#include "util/numeric.h"
#include "mapnode.h"
#include "mapblock.h"
+#include "jthread/jmutex.h"
class ServerEnvironment;
class ActiveBlockModifier;
virtual void addPlayer(Player *player);
void removePlayer(u16 peer_id);
+ void removePlayer(const char *name);
Player * getPlayer(u16 peer_id);
Player * getPlayer(const char *name);
Player * getRandomConnectedPlayer();
void stepTimeOfDay(float dtime);
- void setTimeOfDaySpeed(float speed)
- { m_time_of_day_speed = speed; }
+ void setTimeOfDaySpeed(float speed);
- float getTimeOfDaySpeed()
- { return m_time_of_day_speed; }
+ float getTimeOfDaySpeed();
void setDayNightRatioOverride(bool enable, u32 value)
{
m_day_night_ratio_override = value;
}
+ // counter used internally when triggering ABMs
+ u32 m_added_objects;
+
protected:
// peer_ids in here should be unique, except that there may be many 0s
std::list<Player*> m_players;
// Overriding the day-night ratio is useful for custom sky visuals
bool m_enable_day_night_ratio_override;
u32 m_day_night_ratio_override;
+
+ /* TODO: Add a callback function so these can be updated when a setting
+ * changes. At this point in time it doesn't matter (e.g. /set
+ * is documented to change server settings only)
+ *
+ * TODO: Local caching of settings is not optimal and should at some stage
+ * be updated to use a global settings object for getting thse values
+ * (as opposed to the this local caching). This can be addressed in
+ * a later release.
+ */
+ bool m_cache_enable_shaders;
+
+private:
+ JMutex m_lock;
+
};
/*
{
public:
ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
- IGameDef *gamedef);
+ IGameDef *gamedef, const std::string &path_world);
~ServerEnvironment();
Map & getMap();
float getSendRecommendedInterval()
{ return m_recommended_send_interval; }
- /*
- Save players
- */
- void serializePlayers(const std::string &savedir);
- void deSerializePlayers(const std::string &savedir);
+ // Save players
+ void saveLoadedPlayers();
+ void savePlayer(const std::string &playername);
+ Player *loadPlayer(const std::string &playername);
/*
Save and load time of day and game timer
*/
- void saveMeta(const std::string &savedir);
- void loadMeta(const std::string &savedir);
+ void saveMeta();
+ void loadMeta();
/*
External ActiveObject interface
inside a radius around a position
*/
void getAddedActiveObjects(v3s16 pos, s16 radius,
+ s16 player_radius,
std::set<u16> ¤t_objects,
std::set<u16> &added_objects);
inside a radius around a position
*/
void getRemovedActiveObjects(v3s16 pos, s16 radius,
+ s16 player_radius,
std::set<u16> ¤t_objects,
std::set<u16> &removed_objects);
void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
float getMaxLagEstimate() { return m_max_lag_estimate; }
- // is weather active in this environment?
- bool m_use_weather;
-
std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };
private:
GameScripting* m_script;
// Game definition
IGameDef *m_gamedef;
+ // World path
+ const std::string m_path_world;
// Active object list
std::map<u16, ServerActiveObject*> m_active_objects;
// Outgoing network message buffer for active objects
std::list<ActiveObjectMessage> m_active_object_messages;
// Some timers
- float m_random_spawn_timer; // used for experimental code
float m_send_recommended_timer;
IntervalLimiter m_object_management_interval;
// List of active blocks
// Get event from queue. CEE_NONE is returned if queue is empty.
ClientEnvEvent getClientEvent();
- std::vector<core::vector2d<int> > attachment_list; // X is child ID, Y is parent ID
+ u16 m_attachements[USHRT_MAX];
std::list<std::string> getPlayerNames()
{ return m_player_names; }
{ m_player_names.push_back(name); }
void removePlayerName(std::string name)
{ m_player_names.remove(name); }
+ void updateCameraOffset(v3s16 camera_offset)
+ { m_camera_offset = camera_offset; }
+ v3s16 getCameraOffset()
+ { return m_camera_offset; }
private:
ClientMap *m_map;
IntervalLimiter m_drowning_interval;
IntervalLimiter m_breathing_interval;
std::list<std::string> m_player_names;
+ v3s16 m_camera_offset;
};
#endif