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 "threading/atomic.h"
44 #include "network/networkprotocol.h" // for AccessDeniedCode
46 class ServerEnvironment;
47 class ActiveBlockModifier;
48 class ServerActiveObject;
61 // Environment will delete the map passed to the constructor
63 virtual ~Environment();
66 Step everything in environment.
71 virtual void step(f32 dtime) = 0;
73 virtual Map & getMap() = 0;
75 virtual void addPlayer(Player *player);
76 void removePlayer(Player *player);
77 Player * getPlayer(u16 peer_id);
78 Player * getPlayer(const char *name);
79 Player * getRandomConnectedPlayer();
80 Player * getNearestConnectedPlayer(v3f pos);
81 std::vector<Player*> getPlayers();
82 std::vector<Player*> getPlayers(bool ignore_disconnected);
84 u32 getDayNightRatio();
87 virtual void setTimeOfDay(u32 time);
89 float getTimeOfDayF();
91 void stepTimeOfDay(float dtime);
93 void setTimeOfDaySpeed(float speed);
94 float getTimeOfDaySpeed();
96 void setDayNightRatioOverride(bool enable, u32 value);
100 // counter used internally when triggering ABMs
104 // peer_ids in here should be unique, except that there may be many 0s
105 std::vector<Player*> m_players;
107 GenericAtomic<float> m_time_of_day_speed;
110 * Below: values managed by 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 // Stores the skew created by the float -> u32 conversion
117 // to be applied at next conversion, so that there is no real skew.
118 float m_time_conversion_skew;
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;
122 // Days from the server start, accounts for time shift
123 // in game (e.g. /time or bed usage)
124 Atomic<u32> m_day_count;
126 * Above: values managed by m_time_lock
129 /* TODO: Add a callback function so these can be updated when a setting
130 * changes. At this point in time it doesn't matter (e.g. /set
131 * is documented to change server settings only)
133 * TODO: Local caching of settings is not optimal and should at some stage
134 * be updated to use a global settings object for getting thse values
135 * (as opposed to the this local caching). This can be addressed in
138 bool m_cache_enable_shaders;
143 DISABLE_CLASS_COPY(Environment);
147 {Active, Loading} block modifier interface.
149 These are fed into ServerEnvironment at initialization time;
150 ServerEnvironment handles deleting them.
153 class ActiveBlockModifier
156 ActiveBlockModifier(){};
157 virtual ~ActiveBlockModifier(){};
159 // Set of contents to trigger on
160 virtual std::set<std::string> getTriggerContents()=0;
161 // Set of required neighbors (trigger doesn't happen if none are found)
162 // Empty = do not check neighbors
163 virtual std::set<std::string> getRequiredNeighbors()
164 { return std::set<std::string>(); }
165 // Trigger interval in seconds
166 virtual float getTriggerInterval() = 0;
167 // Random chance of (1 / return value), 0 is disallowed
168 virtual u32 getTriggerChance() = 0;
169 // Whether to modify chance to simulate time lost by an unnattended block
170 virtual bool getSimpleCatchUp() = 0;
171 // This is called usually at interval for 1/chance of the nodes
172 virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
173 virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n,
174 u32 active_object_count, u32 active_object_count_wider){};
179 ActiveBlockModifier *abm;
182 ABMWithState(ActiveBlockModifier *abm_);
185 struct LoadingBlockModifierDef
187 // Set of contents to trigger on
188 std::set<std::string> trigger_contents;
190 bool run_at_every_load;
192 virtual ~LoadingBlockModifierDef() {}
193 virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
196 struct LBMContentMapping
198 typedef std::map<content_t, std::vector<LoadingBlockModifierDef *> > container_map;
201 std::vector<LoadingBlockModifierDef *> lbm_list;
203 // Needs to be separate method (not inside destructor),
204 // because the LBMContentMapping may be copied and destructed
205 // many times during operation in the lbm_lookup_map.
206 void deleteContents();
207 void addLBM(LoadingBlockModifierDef *lbm_def, IGameDef *gamedef);
208 const std::vector<LoadingBlockModifierDef *> *lookup(content_t c) const;
220 // Don't call this after loadIntroductionTimes() ran.
221 void addLBMDef(LoadingBlockModifierDef *lbm_def);
223 void loadIntroductionTimes(const std::string ×,
224 IGameDef *gamedef, u32 now);
226 // Don't call this before loadIntroductionTimes() ran.
227 std::string createIntroductionTimesString();
229 // Don't call this before loadIntroductionTimes() ran.
230 void applyLBMs(ServerEnvironment *env, MapBlock *block, u32 stamp);
232 // Warning: do not make this std::unordered_map, order is relevant here
233 typedef std::map<u32, LBMContentMapping> lbm_lookup_map;
236 // Once we set this to true, we can only query,
240 // For m_query_mode == false:
241 // The key of the map is the LBM def's name.
242 // TODO make this std::unordered_map
243 std::map<std::string, LoadingBlockModifierDef *> m_lbm_defs;
245 // For m_query_mode == true:
246 // The key of the map is the LBM def's first introduction time.
