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
38 #include "activeobject.h"
39 #include "util/numeric.h"
42 #include "threading/mutex.h"
43 #include "network/networkprotocol.h" // for AccessDeniedCode
45 class ServerEnvironment;
46 class ActiveBlockModifier;
47 class ServerActiveObject;
60 // Environment will delete the map passed to the constructor
62 virtual ~Environment();
65 Step everything in environment.
70 virtual void step(f32 dtime) = 0;
72 virtual Map & getMap() = 0;
74 virtual void addPlayer(Player *player);
75 void removePlayer(Player *player);
76 Player * getPlayer(u16 peer_id);
77 Player * getPlayer(const char *name);
78 Player * getRandomConnectedPlayer();
79 Player * getNearestConnectedPlayer(v3f pos);
80 std::vector<Player*> getPlayers();
81 std::vector<Player*> getPlayers(bool ignore_disconnected);
83 u32 getDayNightRatio();
86 virtual void setTimeOfDay(u32 time);
88 float getTimeOfDayF();
90 void stepTimeOfDay(float dtime);
92 void setTimeOfDaySpeed(float speed);
93 float getTimeOfDaySpeed();
95 void setDayNightRatioOverride(bool enable, u32 value)
97 m_enable_day_night_ratio_override = enable;
98 m_day_night_ratio_override = value;
101 // counter used internally when triggering ABMs
105 // peer_ids in here should be unique, except that there may be many 0s
106 std::vector<Player*> m_players;
110 * Below: values under m_time_lock
112 // Time of day in milli-hours (0-23999); determines day and night
114 // Time of day in 0...1
115 float m_time_of_day_f;
116 float m_time_of_day_speed;
117 // Used to buffer dtime for adding to m_time_of_day
118 float m_time_counter;
119 // Overriding the day-night ratio is useful for custom sky visuals
120 bool m_enable_day_night_ratio_override;
121 u32 m_day_night_ratio_override;
123 * Above: values under m_time_lock
126 /* TODO: Add a callback function so these can be updated when a setting
127 * changes. At this point in time it doesn't matter (e.g. /set
128 * is documented to change server settings only)
130 * TODO: Local caching of settings is not optimal and should at some stage
131 * be updated to use a global settings object for getting thse values
132 * (as opposed to the this local caching). This can be addressed in
135 bool m_cache_enable_shaders;
140 DISABLE_CLASS_COPY(Environment);
144 Active block modifier interface.
146 These are fed into ServerEnvironment at initialization time;
147 ServerEnvironment handles deleting them.
150 class ActiveBlockModifier
153 ActiveBlockModifier(){};
154 virtual ~ActiveBlockModifier(){};
156 // Set of contents to trigger on
157 virtual std::set<std::string> getTriggerContents()=0;
158 // Set of required neighbors (trigger doesn't happen if none are found)
159 // Empty = do not check neighbors
160 virtual std::set<std::string> getRequiredNeighbors()
161 { return std::set<std::string>(); }
162 // Trigger interval in seconds
163 virtual float getTriggerInterval() = 0;
164 // Random chance of (1 / return value), 0 is disallowed
165 virtual u32 getTriggerChance() = 0;
166 // Whether to modify chance to simulate time lost by an unnattended block
167 virtual bool getSimpleCatchUp() = 0;
168 // This is called usually at interval for 1/chance of the nodes
169 virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
170 virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n,
171 u32 active_object_count, u32 active_object_count_wider){};
176 ActiveBlockModifier *abm;
179 ABMWithState(ActiveBlockModifier *abm_);
183 List of active blocks, used by ServerEnvironment
186 class ActiveBlockList
189 void update(std::vector<v3s16> &active_positions,
191 std::set<v3s16> &blocks_removed,
192 std::set<v3s16> &blocks_added);
194 bool contains(v3s16 p){
195 return (m_list.find(p) != m_list.end());
202 std::set<v3s16> m_list;
203 std::set<v3s16> m_forceloaded_list;
209 The server-side environment.
211 This is not thread-safe. Server uses an environment mutex.
214 class ServerEnvironment : public Environment
217 ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
218 IGameDef *gamedef, const std::string &path_world);
219 ~ServerEnvironment();
223 ServerMap & getServerMap();
225 //TODO find way to remove this fct!
