3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #ifndef ENVIRONMENT_HEADER
21 #define ENVIRONMENT_HEADER
24 This class is the game's environment.
29 - The current time in the game
37 #include "activeobject.h"
38 #include "util/numeric.h"
41 #include "jthread/jmutex.h"
43 class ServerEnvironment;
44 class ActiveBlockModifier;
45 class ServerActiveObject;
57 // Environment will delete the map passed to the constructor
59 virtual ~Environment();
62 Step everything in environment.
67 virtual void step(f32 dtime) = 0;
69 virtual Map & getMap() = 0;
71 virtual void addPlayer(Player *player);
72 void removePlayer(u16 peer_id);
73 void removePlayer(const char *name);
74 Player * getPlayer(u16 peer_id);
75 Player * getPlayer(const char *name);
76 Player * getRandomConnectedPlayer();
77 Player * getNearestConnectedPlayer(v3f pos);
78 std::list<Player*> getPlayers();
79 std::list<Player*> getPlayers(bool ignore_disconnected);
81 u32 getDayNightRatio();
84 virtual void setTimeOfDay(u32 time)
87 m_time_of_day_f = (float)time / 24000.0;
91 { return m_time_of_day; }
94 { return m_time_of_day_f; }
96 void stepTimeOfDay(float dtime);
98 void setTimeOfDaySpeed(float speed);
100 float getTimeOfDaySpeed();
102 void setDayNightRatioOverride(bool enable, u32 value)
104 m_enable_day_night_ratio_override = enable;
105 m_day_night_ratio_override = value;
108 // counter used internally when triggering ABMs
112 // peer_ids in here should be unique, except that there may be many 0s
113 std::list<Player*> m_players;
114 // Time of day in milli-hours (0-23999); determines day and night
116 // Time of day in 0...1
117 float m_time_of_day_f;
118 float m_time_of_day_speed;
119 // Used to buffer dtime for adding to m_time_of_day
120 float m_time_counter;
121 // Overriding the day-night ratio is useful for custom sky visuals
122 bool m_enable_day_night_ratio_override;
123 u32 m_day_night_ratio_override;
125 /* TODO: Add a callback function so these can be updated when a setting
126 * changes. At this point in time it doesn't matter (e.g. /set
127 * is documented to change server settings only)
129 * TODO: Local caching of settings is not optimal and should at some stage
130 * be updated to use a global settings object for getting thse values
131 * (as opposed to the this local caching). This can be addressed in
134 bool m_cache_enable_shaders;
142 Active block modifier interface.
144 These are fed into ServerEnvironment at initialization time;
145 ServerEnvironment handles deleting them.
148 class ActiveBlockModifier
151 ActiveBlockModifier(){};
152 virtual ~ActiveBlockModifier(){};
154 // Set of contents to trigger on
155 virtual std::set<std::string> getTriggerContents()=0;
156 // Set of required neighbors (trigger doesn't happen if none are found)
157 // Empty = do not check neighbors
158 virtual std::set<std::string> getRequiredNeighbors()
159 { return std::set<std::string>(); }
160 // Trigger interval in seconds
161 virtual float getTriggerInterval() = 0;
162 // Random chance of (1 / return value), 0 is disallowed
163 virtual u32 getTriggerChance() = 0;
164 // This is called usually at interval for 1/chance of the nodes
165 virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
166 virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n,
167 u32 active_object_count, u32 active_object_count_wider){};
172 ActiveBlockModifier *abm;
175 ABMWithState(ActiveBlockModifier *abm_);
179 List of active blocks, used by ServerEnvironment
182 class ActiveBlockList
185 void update(std::list<v3s16> &active_positions,
187 std::set<v3s16> &blocks_removed,
188 std::set<v3s16> &blocks_added);
190 bool contains(v3s16 p){
191 return (m_list.find(p) != m_list.end());
198 std::set<v3s16> m_list;
199 std::set<v3s16> m_forceloaded_list;
205 The server-side environment.
207 This is not thread-safe. Server uses an environment mutex.
210 class ServerEnvironment : public Environment
213 ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
214 IGameDef *gamedef, const std::string &path_world);
215 ~ServerEnvironment();
219 ServerMap & getServerMap();
221 //TODO find way to remove this fct!
