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);
98 // counter used internally when triggering ABMs
102 // peer_ids in here should be unique, except that there may be many 0s
103 std::vector<Player*> m_players;
105 GenericAtomic<float> m_time_of_day_speed;
108 * Below: values managed by m_time_lock
110 // Time of day in milli-hours (0-23999); determines day and night
112 // Time of day in 0...1
113 float m_time_of_day_f;
114 // Stores the skew created by the float -> u32 conversion
115 // to be applied at next conversion, so that there is no real skew.
116 float m_time_conversion_skew;
117 // Overriding the day-night ratio is useful for custom sky visuals
118 bool m_enable_day_night_ratio_override;
119 u32 m_day_night_ratio_override;
121 * Above: values managed by m_time_lock
124 /* TODO: Add a callback function so these can be updated when a setting
125 * changes. At this point in time it doesn't matter (e.g. /set
126 * is documented to change server settings only)
128 * TODO: Local caching of settings is not optimal and should at some stage
129 * be updated to use a global settings object for getting thse values
130 * (as opposed to the this local caching). This can be addressed in
133 bool m_cache_enable_shaders;
138 DISABLE_CLASS_COPY(Environment);
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 // Whether to modify chance to simulate time lost by an unnattended block
165 virtual bool getSimpleCatchUp() = 0;
166 // This is called usually at interval for 1/chance of the nodes
167 virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
168 virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n,
169 u32 active_object_count, u32 active_object_count_wider){};
174 ActiveBlockModifier *abm;
177 ABMWithState(ActiveBlockModifier *abm_);
181 List of active blocks, used by ServerEnvironment
184 class ActiveBlockList
187 void update(std::vector<v3s16> &active_positions,
189 std::set<v3s16> &blocks_removed,
190 std::set<v3s16> &blocks_added);
192 bool contains(v3s16 p){
193 return (m_list.find(p) != m_list.end());
200 std::set<v3s16> m_list;
201 std::set<v3s16> m_forceloaded_list;
207 Operation mode for ServerEnvironment::clearObjects()
209 enum ClearObjectsMode {
210 // Load and go through every mapblock, clearing objects
211 CLEAR_OBJECTS_MODE_FULL,
213 // Clear objects immediately in loaded mapblocks;
214 // clear objects in unloaded mapblocks only when the mapblocks are next activated.
215 CLEAR_OBJECTS_MODE_QUICK,
219 The server-side environment.
221 This is not thread-safe. Server uses an environment mutex.
224 class ServerEnvironment : public Environment
227 ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
228 IGameDef *gamedef, const std::string &path_world);
229 ~ServerEnvironment();
233 ServerMap & getServerMap();
235 //TODO find way to remove this fct!
236 GameScripting* getScriptIface()
239 IGameDef *getGameDef()
240 { return m_gamedef; }
242 float getSendRecommendedInterval()
243 { return m_recommended_send_interval; }
245 void kickAllPlayers(AccessDeniedCode reason,
246 const std::string &str_reason, bool reconnect);
248 void saveLoadedPlayers();
249 void savePlayer(RemotePlayer *player);
250 Player *loadPlayer(const std::string &playername);
253 Save and load time of day and game timer
259 External ActiveObject interface
260 -------------------------------------------
263 ServerActiveObject* getActiveObject(u16 id);
266 Add an active object to the environment.
267 Environment handles deletion of object.
268 Object may be deleted by environment immediately.
269 If id of object is 0, assigns a free id to it.
270 Returns the id of the object.
271 Returns 0 if not added and thus deleted.
273 u16 addActiveObject(ServerActiveObject *object);
276 Add an active object as a static object to the corresponding
278 Caller allocates memory, ServerEnvironment frees memory.
279 Return value: true if succeeded, false if failed.
280 (note: not used, pending removal from engine)
282 //bool addActiveObjectAsStatic(ServerActiveObject *object);
285 Find out what new objects have been added to
286 inside a radius around a position
288 void getAddedActiveObjects(Player *player, s16 radius,
290 std::set<u16> ¤t_objects,
291 std::queue<u16> &added_objects);
294 Find out what new objects have been removed from
295 inside a radius around a position
297 void getRemovedActiveObjects(Player* player, s16 radius,
299 std::set<u16> ¤t_objects,
300 std::queue<u16> &removed_objects);
303 Get the next message emitted by some active object.
304 Returns a message with id=0 if no messages are available.
306 ActiveObjectMessage getActiveObjectMessage();
309 Activate objects and dynamically modify for the dtime determined
310 from timestamp and additional_dtime
312 void activateBlock(MapBlock *block, u32 additional_dtime=0);
316 -------------------------------------------
319 void addActiveBlockModifier(ActiveBlockModifier *abm);
323 -------------------------------------------
326 // Script-aware node setters
327 bool setNode(v3s16 p, const MapNode &n);
328 bool removeNode(v3s16 p);
329 bool swapNode(v3s16 p, const MapNode &n);
331 // Find all active objects inside a radius around a point
332 void getObjectsInsideRadius(std::vector<u16> &objects, v3f pos, float radius);
334 // Clear objects, loading and going through every MapBlock
335 void clearObjects(ClearObjectsMode mode);
337 // This makes stuff happen
338 void step(f32 dtime);
340 //check if there's a line of sight between two positions
341 bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0, v3s16 *p=NULL);
343 u32 getGameTime() { return m_game_time; }
345 void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
346 float getMaxLagEstimate() { return m_max_lag_estimate; }
348 std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };
350 // Sets the static object status all the active objects in the specified block
351 // This is only really needed for deleting blocks from the map
352 void setStaticForActiveObjectsInBlock(v3s16 blockpos,
353 bool static_exists, v3s16 static_block=v3s16(0,0,0));
