should be locked when using Lua
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GameScripting *m_script;
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// Item definition manager
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IWritableItemDefManager *m_itemdef;
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// Node definition manager
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|
IWritableNodeDefManager *m_nodedef;
|
|
|
|
// Craft definition manager
|
|
IWritableCraftDefManager *m_craftdef;
|
|
|
|
// Event manager
|
|
EventManager *m_event;
|
|
|
|
// Mods
|
|
std::vector<ModSpec> m_mods;
|
|
|
|
/*
|
|
Threads
|
|
*/
|
|
|
|
// A buffer for time steps
|
|
// step() increments and AsyncRunStep() run by m_thread reads it.
|
|
float m_step_dtime;
|
|
JMutex m_step_dtime_mutex;
|
|
|
|
// 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()
|
|
*/
|
|
Queue<con::PeerChange> m_peer_change_queue;
|
|
|
|
/*
|
|
Random stuff
|
|
*/
|
|
|
|
// Mod parent directory paths
|
|
std::list<std::string> m_modspaths;
|
|
|
|
bool m_shutdown_requested;
|
|
|
|
/*
|
|
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?
|
|
*/
|
|
|
|
/*
|
|
Queue of map edits from the environment for sending to the clients
|
|
This is behind m_env_mutex
|
|
*/
|
|
Queue<MapEditEvent*> m_unsent_map_edit_queue;
|
|
/*
|
|
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;
|
|
/*
|
|
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
|
|
std::map<std::string,MediaInfo> m_media;
|
|
|
|
/*
|
|
Sounds
|
|
*/
|
|
std::map<s32, ServerPlayingSound> m_playing_sounds;
|
|
s32 m_next_sound_id;
|
|
|
|
/*
|
|
Detached inventories (behind m_env_mutex)
|
|
*/
|
|
// key = name
|
|
std::map<std::string, Inventory*> m_detached_inventories;
|
|
|
|
/*
|
|
Particles
|
|
*/
|
|
std::vector<u32> m_particlespawner_ids;
|
|
};
|
|
|
|
/*
|
|
Runs a simple dedicated server loop.
|
|
|
|
Shuts down when run is set to false.
|
|
*/
|
|
void dedicated_server_loop(Server &server, bool &run);
|
|
|
|
#endif
|
|
|