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, Loading} 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_);
180 struct LoadingBlockModifierDef
182 // Set of contents to trigger on
183 std::set<std::string> trigger_contents;
185 bool run_at_every_load;
187 virtual ~LoadingBlockModifierDef() {}
188 virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
191 struct LBMContentMapping
193 typedef std::map<content_t, std::vector<LoadingBlockModifierDef *> > container_map;
196 std::vector<LoadingBlockModifierDef *> lbm_list;
198 // Needs to be separate method (not inside destructor),
199 // because the LBMContentMapping may be copied and destructed
200 // many times during operation in the lbm_lookup_map.
201 void deleteContents();
202 void addLBM(LoadingBlockModifierDef *lbm_def, IGameDef *gamedef);
203 const std::vector<LoadingBlockModifierDef *> *lookup(content_t c) const;
215 // Don't call this after loadIntroductionTimes() ran.
216 void addLBMDef(LoadingBlockModifierDef *lbm_def);
218 void loadIntroductionTimes(const std::string ×,
219 IGameDef *gamedef, u32 now);
221 // Don't call this before loadIntroductionTimes() ran.
222 std::string createIntroductionTimesString();
224 // Don't call this before loadIntroductionTimes() ran.
225 void applyLBMs(ServerEnvironment *env, MapBlock *block, u32 stamp);
227 // Warning: do not make this std::unordered_map, order is relevant here
228 typedef std::map<u32, LBMContentMapping> lbm_lookup_map;
231 // Once we set this to true, we can only query,
235 // For m_query_mode == false:
236 // The key of the map is the LBM def's name.
237 // TODO make this std::unordered_map
238 std::map<std::string, LoadingBlockModifierDef *> m_lbm_defs;
240 // For m_query_mode == true:
241 // The key of the map is the LBM def's first introduction time.
242 lbm_lookup_map m_lbm_lookup;
244 // Returns an iterator to the LBMs that were introduced
245 // after the given time. This is guaranteed to return
246 // valid values for everything
247 lbm_lookup_map::const_iterator getLBMsIntroducedAfter(u32 time)
248 { return m_lbm_lookup.lower_bound(time); }
252 List of active blocks, used by ServerEnvironment
255 class ActiveBlockList
258 void update(std::vector<v3s16> &active_positions,
260 std::set<v3s16> &blocks_removed,
261 std::set<v3s16> &blocks_added);
263 bool contains(v3s16 p){
264 return (m_list.find(p) != m_list.end());
271 std::set<v3s16> m_list;
272 std::set<v3s16> m_forceloaded_list;
278 Operation mode for ServerEnvironment::clearObjects()
280 enum ClearObjectsMode {
281 // Load and go through every mapblock, clearing objects
282 CLEAR_OBJECTS_MODE_FULL,
284 // Clear objects immediately in loaded mapblocks;
285 // clear objects in unloaded mapblocks only when the mapblocks are next activated.
286 CLEAR_OBJECTS_MODE_QUICK,
290 The server-side environment.
292 This is not thread-safe. Server uses an environment mutex.
295 class ServerEnvironment : public Environment
298 ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
299 IGameDef *gamedef, const std::string &path_world);
300 ~ServerEnvironment();
304 ServerMap & getServerMap();
306 //TODO find way to remove this fct!
307 GameScripting* getScriptIface()
310 IGameDef *getGameDef()
311 { return m_gamedef; }
313 float getSendRecommendedInterval()
314 { return m_recommended_send_interval; }
316 void kickAllPlayers(AccessDeniedCode reason,
317 const std::string &str_reason, bool reconnect);
319 void saveLoadedPlayers();
320 void savePlayer(RemotePlayer *player);
321 Player *loadPlayer(const std::string &playername);
324 Save and load time of day and game timer
328 // to be called instead of loadMeta if
329 // env_meta.txt doesn't exist (e.g. new world)
330 void loadDefaultMeta();
