minetest/src/environment.h
Loic Blot 596484da4f Save and remove player by pointer
Why doing things simple ? Use pointer instead of strings to save players and remove them.
Saving players by name does a lookup to find pointer we already have ! Idem with removePlayer
Also remove unused removePlayer(peer_id), it's never called
2015-09-23 19:37:05 +02:00

550 lines
14 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef ENVIRONMENT_HEADER
#define ENVIRONMENT_HEADER
/*
This class is the game's environment.
It contains:
- The map
- Players
- Other objects
- The current time in the game
- etc.
*/
#include <set>
#include <list>
#include <queue>
#include <map>
#include "irr_v3d.h"
#include "activeobject.h"
#include "util/numeric.h"
#include "mapnode.h"
#include "mapblock.h"
#include "threading/mutex.h"
#include "network/networkprotocol.h" // for AccessDeniedCode
class ServerEnvironment;
class ActiveBlockModifier;
class ServerActiveObject;
class ITextureSource;
class IGameDef;
class Map;
class ServerMap;
class ClientMap;
class GameScripting;
class Player;
class RemotePlayer;
class Environment
{
public:
// Environment will delete the map passed to the constructor
Environment();
virtual ~Environment();
/*
Step everything in environment.
- Move players
- Step mobs
- Run timers of map
*/
virtual void step(f32 dtime) = 0;
virtual Map & getMap() = 0;
virtual void addPlayer(Player *player);
void removePlayer(Player *player);
Player * getPlayer(u16 peer_id);
Player * getPlayer(const char *name);
Player * getRandomConnectedPlayer();
Player * getNearestConnectedPlayer(v3f pos);
std::vector<Player*> getPlayers();
std::vector<Player*> getPlayers(bool ignore_disconnected);
u32 getDayNightRatio();
// 0-23999
virtual void setTimeOfDay(u32 time);
u32 getTimeOfDay();
float getTimeOfDayF();
void stepTimeOfDay(float dtime);
void setTimeOfDaySpeed(float speed);
float getTimeOfDaySpeed();
void setDayNightRatioOverride(bool enable, u32 value)
{
m_enable_day_night_ratio_override = enable;
m_day_night_ratio_override = value;
}
// counter used internally when triggering ABMs
u32 m_added_objects;
protected:
// peer_ids in here should be unique, except that there may be many 0s
std::vector<Player*> m_players;
// Time of day in milli-hours (0-23999); determines day and night
u32 m_time_of_day;
// Time of day in 0...1
float m_time_of_day_f;
float m_time_of_day_speed;
// Used to buffer dtime for adding to m_time_of_day
float m_time_counter;
// Overriding the day-night ratio is useful for custom sky visuals
bool m_enable_day_night_ratio_override;
u32 m_day_night_ratio_override;
/* TODO: Add a callback function so these can be updated when a setting
* changes. At this point in time it doesn't matter (e.g. /set
* is documented to change server settings only)
*
* TODO: Local caching of settings is not optimal and should at some stage
* be updated to use a global settings object for getting thse values
* (as opposed to the this local caching). This can be addressed in
* a later release.
*/
bool m_cache_enable_shaders;
private:
Mutex m_timeofday_lock;
Mutex m_time_lock;
};
/*
Active block modifier interface.
These are fed into ServerEnvironment at initialization time;
ServerEnvironment handles deleting them.
*/
class ActiveBlockModifier
{
public:
ActiveBlockModifier(){};
virtual ~ActiveBlockModifier(){};
// Set of contents to trigger on
virtual std::set<std::string> getTriggerContents()=0;
// Set of required neighbors (trigger doesn't happen if none are found)
// Empty = do not check neighbors
virtual std::set<std::string> getRequiredNeighbors()
{ return std::set<std::string>(); }
// Trigger interval in seconds
virtual float getTriggerInterval() = 0;
// Random chance of (1 / return value), 0 is disallowed
virtual u32 getTriggerChance() = 0;
// This is called usually at interval for 1/chance of the nodes
virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n,
u32 active_object_count, u32 active_object_count_wider){};
};
struct ABMWithState
{
ActiveBlockModifier *abm;
float timer;
ABMWithState(ActiveBlockModifier *abm_);
};
/*
List of active blocks, used by ServerEnvironment
*/
class ActiveBlockList
{
public:
void update(std::vector<v3s16> &active_positions,
s16 radius,
std::set<v3s16> &blocks_removed,
std::set<v3s16> &blocks_added);
bool contains(v3s16 p){
return (m_list.find(p) != m_list.end());
}
void clear(){
m_list.clear();
}
std::set<v3s16> m_list;
std::set<v3s16> m_forceloaded_list;
private:
};
/*
The server-side environment.
This is not thread-safe. Server uses an environment mutex.
*/
class ServerEnvironment : public Environment
{
public:
ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
IGameDef *gamedef, const std::string &path_world);
~ServerEnvironment();
Map & getMap();
ServerMap & getServerMap();
//TODO find way to remove this fct!
