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https://github.com/minetest/minetest.git
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4e59fcf5c1
I've written several experimental bits of code that revolve around the need for a consistent calendar, but implementing one is extremely hard in mods due to time changes and mods overriding core.get_timeofday(), which will conflict. The second part of the problem is that doing this from a mod requires constant maintenance of a settings file. An implementation in core is trivial, however, and solves all of these problems at virtually no cost: No extra branches in server steps, and a single branch when minetest.set_time_of_day(), which is entirely reasonable. We store the day_count value in env_meta.txt. The use case is obvious: This change allows mods to create an actual virtual calendar, or properly account for seasonal changes, etc.. We add a "/days" chatcommand that displays the current day count. No permissions are needed. It can only retrieve the day count, not modify it.
655 lines
17 KiB
C++
655 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 ENVIRONMENT_HEADER
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#define ENVIRONMENT_HEADER
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/*
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This class is the game's environment.
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It contains:
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- The map
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- Players
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- Other objects
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- The current time in the game
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- etc.
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*/
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#include <set>
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#include <list>
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#include <queue>
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#include <map>
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#include "irr_v3d.h"
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#include "activeobject.h"
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#include "util/numeric.h"
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#include "mapnode.h"
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#include "mapblock.h"
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#include "threading/mutex.h"
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#include "threading/atomic.h"
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#include "network/networkprotocol.h" // for AccessDeniedCode
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class ServerEnvironment;
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class ActiveBlockModifier;
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class ServerActiveObject;
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class ITextureSource;
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class IGameDef;
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class Map;
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class ServerMap;
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class ClientMap;
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class GameScripting;
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class Player;
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class RemotePlayer;
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class Environment
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{
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public:
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// Environment will delete the map passed to the constructor
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Environment();
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virtual ~Environment();
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/*
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Step everything in environment.
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- Move players
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- Step mobs
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- Run timers of map
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*/
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virtual void step(f32 dtime) = 0;
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virtual Map & getMap() = 0;
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virtual void addPlayer(Player *player);
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void removePlayer(Player *player);
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Player * getPlayer(u16 peer_id);
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Player * getPlayer(const char *name);
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Player * getRandomConnectedPlayer();
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Player * getNearestConnectedPlayer(v3f pos);
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std::vector<Player*> getPlayers();
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std::vector<Player*> getPlayers(bool ignore_disconnected);
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u32 getDayNightRatio();
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// 0-23999
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virtual void setTimeOfDay(u32 time);
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u32 getTimeOfDay();
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float getTimeOfDayF();
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void stepTimeOfDay(float dtime);
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void setTimeOfDaySpeed(float speed);
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float getTimeOfDaySpeed();
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void setDayNightRatioOverride(bool enable, u32 value);
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u32 getDayCount();
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// counter used internally when triggering ABMs
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u32 m_added_objects;
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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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GenericAtomic<float> m_time_of_day_speed;
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/*
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* Below: values managed by 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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float m_time_of_day_f;
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// Stores the skew created by the float -> u32 conversion
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// to be applied at next conversion, so that there is no real skew.
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float m_time_conversion_skew;
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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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// Days from the server start, accounts for time shift
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// in game (e.g. /time or bed usage)
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Atomic<u32> m_day_count;
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/*
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* Above: values managed by 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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* is documented to change server settings only)
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*
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* TODO: Local caching of settings is not optimal and should at some stage
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* be updated to use a global settings object for getting thse values
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* (as opposed to the this local caching). This can be addressed in
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* a later release.
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*/
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bool m_cache_enable_shaders;
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private:
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Mutex m_time_lock;
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DISABLE_CLASS_COPY(Environment);
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};
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/*
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{Active, Loading} block modifier interface.
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These are fed into ServerEnvironment at initialization time;
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ServerEnvironment handles deleting them.
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*/
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class ActiveBlockModifier
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{
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public:
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ActiveBlockModifier(){};
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virtual ~ActiveBlockModifier(){};
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// Set of contents to trigger on
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virtual std::set<std::string> getTriggerContents()=0;
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// Set of required neighbors (trigger doesn't happen if none are found)
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// Empty = do not check neighbors
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virtual std::set<std::string> getRequiredNeighbors()
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{ return std::set<std::string>(); }
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// Trigger interval in seconds
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virtual float getTriggerInterval() = 0;
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// Random chance of (1 / return value), 0 is disallowed
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virtual u32 getTriggerChance() = 0;
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// Whether to modify chance to simulate time lost by an unnattended block
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virtual bool getSimpleCatchUp() = 0;
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// This is called usually at interval for 1/chance of the nodes
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virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
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virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n,
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u32 active_object_count, u32 active_object_count_wider){};
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};
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struct ABMWithState
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{
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ActiveBlockModifier *abm;
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float timer;
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ABMWithState(ActiveBlockModifier *abm_);
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};
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struct LoadingBlockModifierDef
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{
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// Set of contents to trigger on
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std::set<std::string> trigger_contents;
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std::string name;
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bool run_at_every_load;
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virtual ~LoadingBlockModifierDef() {}
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virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
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};
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struct LBMContentMapping
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{
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typedef std::map<content_t, std::vector<LoadingBlockModifierDef *> > container_map;
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container_map map;
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std::vector<LoadingBlockModifierDef *> lbm_list;
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// Needs to be separate method (not inside destructor),
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// because the LBMContentMapping may be copied and destructed
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// many times during operation in the lbm_lookup_map.