333 External ActiveObject interface
334 -------------------------------------------
337 ServerActiveObject* getActiveObject(u16 id);
340 Add an active object to the environment.
341 Environment handles deletion of object.
342 Object may be deleted by environment immediately.
343 If id of object is 0, assigns a free id to it.
344 Returns the id of the object.
345 Returns 0 if not added and thus deleted.
347 u16 addActiveObject(ServerActiveObject *object);
350 Add an active object as a static object to the corresponding
352 Caller allocates memory, ServerEnvironment frees memory.
353 Return value: true if succeeded, false if failed.
354 (note: not used, pending removal from engine)
356 //bool addActiveObjectAsStatic(ServerActiveObject *object);
359 Find out what new objects have been added to
360 inside a radius around a position
362 void getAddedActiveObjects(Player *player, s16 radius,
364 std::set<u16> ¤t_objects,
365 std::queue<u16> &added_objects);
368 Find out what new objects have been removed from
369 inside a radius around a position
371 void getRemovedActiveObjects(Player* player, s16 radius,
373 std::set<u16> ¤t_objects,
374 std::queue<u16> &removed_objects);
377 Get the next message emitted by some active object.
378 Returns a message with id=0 if no messages are available.
380 ActiveObjectMessage getActiveObjectMessage();
383 Activate objects and dynamically modify for the dtime determined
384 from timestamp and additional_dtime
386 void activateBlock(MapBlock *block, u32 additional_dtime=0);
389 {Active,Loading}BlockModifiers
390 -------------------------------------------
393 void addActiveBlockModifier(ActiveBlockModifier *abm);
394 void addLoadingBlockModifierDef(LoadingBlockModifierDef *lbm);
398 -------------------------------------------
401 // Script-aware node setters
402 bool setNode(v3s16 p, const MapNode &n);
403 bool removeNode(v3s16 p);
404 bool swapNode(v3s16 p, const MapNode &n);
406 // Find all active objects inside a radius around a point
407 void getObjectsInsideRadius(std::vector<u16> &objects, v3f pos, float radius);
409 // Clear objects, loading and going through every MapBlock
410 void clearObjects(ClearObjectsMode mode);
412 // This makes stuff happen
413 void step(f32 dtime);
415 //check if there's a line of sight between two positions
416 bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0, v3s16 *p=NULL);
418 u32 getGameTime() { return m_game_time; }
420 void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
421 float getMaxLagEstimate() { return m_max_lag_estimate; }
423 std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };
425 // Sets the static object status all the active objects in the specified block
426 // This is only really needed for deleting blocks from the map
427 void setStaticForActiveObjectsInBlock(v3s16 blockpos,
428 bool static_exists, v3s16 static_block=v3s16(0,0,0));
433 Internal ActiveObject interface
434 -------------------------------------------
438 Add an active object to the environment.
440 Called by addActiveObject.
442 Object may be deleted by environment immediately.
443 If id of object is 0, assigns a free id to it.
444 Returns the id of the object.
445 Returns 0 if not added and thus deleted.
447 u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s);
450 Remove all objects that satisfy (m_removed && m_known_by_count==0)
452 void removeRemovedObjects();
455 Convert stored objects from block to active
457 void activateObjects(MapBlock *block, u32 dtime_s);
460 Convert objects that are not in active blocks to static.
462 If m_known_by_count != 0, active object is not deleted, but static
463 data is still updated.
465 If force_delete is set, active object is deleted nevertheless. It
466 shall only be set so in the destructor of the environment.
468 void deactivateFarObjects(bool force_delete);
477 GameScripting* m_script;
481 const std::string m_path_world;
482 // Active object list
483 std::map<u16, ServerActiveObject*> m_active_objects;
484 // Outgoing network message buffer for active objects
485 std::queue<ActiveObjectMessage> m_active_object_messages;
487 float m_send_recommended_timer;
488 IntervalLimiter m_object_management_interval;
489 // List of active blocks
490 ActiveBlockList m_active_blocks;
491 IntervalLimiter m_active_blocks_management_interval;
492 IntervalLimiter m_active_block_modifier_interval;
493 IntervalLimiter m_active_blocks_nodemetadata_interval;
494 int m_active_block_interval_overload_skip;
495 // Time from the beginning of the game in seconds.
