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::vector<Player*> getPlayers();
79 std::vector<Player*> getPlayers(bool ignore_disconnected);
81 u32 getDayNightRatio();
84 virtual void setTimeOfDay(u32 time);
86 float getTimeOfDayF();
88 void stepTimeOfDay(float dtime);
90 void setTimeOfDaySpeed(float speed);
91 float getTimeOfDaySpeed();
93 void setDayNightRatioOverride(bool enable, u32 value)
95 m_enable_day_night_ratio_override = enable;
96 m_day_night_ratio_override = value;
99 // counter used internally when triggering ABMs
103 // peer_ids in here should be unique, except that there may be many 0s
104 std::vector<Player*> m_players;
105 // Time of day in milli-hours (0-23999); determines day and night
107 // Time of day in 0...1
108 float m_time_of_day_f;
109 float m_time_of_day_speed;
110 // Used to buffer dtime for adding to m_time_of_day
111 float m_time_counter;
112 // Overriding the day-night ratio is useful for custom sky visuals
113 bool m_enable_day_night_ratio_override;
114 u32 m_day_night_ratio_override;
116 /* TODO: Add a callback function so these can be updated when a setting
117 * changes. At this point in time it doesn't matter (e.g. /set
118 * is documented to change server settings only)
120 * TODO: Local caching of settings is not optimal and should at some stage
121 * be updated to use a global settings object for getting thse values
122 * (as opposed to the this local caching). This can be addressed in
125 bool m_cache_enable_shaders;
128 JMutex m_timeofday_lock;
134 Active block modifier interface.
136 These are fed into ServerEnvironment at initialization time;
137 ServerEnvironment handles deleting them.
140 class ActiveBlockModifier
143 ActiveBlockModifier(){};
144 virtual ~ActiveBlockModifier(){};
146 // Set of contents to trigger on
147 virtual std::set<std::string> getTriggerContents()=0;
148 // Set of required neighbors (trigger doesn't happen if none are found)
149 // Empty = do not check neighbors
150 virtual std::set<std::string> getRequiredNeighbors()
151 { return std::set<std::string>(); }
152 // Trigger interval in seconds
153 virtual float getTriggerInterval() = 0;
154 // Random chance of (1 / return value), 0 is disallowed
155 virtual u32 getTriggerChance() = 0;
156 // This is called usually at interval for 1/chance of the nodes
157 virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
158 virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n,
159 u32 active_object_count, u32 active_object_count_wider){};
164 ActiveBlockModifier *abm;
167 ABMWithState(ActiveBlockModifier *abm_);
171 List of active blocks, used by ServerEnvironment
174 class ActiveBlockList
177 void update(std::vector<v3s16> &active_positions,
179 std::set<v3s16> &blocks_removed,
180 std::set<v3s16> &blocks_added);
182 bool contains(v3s16 p){
183 return (m_list.find(p) != m_list.end());
190 std::set<v3s16> m_list;
191 std::set<v3s16> m_forceloaded_list;
197 The server-side environment.
199 This is not thread-safe. Server uses an environment mutex.
202 class ServerEnvironment : public Environment
205 ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
206 IGameDef *gamedef, const std::string &path_world);
207 ~ServerEnvironment();
211 ServerMap & getServerMap();
213 //TODO find way to remove this fct!
214 GameScripting* getScriptIface()
217 IGameDef *getGameDef()
218 { return m_gamedef; }
220 float getSendRecommendedInterval()
221 { return m_recommended_send_interval; }
224 void saveLoadedPlayers();
225 void savePlayer(const std::string &playername);
226 Player *loadPlayer(const std::string &playername);
229 Save and load time of day and game timer
235 External ActiveObject interface
236 -------------------------------------------
239 ServerActiveObject* getActiveObject(u16 id);
242 Add an active object to the environment.
243 Environment handles deletion of object.
244 Object may be deleted by environment immediately.
245 If id of object is 0, assigns a free id to it.
246 Returns the id of the object.
247 Returns 0 if not added and thus deleted.
249 u16 addActiveObject(ServerActiveObject *object);
252 Add an active object as a static object to the corresponding
254 Caller allocates memory, ServerEnvironment frees memory.
255 Return value: true if succeeded, false if failed.
256 (note: not used, pending removal from engine)
258 //bool addActiveObjectAsStatic(ServerActiveObject *object);
261 Find out what new objects have been added to
262 inside a radius around a position
264 void getAddedActiveObjects(v3s16 pos, s16 radius,
266 std::set<u16> ¤t_objects,
267 std::set<u16> &added_objects);
270 Find out what new objects have been removed from
271 inside a radius around a position
273 void getRemovedActiveObjects(v3s16 pos, s16 radius,
275 std::set<u16> ¤t_objects,
276 std::set<u16> &removed_objects);