358 Internal ActiveObject interface
359 -------------------------------------------
363 Add an active object to the environment.
365 Called by addActiveObject.
367 Object may be deleted by environment immediately.
368 If id of object is 0, assigns a free id to it.
369 Returns the id of the object.
370 Returns 0 if not added and thus deleted.
372 u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s);
375 Remove all objects that satisfy (m_removed && m_known_by_count==0)
377 void removeRemovedObjects();
380 Convert stored objects from block to active
382 void activateObjects(MapBlock *block, u32 dtime_s);
385 Convert objects that are not in active blocks to static.
387 If m_known_by_count != 0, active object is not deleted, but static
388 data is still updated.
390 If force_delete is set, active object is deleted nevertheless. It
391 shall only be set so in the destructor of the environment.
393 void deactivateFarObjects(bool force_delete);
402 GameScripting* m_script;
406 const std::string m_path_world;
407 // Active object list
408 std::map<u16, ServerActiveObject*> m_active_objects;
409 // Outgoing network message buffer for active objects
410 std::queue<ActiveObjectMessage> m_active_object_messages;
412 float m_send_recommended_timer;
413 IntervalLimiter m_object_management_interval;
414 // List of active blocks
415 ActiveBlockList m_active_blocks;
416 IntervalLimiter m_active_blocks_management_interval;
417 IntervalLimiter m_active_block_modifier_interval;
418 IntervalLimiter m_active_blocks_nodemetadata_interval;
419 int m_active_block_interval_overload_skip;
420 // Time from the beginning of the game in seconds.
421 // Incremented in step().
423 // A helper variable for incrementing the latter
424 float m_game_time_fraction_counter;
425 // Time of last clearObjects call (game time).
426 // When a mapblock older than this is loaded, its objects are cleared.
427 u32 m_last_clear_objects_time;
428 // Active block modifiers
429 std::vector<ABMWithState> m_abms;
430 // An interval for generally sending object positions and stuff
431 float m_recommended_send_interval;
432 // Estimate for general maximum lag as determined by server.
433 // Can raise to high values like 15s with eg. map generation mods.
434 float m_max_lag_estimate;
439 #include "clientobject.h"
440 #include "content_cao.h"
442 class ClientSimpleObject;
445 The client-side environment.
447 This is not thread-safe.
448 Must be called from main (irrlicht) thread (uses the SceneManager)
449 Client uses an environment mutex.
452 enum ClientEnvEventType
459 struct ClientEnvEvent
461 ClientEnvEventType type;
475 class ClientEnvironment : public Environment
478 ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
479 ITextureSource *texturesource, IGameDef *gamedef,
480 IrrlichtDevice *device);
481 ~ClientEnvironment();
484 ClientMap & getClientMap();
486 IGameDef *getGameDef()
487 { return m_gamedef; }
489 void step(f32 dtime);
491 virtual void addPlayer(Player *player);
492 LocalPlayer * getLocalPlayer();
498 void addSimpleObject(ClientSimpleObject *simple);
504 GenericCAO* getGenericCAO(u16 id);
505 ClientActiveObject* getActiveObject(u16 id);
508 Adds an active object to the environment.
509 Environment handles deletion of object.
510 Object may be deleted by environment immediately.
511 If id of object is 0, assigns a free id to it.
512 Returns the id of the object.
513 Returns 0 if not added and thus deleted.
515 u16 addActiveObject(ClientActiveObject *object);
517 void addActiveObject(u16 id, u8 type, const std::string &init_data);
518 void removeActiveObject(u16 id);
520 void processActiveObjectMessage(u16 id, const std::string &data);
523 Callbacks for activeobjects
526 void damageLocalPlayer(u8 damage, bool handle_hp=true);
527 void updateLocalPlayerBreath(u16 breath);
530 Client likes to call these
533 // Get all nearby objects
534 void getActiveObjects(v3f origin, f32 max_d,
535 std::vector<DistanceSortedActiveObject> &dest);
537 // Get event from queue. CEE_NONE is returned if queue is empty.
538 ClientEnvEvent getClientEvent();
540 u16 attachement_parent_ids[USHRT_MAX + 1];
542 std::list<std::string> getPlayerNames()
543 { return m_player_names; }
544 void addPlayerName(std::string name)
545 { m_player_names.push_back(name); }
546 void removePlayerName(std::string name)
547 { m_player_names.remove(name); }
548 void updateCameraOffset(v3s16 camera_offset)
549 { m_camera_offset = camera_offset; }
550 v3s16 getCameraOffset()
551 { return m_camera_offset; }
555 scene::ISceneManager *m_smgr;
556 ITextureSource *m_texturesource;
558 IrrlichtDevice *m_irr;
559 std::map<u16, ClientActiveObject*> m_active_objects;
560 std::vector<ClientSimpleObject*> m_simple_objects;
561 std::queue<ClientEnvEvent> m_client_event_queue;
562 IntervalLimiter m_active_object_light_update_interval;
563 IntervalLimiter m_lava_hurt_interval;
564 IntervalLimiter m_drowning_interval;
565 IntervalLimiter m_breathing_interval;
566 std::list<std::string> m_player_names;
567 v3s16 m_camera_offset;