226 GameScripting* getScriptIface()
229 IGameDef *getGameDef()
230 { return m_gamedef; }
232 float getSendRecommendedInterval()
233 { return m_recommended_send_interval; }
235 void kickAllPlayers(AccessDeniedCode reason,
236 const std::string &str_reason, bool reconnect);
238 void saveLoadedPlayers();
239 void savePlayer(RemotePlayer *player);
240 Player *loadPlayer(const std::string &playername);
243 Save and load time of day and game timer
249 External ActiveObject interface
250 -------------------------------------------
253 ServerActiveObject* getActiveObject(u16 id);
256 Add an active object to the environment.
257 Environment handles deletion of object.
258 Object may be deleted by environment immediately.
259 If id of object is 0, assigns a free id to it.
260 Returns the id of the object.
261 Returns 0 if not added and thus deleted.
263 u16 addActiveObject(ServerActiveObject *object);
266 Add an active object as a static object to the corresponding
268 Caller allocates memory, ServerEnvironment frees memory.
269 Return value: true if succeeded, false if failed.
270 (note: not used, pending removal from engine)
272 //bool addActiveObjectAsStatic(ServerActiveObject *object);
275 Find out what new objects have been added to
276 inside a radius around a position
278 void getAddedActiveObjects(Player *player, s16 radius,
280 std::set<u16> ¤t_objects,
281 std::queue<u16> &added_objects);
284 Find out what new objects have been removed from
285 inside a radius around a position
287 void getRemovedActiveObjects(Player* player, s16 radius,
289 std::set<u16> ¤t_objects,
290 std::queue<u16> &removed_objects);
293 Get the next message emitted by some active object.
294 Returns a message with id=0 if no messages are available.
296 ActiveObjectMessage getActiveObjectMessage();
299 Activate objects and dynamically modify for the dtime determined
300 from timestamp and additional_dtime
302 void activateBlock(MapBlock *block, u32 additional_dtime=0);
306 -------------------------------------------
309 void addActiveBlockModifier(ActiveBlockModifier *abm);
313 -------------------------------------------
316 // Script-aware node setters
317 bool setNode(v3s16 p, const MapNode &n);
318 bool removeNode(v3s16 p);
319 bool swapNode(v3s16 p, const MapNode &n);
321 // Find all active objects inside a radius around a point
322 void getObjectsInsideRadius(std::vector<u16> &objects, v3f pos, float radius);
324 // Clear all objects, loading and going through every MapBlock
325 void clearAllObjects();
327 // This makes stuff happen
328 void step(f32 dtime);
330 //check if there's a line of sight between two positions
331 bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0, v3s16 *p=NULL);
333 u32 getGameTime() { return m_game_time; }
335 void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
336 float getMaxLagEstimate() { return m_max_lag_estimate; }
338 std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };
340 // Sets the static object status all the active objects in the specified block
341 // This is only really needed for deleting blocks from the map
342 void setStaticForActiveObjectsInBlock(v3s16 blockpos,
343 bool static_exists, v3s16 static_block=v3s16(0,0,0));
348 Internal ActiveObject interface
349 -------------------------------------------
353 Add an active object to the environment.
355 Called by addActiveObject.
357 Object may be deleted by environment immediately.
358 If id of object is 0, assigns a free id to it.
359 Returns the id of the object.
360 Returns 0 if not added and thus deleted.
362 u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s);
365 Remove all objects that satisfy (m_removed && m_known_by_count==0)
367 void removeRemovedObjects();
370 Convert stored objects from block to active
372 void activateObjects(MapBlock *block, u32 dtime_s);
375 Convert objects that are not in active blocks to static.
377 If m_known_by_count != 0, active object is not deleted, but static
378 data is still updated.
380 If force_delete is set, active object is deleted nevertheless. It
381 shall only be set so in the destructor of the environment.