247 lbm_lookup_map m_lbm_lookup;
249 // Returns an iterator to the LBMs that were introduced
250 // after the given time. This is guaranteed to return
251 // valid values for everything
252 lbm_lookup_map::const_iterator getLBMsIntroducedAfter(u32 time)
253 { return m_lbm_lookup.lower_bound(time); }
257 List of active blocks, used by ServerEnvironment
260 class ActiveBlockList
263 void update(std::vector<v3s16> &active_positions,
265 std::set<v3s16> &blocks_removed,
266 std::set<v3s16> &blocks_added);
268 bool contains(v3s16 p){
269 return (m_list.find(p) != m_list.end());
276 std::set<v3s16> m_list;
277 std::set<v3s16> m_forceloaded_list;
283 Operation mode for ServerEnvironment::clearObjects()
285 enum ClearObjectsMode {
286 // Load and go through every mapblock, clearing objects
287 CLEAR_OBJECTS_MODE_FULL,
289 // Clear objects immediately in loaded mapblocks;
290 // clear objects in unloaded mapblocks only when the mapblocks are next activated.
291 CLEAR_OBJECTS_MODE_QUICK,
295 The server-side environment.
297 This is not thread-safe. Server uses an environment mutex.
300 class ServerEnvironment : public Environment
303 ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
304 IGameDef *gamedef, const std::string &path_world);
305 ~ServerEnvironment();
309 ServerMap & getServerMap();
311 //TODO find way to remove this fct!
312 GameScripting* getScriptIface()
315 IGameDef *getGameDef()
316 { return m_gamedef; }
318 float getSendRecommendedInterval()
319 { return m_recommended_send_interval; }
321 void kickAllPlayers(AccessDeniedCode reason,
322 const std::string &str_reason, bool reconnect);
324 void saveLoadedPlayers();
325 void savePlayer(RemotePlayer *player);
326 Player *loadPlayer(const std::string &playername);
329 Save and load time of day and game timer
333 // to be called instead of loadMeta if
334 // env_meta.txt doesn't exist (e.g. new world)
335 void loadDefaultMeta();
338 External ActiveObject interface
339 -------------------------------------------
342 ServerActiveObject* getActiveObject(u16 id);
345 Add an active object to the environment.
346 Environment handles deletion of object.
347 Object may be deleted by environment immediately.
348 If id of object is 0, assigns a free id to it.
349 Returns the id of the object.
350 Returns 0 if not added and thus deleted.
352 u16 addActiveObject(ServerActiveObject *object);
355 Add an active object as a static object to the corresponding
357 Caller allocates memory, ServerEnvironment frees memory.
358 Return value: true if succeeded, false if failed.
359 (note: not used, pending removal from engine)
361 //bool addActiveObjectAsStatic(ServerActiveObject *object);
364 Find out what new objects have been added to
365 inside a radius around a position
367 void getAddedActiveObjects(Player *player, s16 radius,
369 std::set<u16> ¤t_objects,
370 std::queue<u16> &added_objects);
373 Find out what new objects have been removed from
374 inside a radius around a position
376 void getRemovedActiveObjects(Player* player, s16 radius,
378 std::set<u16> ¤t_objects,
379 std::queue<u16> &removed_objects);
382 Get the next message emitted by some active object.
383 Returns a message with id=0 if no messages are available.
385 ActiveObjectMessage getActiveObjectMessage();
388 Activate objects and dynamically modify for the dtime determined
389 from timestamp and additional_dtime
391 void activateBlock(MapBlock *block, u32 additional_dtime=0);
394 {Active,Loading}BlockModifiers
395 -------------------------------------------
398 void addActiveBlockModifier(ActiveBlockModifier *abm);
399 void addLoadingBlockModifierDef(LoadingBlockModifierDef *lbm);
403 -------------------------------------------
406 // Script-aware node setters
407 bool setNode(v3s16 p, const MapNode &n);
408 bool removeNode(v3s16 p);
409 bool swapNode(v3s16 p, const MapNode &n);
411 // Find all active objects inside a radius around a point
412 void getObjectsInsideRadius(std::vector<u16> &objects, v3f pos, float radius);
414 // Clear objects, loading and going through every MapBlock
415 void clearObjects(ClearObjectsMode mode);
417 // This makes stuff happen
418 void step(f32 dtime);
420 //check if there's a line of sight between two positions
421 bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0, v3s16 *p=NULL);
423 u32 getGameTime() { return m_game_time; }
425 void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
426 float getMaxLagEstimate() { return m_max_lag_estimate; }
428 std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };
430 // Sets the static object status all the active objects in the specified block
431 // This is only really needed for deleting blocks from the map
432 void setStaticForActiveObjectsInBlock(v3s16 blockpos,
433 bool static_exists, v3s16 static_block=v3s16(0,0,0));
438 Internal ActiveObject interface
439 -------------------------------------------
443 Add an active object to the environment.
445 Called by addActiveObject.
447 Object may be deleted by environment immediately.
448 If id of object is 0, assigns a free id to it.
449 Returns the id of the object.
450 Returns 0 if not added and thus deleted.
452 u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s);
455 Remove all objects that satisfy (m_removed && m_known_by_count==0)
457 void removeRemovedObjects();
460 Convert stored objects from block to active
462 void activateObjects(MapBlock *block, u32 dtime_s);
465 Convert objects that are not in active blocks to static.
467 If m_known_by_count != 0, active object is not deleted, but static
468 data is still updated.
