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174 lines
4.7 KiB
C++
174 lines
4.7 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 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 General Public License as published by
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the Free Software Foundation; either version 2 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 General Public License for more details.
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You should have received a copy of the GNU 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 SERVEROBJECT_HEADER
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#define SERVEROBJECT_HEADER
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#include "common_irrlicht.h"
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#include "activeobject.h"
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#include "utility.h"
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/*
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Some planning
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-------------
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* Server environment adds an active object, which gets the id 1
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* The active object list is scanned for each client once in a while,
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and it finds out what objects have been added that are not known
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by the client yet. This scan is initiated by the Server class and
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the result ends up directly to the server.
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* A network packet is created with the info and sent to the client.
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* Environment converts objects to static data and static data to
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objects, based on how close players are to them.
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*/
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class ServerEnvironment;
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class InventoryItem;
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class Player;
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class ServerActiveObject : public ActiveObject
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{
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public:
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/*
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NOTE: m_env can be NULL, but step() isn't called if it is.
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Prototypes are used that way.
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*/
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ServerActiveObject(ServerEnvironment *env, u16 id, v3f pos);
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virtual ~ServerActiveObject();
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// Create a certain type of ServerActiveObject
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static ServerActiveObject* create(u8 type,
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ServerEnvironment *env, u16 id, v3f pos,
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const std::string &data);
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/*
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Some simple getters/setters
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*/
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v3f getBasePosition()
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{return m_base_position;}
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void setBasePosition(v3f pos)
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{m_base_position = pos;}
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ServerEnvironment* getEnv()
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{return m_env;}
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/*
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Step object in time.
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Messages added to messages are sent to client over network.
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send_recommended:
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True at around 5-10 times a second, same for all objects.
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This is used to let objects send most of the data at the
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same time so that the data can be combined in a single
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packet.
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*/
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virtual void step(float dtime, bool send_recommended){}
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/*
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The return value of this is passed to the client-side object
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when it is created
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*/
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virtual std::string getClientInitializationData(){return "";}
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/*
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The return value of this is passed to the server-side object
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when it is created (converted from static to active - actually
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the data is the static form)
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*/
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virtual std::string getStaticData(){return "";}
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/*
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Item that the player gets when this object is picked up.
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If NULL, object cannot be picked up.
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*/
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virtual InventoryItem* createPickedUpItem(){return NULL;}
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/*
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If the object doesn't return an item, this will be called.
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Return value is tool wear.
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*/
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virtual u16 punch(const std::string &toolname, v3f dir)
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{return 0;}
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/*
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*/
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virtual void rightClick(Player *player){}
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/*
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Number of players which know about this object. Object won't be
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deleted until this is 0 to keep the id preserved for the right
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object.
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*/
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u16 m_known_by_count;
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/*
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- Whether this object is to be removed when nobody knows about
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it anymore.
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- Removal is delayed to preserve the id for the time during which
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it could be confused to some other object by some client.
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- This is set to true by the step() method when the object wants
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to be deleted.
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- This can be set to true by anything else too.
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*/
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bool m_removed;
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/*
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This is set to true when a block should be removed from the active
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object list but couldn't be removed because the id has to be
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reserved for some client.
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The environment checks this periodically. If this is true and also
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m_known_by_count is true,
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*/
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bool m_pending_deactivation;
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/*
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Whether the object's static data has been stored to a block
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*/
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bool m_static_exists;
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/*
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The block from which the object was loaded from, and in which
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a copy of the static data resides.
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*/
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v3s16 m_static_block;
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/*
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Queue of messages to be sent to the client
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*/
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Queue<ActiveObjectMessage> m_messages_out;
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protected:
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// Used for creating objects based on type
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typedef ServerActiveObject* (*Factory)
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(ServerEnvironment *env, u16 id, v3f pos,
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const std::string &data);
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static void registerType(u16 type, Factory f);
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ServerEnvironment *m_env;
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v3f m_base_position;
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private:
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// Used for creating objects based on type
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static core::map<u16, Factory> m_types;
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};
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#endif
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