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void deleteContents();
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void addLBM(LoadingBlockModifierDef *lbm_def, IGameDef *gamedef);
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const std::vector<LoadingBlockModifierDef *> *lookup(content_t c) const;
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};
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class LBMManager
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{
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public:
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LBMManager():
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m_query_mode(false)
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{}
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~LBMManager();
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// Don't call this after loadIntroductionTimes() ran.
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void addLBMDef(LoadingBlockModifierDef *lbm_def);
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void loadIntroductionTimes(const std::string ×,
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IGameDef *gamedef, u32 now);
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// Don't call this before loadIntroductionTimes() ran.
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std::string createIntroductionTimesString();
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// Don't call this before loadIntroductionTimes() ran.
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void applyLBMs(ServerEnvironment *env, MapBlock *block, u32 stamp);
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// Warning: do not make this std::unordered_map, order is relevant here
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typedef std::map<u32, LBMContentMapping> lbm_lookup_map;
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private:
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// Once we set this to true, we can only query,
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// not modify
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bool m_query_mode;
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// For m_query_mode == false:
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// The key of the map is the LBM def's name.
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// TODO make this std::unordered_map
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std::map<std::string, LoadingBlockModifierDef *> m_lbm_defs;
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// For m_query_mode == true:
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// The key of the map is the LBM def's first introduction time.
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lbm_lookup_map m_lbm_lookup;
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// Returns an iterator to the LBMs that were introduced
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// after the given time. This is guaranteed to return
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// valid values for everything
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lbm_lookup_map::const_iterator getLBMsIntroducedAfter(u32 time)
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{ return m_lbm_lookup.lower_bound(time); }
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};
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/*
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List of active blocks, used by ServerEnvironment
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*/
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class ActiveBlockList
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{
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public:
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void update(std::vector<v3s16> &active_positions,
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s16 radius,
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std::set<v3s16> &blocks_removed,
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std::set<v3s16> &blocks_added);
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bool contains(v3s16 p){
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return (m_list.find(p) != m_list.end());
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}
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void clear(){
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m_list.clear();
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}
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std::set<v3s16> m_list;
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std::set<v3s16> m_forceloaded_list;
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private:
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};
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/*
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Operation mode for ServerEnvironment::clearObjects()
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*/
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enum ClearObjectsMode {
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// Load and go through every mapblock, clearing objects
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CLEAR_OBJECTS_MODE_FULL,
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// Clear objects immediately in loaded mapblocks;
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// clear objects in unloaded mapblocks only when the mapblocks are next activated.
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CLEAR_OBJECTS_MODE_QUICK,
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};
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/*
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The server-side environment.
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This is not thread-safe. Server uses an environment mutex.
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*/
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class ServerEnvironment : public Environment
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{
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public:
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ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
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IGameDef *gamedef, const std::string &path_world);
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~ServerEnvironment();
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Map & getMap();
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ServerMap & getServerMap();
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//TODO find way to remove this fct!
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GameScripting* getScriptIface()
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{ return m_script; }
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IGameDef *getGameDef()
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{ return m_gamedef; }
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float getSendRecommendedInterval()
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{ return m_recommended_send_interval; }
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void kickAllPlayers(AccessDeniedCode reason,
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const std::string &str_reason, bool reconnect);
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// Save players
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void saveLoadedPlayers();
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void savePlayer(RemotePlayer *player);
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Player *loadPlayer(const std::string &playername);
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/*
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Save and load time of day and game timer
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*/
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void saveMeta();
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void loadMeta();
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// to be called instead of loadMeta if
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// env_meta.txt doesn't exist (e.g. new world)
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void loadDefaultMeta();
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/*
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External ActiveObject interface
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-------------------------------------------
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*/
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ServerActiveObject* getActiveObject(u16 id);
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/*
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Add an active object to the environment.
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Environment handles deletion of object.
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Object may be deleted by environment immediately.