383 void deactivateFarObjects(bool force_delete);
392 GameScripting* m_script;
396 const std::string m_path_world;
397 // Active object list
398 std::map<u16, ServerActiveObject*> m_active_objects;
399 // Outgoing network message buffer for active objects
400 std::queue<ActiveObjectMessage> m_active_object_messages;
402 float m_send_recommended_timer;
403 IntervalLimiter m_object_management_interval;
404 // List of active blocks
405 ActiveBlockList m_active_blocks;
406 IntervalLimiter m_active_blocks_management_interval;
407 IntervalLimiter m_active_block_modifier_interval;
408 IntervalLimiter m_active_blocks_nodemetadata_interval;
409 int m_active_block_interval_overload_skip;
410 // Time from the beginning of the game in seconds.
411 // Incremented in step().
413 // A helper variable for incrementing the latter
414 float m_game_time_fraction_counter;
415 std::vector<ABMWithState> m_abms;
416 // An interval for generally sending object positions and stuff
417 float m_recommended_send_interval;
418 // Estimate for general maximum lag as determined by server.
419 // Can raise to high values like 15s with eg. map generation mods.
420 float m_max_lag_estimate;
425 #include "clientobject.h"
426 #include "content_cao.h"
428 class ClientSimpleObject;
431 The client-side environment.
433 This is not thread-safe.
434 Must be called from main (irrlicht) thread (uses the SceneManager)
435 Client uses an environment mutex.
438 enum ClientEnvEventType
445 struct ClientEnvEvent
447 ClientEnvEventType type;
461 class ClientEnvironment : public Environment
464 ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
465 ITextureSource *texturesource, IGameDef *gamedef,
466 IrrlichtDevice *device);
467 ~ClientEnvironment();
470 ClientMap & getClientMap();
472 IGameDef *getGameDef()
473 { return m_gamedef; }
475 void step(f32 dtime);
477 virtual void addPlayer(Player *player);
478 LocalPlayer * getLocalPlayer();
484 void addSimpleObject(ClientSimpleObject *simple);
490 GenericCAO* getGenericCAO(u16 id);
491 ClientActiveObject* getActiveObject(u16 id);
494 Adds an active object to the environment.
495 Environment handles deletion of object.
496 Object may be deleted by environment immediately.
497 If id of object is 0, assigns a free id to it.
498 Returns the id of the object.
499 Returns 0 if not added and thus deleted.
501 u16 addActiveObject(ClientActiveObject *object);
503 void addActiveObject(u16 id, u8 type, const std::string &init_data);
504 void removeActiveObject(u16 id);
506 void processActiveObjectMessage(u16 id, const std::string &data);
509 Callbacks for activeobjects
512 void damageLocalPlayer(u8 damage, bool handle_hp=true);
513 void updateLocalPlayerBreath(u16 breath);
516 Client likes to call these
519 // Get all nearby objects
520 void getActiveObjects(v3f origin, f32 max_d,
521 std::vector<DistanceSortedActiveObject> &dest);
523 // Get event from queue. CEE_NONE is returned if queue is empty.
524 ClientEnvEvent getClientEvent();
526 u16 attachement_parent_ids[USHRT_MAX + 1];
528 std::list<std::string> getPlayerNames()
529 { return m_player_names; }
530 void addPlayerName(std::string name)
531 { m_player_names.push_back(name); }
532 void removePlayerName(std::string name)
533 { m_player_names.remove(name); }
534 void updateCameraOffset(v3s16 camera_offset)
535 { m_camera_offset = camera_offset; }
536 v3s16 getCameraOffset()
537 { return m_camera_offset; }
541 scene::ISceneManager *m_smgr;
542 ITextureSource *m_texturesource;
544 IrrlichtDevice *m_irr;
545 std::map<u16, ClientActiveObject*> m_active_objects;
546 std::vector<ClientSimpleObject*> m_simple_objects;
547 std::queue<ClientEnvEvent> m_client_event_queue;
548 IntervalLimiter m_active_object_light_update_interval;
549 IntervalLimiter m_lava_hurt_interval;
550 IntervalLimiter m_drowning_interval;
551 IntervalLimiter m_breathing_interval;
552 std::list<std::string> m_player_names;
553 v3s16 m_camera_offset;