222 GameScripting* getScriptIface()
225 IGameDef *getGameDef()
226 { return m_gamedef; }
228 float getSendRecommendedInterval()
229 { return m_recommended_send_interval; }
232 void saveLoadedPlayers();
233 void savePlayer(const std::string &playername);
234 Player *loadPlayer(const std::string &playername);
237 Save and load time of day and game timer
243 External ActiveObject interface
244 -------------------------------------------
247 ServerActiveObject* getActiveObject(u16 id);
250 Add an active object to the environment.
251 Environment handles deletion of object.
252 Object may be deleted by environment immediately.
253 If id of object is 0, assigns a free id to it.
254 Returns the id of the object.
255 Returns 0 if not added and thus deleted.
257 u16 addActiveObject(ServerActiveObject *object);
260 Add an active object as a static object to the corresponding
262 Caller allocates memory, ServerEnvironment frees memory.
263 Return value: true if succeeded, false if failed.
264 (note: not used, pending removal from engine)
266 //bool addActiveObjectAsStatic(ServerActiveObject *object);
269 Find out what new objects have been added to
270 inside a radius around a position
272 void getAddedActiveObjects(v3s16 pos, s16 radius,
274 std::set<u16> ¤t_objects,
275 std::set<u16> &added_objects);
278 Find out what new objects have been removed from
279 inside a radius around a position
281 void getRemovedActiveObjects(v3s16 pos, s16 radius,
283 std::set<u16> ¤t_objects,
284 std::set<u16> &removed_objects);
287 Get the next message emitted by some active object.
288 Returns a message with id=0 if no messages are available.
290 ActiveObjectMessage getActiveObjectMessage();
293 Activate objects and dynamically modify for the dtime determined
294 from timestamp and additional_dtime
296 void activateBlock(MapBlock *block, u32 additional_dtime=0);
300 -------------------------------------------
303 void addActiveBlockModifier(ActiveBlockModifier *abm);
307 -------------------------------------------
310 // Script-aware node setters
311 bool setNode(v3s16 p, const MapNode &n);
312 bool removeNode(v3s16 p);
313 bool swapNode(v3s16 p, const MapNode &n);
315 // Find all active objects inside a radius around a point
316 std::set<u16> getObjectsInsideRadius(v3f pos, float radius);
318 // Clear all objects, loading and going through every MapBlock
319 void clearAllObjects();
321 // This makes stuff happen
322 void step(f32 dtime);
324 //check if there's a line of sight between two positions
325 bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0, v3s16 *p=NULL);
327 u32 getGameTime() { return m_game_time; }
329 void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
330 float getMaxLagEstimate() { return m_max_lag_estimate; }
332 std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };
337 Internal ActiveObject interface
338 -------------------------------------------
342 Add an active object to the environment.
344 Called by addActiveObject.
346 Object may be deleted by environment immediately.
347 If id of object is 0, assigns a free id to it.
348 Returns the id of the object.
349 Returns 0 if not added and thus deleted.
351 u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s);
354 Remove all objects that satisfy (m_removed && m_known_by_count==0)
356 void removeRemovedObjects();
359 Convert stored objects from block to active
361 void activateObjects(MapBlock *block, u32 dtime_s);
364 Convert objects that are not in active blocks to static.
366 If m_known_by_count != 0, active object is not deleted, but static
367 data is still updated.
369 If force_delete is set, active object is deleted nevertheless. It
370 shall only be set so in the destructor of the environment.