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If id of object is 0, assigns a free id to it.
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Returns the id of the object.
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Returns 0 if not added and thus deleted.
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*/
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u16 addActiveObject(ServerActiveObject *object);
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/*
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Add an active object as a static object to the corresponding
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MapBlock.
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Caller allocates memory, ServerEnvironment frees memory.
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Return value: true if succeeded, false if failed.
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(note: not used, pending removal from engine)
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*/
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//bool addActiveObjectAsStatic(ServerActiveObject *object);
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/*
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Find out what new objects have been added to
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inside a radius around a position
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*/
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void getAddedActiveObjects(Player *player, s16 radius,
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s16 player_radius,
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std::set<u16> ¤t_objects,
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std::queue<u16> &added_objects);
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/*
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Find out what new objects have been removed from
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inside a radius around a position
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*/
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void getRemovedActiveObjects(Player* player, s16 radius,
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s16 player_radius,
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std::set<u16> ¤t_objects,
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std::queue<u16> &removed_objects);
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/*
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Get the next message emitted by some active object.
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Returns a message with id=0 if no messages are available.
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*/
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ActiveObjectMessage getActiveObjectMessage();
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/*
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Activate objects and dynamically modify for the dtime determined
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from timestamp and additional_dtime
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*/
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void activateBlock(MapBlock *block, u32 additional_dtime=0);
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/*
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{Active,Loading}BlockModifiers
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-------------------------------------------
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*/
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void addActiveBlockModifier(ActiveBlockModifier *abm);
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void addLoadingBlockModifierDef(LoadingBlockModifierDef *lbm);
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/*
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Other stuff
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-------------------------------------------
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*/
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// Script-aware node setters
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bool setNode(v3s16 p, const MapNode &n);
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bool removeNode(v3s16 p);
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bool swapNode(v3s16 p, const MapNode &n);
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// Find all active objects inside a radius around a point
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void getObjectsInsideRadius(std::vector<u16> &objects, v3f pos, float radius);
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// Clear objects, loading and going through every MapBlock
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void clearObjects(ClearObjectsMode mode);
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// This makes stuff happen
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void step(f32 dtime);
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//check if there's a line of sight between two positions
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bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0, v3s16 *p=NULL);
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u32 getGameTime() { return m_game_time; }
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void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
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float getMaxLagEstimate() { return m_max_lag_estimate; }
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std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };
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// Sets the static object status all the active objects in the specified block
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// This is only really needed for deleting blocks from the map
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void setStaticForActiveObjectsInBlock(v3s16 blockpos,
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bool static_exists, v3s16 static_block=v3s16(0,0,0));
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private:
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/*
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Internal ActiveObject interface
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-------------------------------------------
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*/
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/*
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Add an active object to the environment.
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Called by addActiveObject.
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Object may be deleted by environment immediately.
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If id of object is 0, assigns a free id to it.
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Returns the id of the object.
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Returns 0 if not added and thus deleted.
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*/
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u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s);
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/*
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Remove all objects that satisfy (m_removed && m_known_by_count==0)
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*/
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void removeRemovedObjects();
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/*
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Convert stored objects from block to active
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*/
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void activateObjects(MapBlock *block, u32 dtime_s);
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/*
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Convert objects that are not in active blocks to static.
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If m_known_by_count != 0, active object is not deleted, but static
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data is still updated.
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If force_delete is set, active object is deleted nevertheless. It
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shall only be set so in the destructor of the environment.
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*/
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void deactivateFarObjects(bool force_delete);
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/*
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Member variables
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*/
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// The map
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ServerMap *m_map;
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// Lua state
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GameScripting* m_script;
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// Game definition
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IGameDef *m_gamedef;
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// World path
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const std::string m_path_world;
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// Active object list
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std::map<u16, ServerActiveObject*> m_active_objects;
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// Outgoing network message buffer for active objects
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std::queue<ActiveObjectMessage> m_active_object_messages;
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// Some timers
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float m_send_recommended_timer;
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IntervalLimiter m_object_management_interval;
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// List of active blocks
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ActiveBlockList m_active_blocks;
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IntervalLimiter m_active_blocks_management_interval;
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IntervalLimiter m_active_block_modifier_interval;
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IntervalLimiter m_active_blocks_nodemetadata_interval;
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int m_active_block_interval_overload_skip;
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// Time from the beginning of the game in seconds.
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// Incremented in step().
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u32 m_game_time;
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// A helper variable for incrementing the latter
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float m_game_time_fraction_counter;
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// Time of last clearObjects call (game time).
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// When a mapblock older than this is loaded, its objects are cleared.