470 If force_delete is set, active object is deleted nevertheless. It
471 shall only be set so in the destructor of the environment.
473 void deactivateFarObjects(bool force_delete);
482 GameScripting* m_script;
486 const std::string m_path_world;
487 // Active object list
488 std::map<u16, ServerActiveObject*> m_active_objects;
489 // Outgoing network message buffer for active objects
490 std::queue<ActiveObjectMessage> m_active_object_messages;
492 float m_send_recommended_timer;
493 IntervalLimiter m_object_management_interval;
494 // List of active blocks
495 ActiveBlockList m_active_blocks;
496 IntervalLimiter m_active_blocks_management_interval;
497 IntervalLimiter m_active_block_modifier_interval;
498 IntervalLimiter m_active_blocks_nodemetadata_interval;
499 int m_active_block_interval_overload_skip;
500 // Time from the beginning of the game in seconds.
501 // Incremented in step().
503 // A helper variable for incrementing the latter
504 float m_game_time_fraction_counter;
505 // Time of last clearObjects call (game time).
506 // When a mapblock older than this is loaded, its objects are cleared.
507 u32 m_last_clear_objects_time;
508 // Active block modifiers
509 std::vector<ABMWithState> m_abms;
510 LBMManager m_lbm_mgr;
511 // An interval for generally sending object positions and stuff
512 float m_recommended_send_interval;
513 // Estimate for general maximum lag as determined by server.
514 // Can raise to high values like 15s with eg. map generation mods.
515 float m_max_lag_estimate;
520 #include "clientobject.h"
521 #include "content_cao.h"
523 class ClientSimpleObject;
526 The client-side environment.
528 This is not thread-safe.
529 Must be called from main (irrlicht) thread (uses the SceneManager)
530 Client uses an environment mutex.
533 enum ClientEnvEventType
540 struct ClientEnvEvent
542 ClientEnvEventType type;
556 class ClientEnvironment : public Environment
559 ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
560 ITextureSource *texturesource, IGameDef *gamedef,
561 IrrlichtDevice *device);
562 ~ClientEnvironment();
565 ClientMap & getClientMap();
567 IGameDef *getGameDef()
568 { return m_gamedef; }
570 void step(f32 dtime);
572 virtual void addPlayer(Player *player);
573 LocalPlayer * getLocalPlayer();
579 void addSimpleObject(ClientSimpleObject *simple);
585 GenericCAO* getGenericCAO(u16 id);
586 ClientActiveObject* getActiveObject(u16 id);
589 Adds an active object to the environment.
590 Environment handles deletion of object.
591 Object may be deleted by environment immediately.
592 If id of object is 0, assigns a free id to it.
593 Returns the id of the object.
594 Returns 0 if not added and thus deleted.
596 u16 addActiveObject(ClientActiveObject *object);
598 void addActiveObject(u16 id, u8 type, const std::string &init_data);
599 void removeActiveObject(u16 id);
601 void processActiveObjectMessage(u16 id, const std::string &data);
604 Callbacks for activeobjects
607 void damageLocalPlayer(u8 damage, bool handle_hp=true);
608 void updateLocalPlayerBreath(u16 breath);
611 Client likes to call these
614 // Get all nearby objects
615 void getActiveObjects(v3f origin, f32 max_d,
616 std::vector<DistanceSortedActiveObject> &dest);
618 // Get event from queue. CEE_NONE is returned if queue is empty.
619 ClientEnvEvent getClientEvent();
621 u16 attachement_parent_ids[USHRT_MAX + 1];
623 std::list<std::string> getPlayerNames()
624 { return m_player_names; }
625 void addPlayerName(std::string name)
626 { m_player_names.push_back(name); }
627 void removePlayerName(std::string name)
628 { m_player_names.remove(name); }
629 void updateCameraOffset(v3s16 camera_offset)
630 { m_camera_offset = camera_offset; }
631 v3s16 getCameraOffset()
632 { return m_camera_offset; }
636 scene::ISceneManager *m_smgr;
637 ITextureSource *m_texturesource;
639 IrrlichtDevice *m_irr;
640 std::map<u16, ClientActiveObject*> m_active_objects;
641 std::vector<ClientSimpleObject*> m_simple_objects;
642 std::queue<ClientEnvEvent> m_client_event_queue;
643 IntervalLimiter m_active_object_light_update_interval;
644 IntervalLimiter m_lava_hurt_interval;
645 IntervalLimiter m_drowning_interval;
646 IntervalLimiter m_breathing_interval;
647 std::list<std::string> m_player_names;
648 v3s16 m_camera_offset;