496 // Incremented in step().
498 // A helper variable for incrementing the latter
499 float m_game_time_fraction_counter;
500 // Time of last clearObjects call (game time).
501 // When a mapblock older than this is loaded, its objects are cleared.
502 u32 m_last_clear_objects_time;
503 // Active block modifiers
504 std::vector<ABMWithState> m_abms;
505 LBMManager m_lbm_mgr;
506 // An interval for generally sending object positions and stuff
507 float m_recommended_send_interval;
508 // Estimate for general maximum lag as determined by server.
509 // Can raise to high values like 15s with eg. map generation mods.
510 float m_max_lag_estimate;
515 #include "clientobject.h"
516 #include "content_cao.h"
518 class ClientSimpleObject;
521 The client-side environment.
523 This is not thread-safe.
524 Must be called from main (irrlicht) thread (uses the SceneManager)
525 Client uses an environment mutex.
528 enum ClientEnvEventType
535 struct ClientEnvEvent
537 ClientEnvEventType type;
551 class ClientEnvironment : public Environment
554 ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
555 ITextureSource *texturesource, IGameDef *gamedef,
556 IrrlichtDevice *device);
557 ~ClientEnvironment();
560 ClientMap & getClientMap();
562 IGameDef *getGameDef()
563 { return m_gamedef; }
565 void step(f32 dtime);
567 virtual void addPlayer(Player *player);
568 LocalPlayer * getLocalPlayer();
574 void addSimpleObject(ClientSimpleObject *simple);
580 GenericCAO* getGenericCAO(u16 id);
581 ClientActiveObject* getActiveObject(u16 id);
584 Adds an active object to the environment.
585 Environment handles deletion of object.
586 Object may be deleted by environment immediately.
587 If id of object is 0, assigns a free id to it.
588 Returns the id of the object.
589 Returns 0 if not added and thus deleted.
591 u16 addActiveObject(ClientActiveObject *object);
593 void addActiveObject(u16 id, u8 type, const std::string &init_data);
594 void removeActiveObject(u16 id);
596 void processActiveObjectMessage(u16 id, const std::string &data);
599 Callbacks for activeobjects
602 void damageLocalPlayer(u8 damage, bool handle_hp=true);
603 void updateLocalPlayerBreath(u16 breath);
606 Client likes to call these
609 // Get all nearby objects
610 void getActiveObjects(v3f origin, f32 max_d,
611 std::vector<DistanceSortedActiveObject> &dest);
613 // Get event from queue. CEE_NONE is returned if queue is empty.
614 ClientEnvEvent getClientEvent();
616 u16 attachement_parent_ids[USHRT_MAX + 1];
618 std::list<std::string> getPlayerNames()
619 { return m_player_names; }
620 void addPlayerName(std::string name)
621 { m_player_names.push_back(name); }
622 void removePlayerName(std::string name)
623 { m_player_names.remove(name); }
624 void updateCameraOffset(v3s16 camera_offset)
625 { m_camera_offset = camera_offset; }
626 v3s16 getCameraOffset()
627 { return m_camera_offset; }
631 scene::ISceneManager *m_smgr;
632 ITextureSource *m_texturesource;
634 IrrlichtDevice *m_irr;
635 std::map<u16, ClientActiveObject*> m_active_objects;
636 std::vector<ClientSimpleObject*> m_simple_objects;
637 std::queue<ClientEnvEvent> m_client_event_queue;
638 IntervalLimiter m_active_object_light_update_interval;
639 IntervalLimiter m_lava_hurt_interval;
640 IntervalLimiter m_drowning_interval;
641 IntervalLimiter m_breathing_interval;
642 std::list<std::string> m_player_names;
643 v3s16 m_camera_offset;