GameScripting* getScriptIface()
{ return m_script; }
IGameDef *getGameDef()
{ return m_gamedef; }
float getSendRecommendedInterval()
{ return m_recommended_send_interval; }
void kickAllPlayers(AccessDeniedCode reason,
const std::string &str_reason, bool reconnect);
// Save players
void saveLoadedPlayers();
void savePlayer(RemotePlayer *player);
Player *loadPlayer(const std::string &playername);
/*
Save and load time of day and game timer
*/
void saveMeta();
void loadMeta();
/*
External ActiveObject interface
-------------------------------------------
*/
ServerActiveObject* getActiveObject(u16 id);
/*
Add 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(ServerActiveObject *object);
/*
Add an active object as a static object to the corresponding
MapBlock.
Caller allocates memory, ServerEnvironment frees memory.
Return value: true if succeeded, false if failed.
(note: not used, pending removal from engine)
*/
//bool addActiveObjectAsStatic(ServerActiveObject *object);
/*
Find out what new objects have been added to
inside a radius around a position
*/
void getAddedActiveObjects(Player *player, s16 radius,
s16 player_radius,
std::set<u16> &current_objects,
std::queue<u16> &added_objects);
/*
Find out what new objects have been removed from
inside a radius around a position
*/
void getRemovedActiveObjects(Player* player, s16 radius,
s16 player_radius,
std::set<u16> &current_objects,
std::queue<u16> &removed_objects);
/*
Get the next message emitted by some active object.
Returns a message with id=0 if no messages are available.
*/
ActiveObjectMessage getActiveObjectMessage();
/*
Activate objects and dynamically modify for the dtime determined
from timestamp and additional_dtime
*/
void activateBlock(MapBlock *block, u32 additional_dtime=0);
/*
ActiveBlockModifiers
-------------------------------------------
*/
void addActiveBlockModifier(ActiveBlockModifier *abm);
/*
Other stuff
-------------------------------------------
*/
// Script-aware node setters
bool setNode(v3s16 p, const MapNode &n);
bool removeNode(v3s16 p);
bool swapNode(v3s16 p, const MapNode &n);
// Find all active objects inside a radius around a point
void getObjectsInsideRadius(std::vector<u16> &objects, v3f pos, float radius);
// Clear all objects, loading and going through every MapBlock
void clearAllObjects();
// This makes stuff happen
void step(f32 dtime);
//check if there's a line of sight between two positions
bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0, v3s16 *p=NULL);
u32 getGameTime() { return m_game_time; }
void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
float getMaxLagEstimate() { return m_max_lag_estimate; }
std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };
// Sets the static object status all the active objects in the specified block
// This is only really needed for deleting blocks from the map
void setStaticForActiveObjectsInBlock(v3s16 blockpos,
bool static_exists, v3s16 static_block=v3s16(0,0,0));
private:
/*
Internal ActiveObject interface
-------------------------------------------
*/
/*
Add an active object to the environment.
Called by addActiveObject.
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 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s);
/*
Remove all objects that satisfy (m_removed && m_known_by_count==0)
*/
void removeRemovedObjects();
/*
Convert stored objects from block to active
*/
void activateObjects(MapBlock *block, u32 dtime_s);
/*
Convert objects that are not in active blocks to static.
If m_known_by_count != 0, active object is not deleted, but static
data is still updated.
If force_delete is set, active object is deleted nevertheless. It
shall only be set so in the destructor of the environment.
*/
void deactivateFarObjects(bool force_delete);
/*
Member variables
*/
// The map
ServerMap *m_map;
// Lua state
GameScripting* m_script;
// Game definition
IGameDef *m_gamedef;
// World path
const std::string m_path_world;
// Active object list
std::map<u16, ServerActiveObject*> m_active_objects;
// Outgoing network message buffer for active objects
std::queue<ActiveObjectMessage> m_active_object_messages;
// Some timers
float m_send_recommended_timer;
IntervalLimiter m_object_management_interval;
// List of active blocks
ActiveBlockList m_active_blocks;
IntervalLimiter m_active_blocks_management_interval;
IntervalLimiter m_active_block_modifier_interval;
IntervalLimiter m_active_blocks_nodemetadata_interval;
int m_active_block_interval_overload_skip;
// Time from the beginning of the game in seconds.
// Incremented in step().
u32 m_game_time;
// A helper variable for incrementing the latter
float m_game_time_fraction_counter;
std::vector<ABMWithState> m_abms;
// An interval for generally sending object positions and stuff
float m_recommended_send_interval;
// Estimate for general maximum lag as determined by server.
// Can raise to high values like 15s with eg. map generation mods.
float m_max_lag_estimate;
};
#ifndef SERVER
#include "clientobject.h"
#include "content_cao.h"
class ClientSimpleObject;
/*
The client-side environment.
This is not thread-safe.
Must be called from main (irrlicht) thread (uses the SceneManager)
Client uses an environment mutex.
*/
enum ClientEnvEventType
{
CEE_NONE,
CEE_PLAYER_DAMAGE,
CEE_PLAYER_BREATH
};
struct ClientEnvEvent
{
ClientEnvEventType type;
union {
//struct{
//} none;
struct{
u8 amount;
bool send_to_server;
} 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