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u32 m_last_clear_objects_time;
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// Active block modifiers
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std::vector<ABMWithState> m_abms;
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LBMManager m_lbm_mgr;
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// An interval for generally sending object positions and stuff
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float m_recommended_send_interval;
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// Estimate for general maximum lag as determined by server.
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// Can raise to high values like 15s with eg. map generation mods.
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float m_max_lag_estimate;
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};
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#ifndef SERVER
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#include "clientobject.h"
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#include "content_cao.h"
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class ClientSimpleObject;
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/*
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The client-side environment.
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This is not thread-safe.
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Must be called from main (irrlicht) thread (uses the SceneManager)
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Client uses an environment mutex.
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*/
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enum ClientEnvEventType
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{
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CEE_NONE,
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CEE_PLAYER_DAMAGE,
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CEE_PLAYER_BREATH
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};
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struct ClientEnvEvent
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{
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ClientEnvEventType type;
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union {
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//struct{
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//} none;
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struct{
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u8 amount;
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bool send_to_server;
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} player_damage;
|
|
struct{
|
|
u16 amount;
|
|
} player_breath;
|
|
};
|
|
};
|
|
|
|
class ClientEnvironment : public Environment
|
|
{
|
|
public:
|
|
ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
|
|
ITextureSource *texturesource, IGameDef *gamedef,
|
|
IrrlichtDevice *device);
|
|
~ClientEnvironment();
|
|
|
|
Map & getMap();
|
|
ClientMap & getClientMap();
|
|
|
|
IGameDef *getGameDef()
|
|
{ return m_gamedef; }
|
|
|
|
void step(f32 dtime);
|
|
|
|
virtual void addPlayer(Player *player);
|
|
LocalPlayer * getLocalPlayer();
|
|
|
|
/*
|
|
ClientSimpleObjects
|
|
*/
|
|
|
|
void addSimpleObject(ClientSimpleObject *simple);
|
|
|
|
/*
|
|
ActiveObjects
|
|
*/
|
|
|
|
GenericCAO* getGenericCAO(u16 id);
|
|
ClientActiveObject* getActiveObject(u16 id);
|
|
|
|
/*
|
|
Adds an active object to the environment.
|
|
Environment handles deletion of object.
|
|
Object may be deleted by environment immediately.
|
|
If id of object is 0, assigns a free id to it.
|
|
Returns the id of the object.
|
|
Returns 0 if not added and thus deleted.
|
|
*/
|
|
u16 addActiveObject(ClientActiveObject *object);
|
|
|
|
void addActiveObject(u16 id, u8 type, const std::string &init_data);
|
|
void removeActiveObject(u16 id);
|
|
|
|
void processActiveObjectMessage(u16 id, const std::string &data);
|
|
|
|
/*
|
|
Callbacks for activeobjects
|
|
*/
|
|
|
|
void damageLocalPlayer(u8 damage, bool handle_hp=true);
|
|
void updateLocalPlayerBreath(u16 breath);
|
|
|
|
/*
|
|
Client likes to call these
|
|
*/
|
|
|
|
// Get all nearby objects
|
|
void getActiveObjects(v3f origin, f32 max_d,
|
|
std::vector<DistanceSortedActiveObject> &dest);
|
|
|
|
// Get event from queue. CEE_NONE is returned if queue is empty.
|
|
ClientEnvEvent getClientEvent();
|
|
|
|
u16 attachement_parent_ids[USHRT_MAX + 1];
|
|
|
|
std::list<std::string> getPlayerNames()
|
|
{ return m_player_names; }
|
|
void addPlayerName(std::string name)
|
|
{ m_player_names.push_back(name); }
|
|
void removePlayerName(std::string name)
|
|
{ m_player_names.remove(name); }
|
|
void updateCameraOffset(v3s16 camera_offset)
|
|
{ m_camera_offset = camera_offset; }
|
|
v3s16 getCameraOffset()
|
|
{ return m_camera_offset; }
|
|
|
|
private:
|
|
ClientMap *m_map;
|
|
scene::ISceneManager *m_smgr;
|
|
ITextureSource *m_texturesource;
|
|
IGameDef *m_gamedef;
|
|
IrrlichtDevice *m_irr;
|
|
std::map<u16, ClientActiveObject*> m_active_objects;
|
|
std::vector<ClientSimpleObject*> m_simple_objects;
|
|
std::queue<ClientEnvEvent> m_client_event_queue;
|
|
IntervalLimiter m_active_object_light_update_interval;
|
|
IntervalLimiter m_lava_hurt_interval;
|
|
IntervalLimiter m_drowning_interval;
|
|
IntervalLimiter m_breathing_interval;
|
|
std::list<std::string> m_player_names;
|
|
v3s16 m_camera_offset;
|
|
};
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|