279 Get the next message emitted by some active object.
280 Returns a message with id=0 if no messages are available.
282 ActiveObjectMessage getActiveObjectMessage();
285 Activate objects and dynamically modify for the dtime determined
286 from timestamp and additional_dtime
288 void activateBlock(MapBlock *block, u32 additional_dtime=0);
292 -------------------------------------------
295 void addActiveBlockModifier(ActiveBlockModifier *abm);
299 -------------------------------------------
302 // Script-aware node setters
303 bool setNode(v3s16 p, const MapNode &n);
304 bool removeNode(v3s16 p);
305 bool swapNode(v3s16 p, const MapNode &n);
307 // Find all active objects inside a radius around a point
308 std::set<u16> getObjectsInsideRadius(v3f pos, float radius);
310 // Clear all objects, loading and going through every MapBlock
311 void clearAllObjects();
313 // This makes stuff happen
314 void step(f32 dtime);
316 //check if there's a line of sight between two positions
317 bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0, v3s16 *p=NULL);
319 u32 getGameTime() { return m_game_time; }
321 void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
322 float getMaxLagEstimate() { return m_max_lag_estimate; }
324 std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };
329 Internal ActiveObject interface
330 -------------------------------------------
334 Add an active object to the environment.
336 Called by addActiveObject.
338 Object may be deleted by environment immediately.
339 If id of object is 0, assigns a free id to it.
340 Returns the id of the object.
341 Returns 0 if not added and thus deleted.
343 u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s);
346 Remove all objects that satisfy (m_removed && m_known_by_count==0)
348 void removeRemovedObjects();
351 Convert stored objects from block to active
353 void activateObjects(MapBlock *block, u32 dtime_s);
356 Convert objects that are not in active blocks to static.
358 If m_known_by_count != 0, active object is not deleted, but static
359 data is still updated.
361 If force_delete is set, active object is deleted nevertheless. It
362 shall only be set so in the destructor of the environment.
364 void deactivateFarObjects(bool force_delete);
373 GameScripting* m_script;
377 const std::string m_path_world;
378 // Active object list
379 std::map<u16, ServerActiveObject*> m_active_objects;
380 // Outgoing network message buffer for active objects
381 std::list<ActiveObjectMessage> m_active_object_messages;
383 float m_send_recommended_timer;
384 IntervalLimiter m_object_management_interval;
385 // List of active blocks
386 ActiveBlockList m_active_blocks;
387 IntervalLimiter m_active_blocks_management_interval;
388 IntervalLimiter m_active_block_modifier_interval;
389 IntervalLimiter m_active_blocks_nodemetadata_interval;
390 int m_active_block_interval_overload_skip;
391 // Time from the beginning of the game in seconds.
392 // Incremented in step().
394 // A helper variable for incrementing the latter
395 float m_game_time_fraction_counter;
396 std::vector<ABMWithState> m_abms;
397 // An interval for generally sending object positions and stuff
398 float m_recommended_send_interval;
399 // Estimate for general maximum lag as determined by server.
400 // Can raise to high values like 15s with eg. map generation mods.
401 float m_max_lag_estimate;
406 #include "clientobject.h"
407 class ClientSimpleObject;
410 The client-side environment.
412 This is not thread-safe.
413 Must be called from main (irrlicht) thread (uses the SceneManager)
414 Client uses an environment mutex.
417 enum ClientEnvEventType
424 struct ClientEnvEvent
426 ClientEnvEventType type;
440 class ClientEnvironment : public Environment
443 ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
444 ITextureSource *texturesource, IGameDef *gamedef,
445 IrrlichtDevice *device);
446 ~ClientEnvironment();
449 ClientMap & getClientMap();
451 IGameDef *getGameDef()
452 { return m_gamedef; }
454 void step(f32 dtime);
456 virtual void addPlayer(Player *player);
457 LocalPlayer * getLocalPlayer();
463 void addSimpleObject(ClientSimpleObject *simple);
469 ClientActiveObject* getActiveObject(u16 id);
472 Adds an active object to the environment.
473 Environment handles deletion of object.
474 Object may be deleted by environment immediately.
475 If id of object is 0, assigns a free id to it.
476 Returns the id of the object.
477 Returns 0 if not added and thus deleted.
479 u16 addActiveObject(ClientActiveObject *object);
481 void addActiveObject(u16 id, u8 type, const std::string &init_data);
482 void removeActiveObject(u16 id);
484 void processActiveObjectMessage(u16 id, const std::string &data);
487 Callbacks for activeobjects
490 void damageLocalPlayer(u8 damage, bool handle_hp=true);
491 void updateLocalPlayerBreath(u16 breath);
494 Client likes to call these
497 // Get all nearby objects
498 void getActiveObjects(v3f origin, f32 max_d,
499 std::vector<DistanceSortedActiveObject> &dest);
501 // Get event from queue. CEE_NONE is returned if queue is empty.
502 ClientEnvEvent getClientEvent();
504 u16 m_attachements[USHRT_MAX];
506 std::list<std::string> getPlayerNames()
507 { return m_player_names; }
508 void addPlayerName(std::string name)
509 { m_player_names.push_back(name); }
510 void removePlayerName(std::string name)
511 { m_player_names.remove(name); }
512 void updateCameraOffset(v3s16 camera_offset)
513 { m_camera_offset = camera_offset; }
514 v3s16 getCameraOffset()
515 { return m_camera_offset; }
519 scene::ISceneManager *m_smgr;
520 ITextureSource *m_texturesource;
522 IrrlichtDevice *m_irr;
523 std::map<u16, ClientActiveObject*> m_active_objects;
524 std::vector<ClientSimpleObject*> m_simple_objects;
525 std::list<ClientEnvEvent> m_client_event_queue;
526 IntervalLimiter m_active_object_light_update_interval;
527 IntervalLimiter m_lava_hurt_interval;
528 IntervalLimiter m_drowning_interval;
529 IntervalLimiter m_breathing_interval;
530 std::list<std::string> m_player_names;
531 v3s16 m_camera_offset;