372 void deactivateFarObjects(bool force_delete);
381 GameScripting* m_script;
385 const std::string m_path_world;
386 // Active object list
387 std::map<u16, ServerActiveObject*> m_active_objects;
388 // Outgoing network message buffer for active objects
389 std::list<ActiveObjectMessage> m_active_object_messages;
391 float m_send_recommended_timer;
392 IntervalLimiter m_object_management_interval;
393 // List of active blocks
394 ActiveBlockList m_active_blocks;
395 IntervalLimiter m_active_blocks_management_interval;
396 IntervalLimiter m_active_block_modifier_interval;
397 IntervalLimiter m_active_blocks_nodemetadata_interval;
398 int m_active_block_interval_overload_skip;
399 // Time from the beginning of the game in seconds.
400 // Incremented in step().
402 // A helper variable for incrementing the latter
403 float m_game_time_fraction_counter;
404 std::list<ABMWithState> m_abms;
405 // An interval for generally sending object positions and stuff
406 float m_recommended_send_interval;
407 // Estimate for general maximum lag as determined by server.
408 // Can raise to high values like 15s with eg. map generation mods.
409 float m_max_lag_estimate;
414 #include "clientobject.h"
415 class ClientSimpleObject;
418 The client-side environment.
420 This is not thread-safe.
421 Must be called from main (irrlicht) thread (uses the SceneManager)
422 Client uses an environment mutex.
425 enum ClientEnvEventType
432 struct ClientEnvEvent
434 ClientEnvEventType type;
448 class ClientEnvironment : public Environment
451 ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
452 ITextureSource *texturesource, IGameDef *gamedef,
453 IrrlichtDevice *device);
454 ~ClientEnvironment();
457 ClientMap & getClientMap();
459 IGameDef *getGameDef()
460 { return m_gamedef; }
462 void step(f32 dtime);
464 virtual void addPlayer(Player *player);
465 LocalPlayer * getLocalPlayer();
471 void addSimpleObject(ClientSimpleObject *simple);
477 ClientActiveObject* getActiveObject(u16 id);
480 Adds an active object to the environment.
481 Environment handles deletion of object.
482 Object may be deleted by environment immediately.
483 If id of object is 0, assigns a free id to it.
484 Returns the id of the object.
485 Returns 0 if not added and thus deleted.
487 u16 addActiveObject(ClientActiveObject *object);
489 void addActiveObject(u16 id, u8 type, const std::string &init_data);
490 void removeActiveObject(u16 id);
492 void processActiveObjectMessage(u16 id, const std::string &data);
495 Callbacks for activeobjects
498 void damageLocalPlayer(u8 damage, bool handle_hp=true);
499 void updateLocalPlayerBreath(u16 breath);
502 Client likes to call these
505 // Get all nearby objects
506 void getActiveObjects(v3f origin, f32 max_d,
507 std::vector<DistanceSortedActiveObject> &dest);
509 // Get event from queue. CEE_NONE is returned if queue is empty.
510 ClientEnvEvent getClientEvent();
512 u16 m_attachements[USHRT_MAX];
514 std::list<std::string> getPlayerNames()
515 { return m_player_names; }
516 void addPlayerName(std::string name)
517 { m_player_names.push_back(name); }
518 void removePlayerName(std::string name)
519 { m_player_names.remove(name); }
520 void updateCameraOffset(v3s16 camera_offset)
521 { m_camera_offset = camera_offset; }
522 v3s16 getCameraOffset()
523 { return m_camera_offset; }
527 scene::ISceneManager *m_smgr;
528 ITextureSource *m_texturesource;
530 IrrlichtDevice *m_irr;
531 std::map<u16, ClientActiveObject*> m_active_objects;
532 std::list<ClientSimpleObject*> m_simple_objects;
533 std::list<ClientEnvEvent> m_client_event_queue;
534 IntervalLimiter m_active_object_light_update_interval;
535 IntervalLimiter m_lava_hurt_interval;
536 IntervalLimiter m_drowning_interval;
537 IntervalLimiter m_breathing_interval;
538 std::list<std::string> m_player_names;
539 v3s16 m_camera_offset;