/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
- etc.
*/
-#include <set>
-#include "common_irrlicht.h"
-#include "player.h"
-#include "map.h"
-#include <ostream>
-#include "utility.h"
+#include <list>
+#include <queue>
+#include <map>
+#include "irr_v3d.h"
#include "activeobject.h"
+#include "util/numeric.h"
+#include "threading/mutex.h"
+#include "threading/atomic.h"
+#include "network/networkprotocol.h" // for AccessDeniedCode
-class Server;
-class ActiveBlockModifier;
-class ServerActiveObject;
-typedef struct lua_State lua_State;
-class ITextureSource;
class IGameDef;
+class Map;
class Environment
{
public:
// Environment will delete the map passed to the constructor
- Environment();
+ Environment(IGameDef *gamedef);
virtual ~Environment();
/*
*/
virtual void step(f32 dtime) = 0;
- virtual Map & getMap() = 0;
+ virtual Map &getMap() = 0;
- virtual void addPlayer(Player *player);
- void removePlayer(u16 peer_id);
- Player * getPlayer(u16 peer_id);
- Player * getPlayer(const char *name);
- Player * getRandomConnectedPlayer();
- Player * getNearestConnectedPlayer(v3f pos);
- core::list<Player*> getPlayers();
- core::list<Player*> getPlayers(bool ignore_disconnected);
- void printPlayers(std::ostream &o);
-
- //void setDayNightRatio(u32 r);
u32 getDayNightRatio();
-
- // 0-23999
- virtual void setTimeOfDay(u32 time)
- {
- m_time_of_day = time;
- }
-
- u32 getTimeOfDay()
- {
- return m_time_of_day;
- }
-
-protected:
- // peer_ids in here should be unique, except that there may be many 0s
- core::list<Player*> m_players;
- // Brightness
- //u32 m_daynight_ratio;
- // Time of day in milli-hours (0-23999); determines day and night
- u32 m_time_of_day;
-};
-
-/*
- Active block modifier interface.
-
- These are fed into ServerEnvironment at initialization time;
- ServerEnvironment handles deleting them.
-*/
-
-class ActiveBlockModifier
-{
-public:
- ActiveBlockModifier(){};
- virtual ~ActiveBlockModifier(){};
-
- virtual std::set<std::string> getTriggerContents()=0;
- virtual float getTriggerInterval() = 0;
- // chance of (1 / return value), 0 is disallowed
- virtual u32 getTriggerChance() = 0;
- // This is called usually at interval for 1/chance of the nodes
- virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
- virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n,
- u32 active_object_count, u32 active_object_count_wider){};
-};
-
-struct ABMWithState
-{
- ActiveBlockModifier *abm;
- float timer;
- ABMWithState(ActiveBlockModifier *abm_):
- abm(abm_)
- {}
-};
-
-/*
- List of active blocks, used by ServerEnvironment
-*/
-
-class ActiveBlockList
-{
-public:
- void update(core::list<v3s16> &active_positions,
- s16 radius,
- core::map<v3s16, bool> &blocks_removed,
- core::map<v3s16, bool> &blocks_added);
-
- bool contains(v3s16 p){
- return (m_list.find(p) != NULL);
- }
-
- void clear(){
- m_list.clear();
- }
-
- core::map<v3s16, bool> m_list;
-
-private:
-};
-
-class IBackgroundBlockEmerger
-{
-public:
- virtual void queueBlockEmerge(v3s16 blockpos, bool allow_generate)=0;
-};
-
-/*
- The server-side environment.
-
- This is not thread-safe. Server uses an environment mutex.
-*/
-
-class ServerEnvironment : public Environment
-{
-public:
- ServerEnvironment(ServerMap *map, lua_State *L, IGameDef *gamedef,
- IBackgroundBlockEmerger *emerger);
- ~ServerEnvironment();
-
- Map & getMap()
- { return *m_map; }
-
- ServerMap & getServerMap()
- { return *m_map; }
-
- lua_State* getLua()
- { return m_lua; }
-
- IGameDef *getGameDef()
- { return m_gamedef; }
-
- float getSendRecommendedInterval()
- {
- return 0.10;
- }
-
- /*
- Save players
- */
- void serializePlayers(const std::string &savedir);
- void deSerializePlayers(const std::string &savedir);
-
- /*
- Save and load time of day and game timer
- */
- void saveMeta(const std::string &savedir);
- void loadMeta(const std::string &savedir);
-
- /*
- External ActiveObject interface
- -------------------------------------------
- */
-
- ServerActiveObject* getActiveObject(u16 id);
-
- /*
- Add an active object to the environment.
- Environment handles deletion of object.
- Object may be deleted by environment immediately.
- If id of object is 0, assigns a free id to it.
- Returns the id of the object.
- Returns 0 if not added and thus deleted.
- */
- u16 addActiveObject(ServerActiveObject *object);
-
- /*
- Add an active object as a static object to the corresponding
- MapBlock.
- Caller allocates memory, ServerEnvironment frees memory.
- Return value: true if succeeded, false if failed.
- */
- bool addActiveObjectAsStatic(ServerActiveObject *object);
-
- /*
- Find out what new objects have been added to
- inside a radius around a position
- */
- void getAddedActiveObjects(v3s16 pos, s16 radius,
- core::map<u16, bool> ¤t_objects,
- core::map<u16, bool> &added_objects);
-
- /*
- Find out what new objects have been removed from
- inside a radius around a position
- */
- void getRemovedActiveObjects(v3s16 pos, s16 radius,
- core::map<u16, bool> ¤t_objects,
- core::map<u16, bool> &removed_objects);
-
- /*
- Get the next message emitted by some active object.
- Returns a message with id=0 if no messages are available.
- */
- ActiveObjectMessage getActiveObjectMessage();
+ // 0-23999
+ virtual void setTimeOfDay(u32 time);
+ u32 getTimeOfDay();
+ float getTimeOfDayF();
- /*
- Activate objects and dynamically modify for the dtime determined
- from timestamp and additional_dtime
- */
- void activateBlock(MapBlock *block, u32 additional_dtime=0);
+ void stepTimeOfDay(float dtime);
- /*
- ActiveBlockModifiers (TODO)
- -------------------------------------------
- NOTE: Not used currently (TODO: Use or remove)
- */
+ void setTimeOfDaySpeed(float speed);
- void addActiveBlockModifier(ActiveBlockModifier *abm);
+ void setDayNightRatioOverride(bool enable, u32 value);
- /* Other stuff */
-
- // Clear all objects, loading and going through every MapBlock
- void clearAllObjects();
-
- void step(f32 dtime);
-
-private:
+ u32 getDayCount();
- /*
- Internal ActiveObject interface
- -------------------------------------------
- */
+ // counter used internally when triggering ABMs
+ u32 m_added_objects;
- /*
- Add an active object to the environment.
-
- Called by addActiveObject.
+ IGameDef *getGameDef() { return m_gamedef; }
+protected:
+ GenericAtomic<float> m_time_of_day_speed;
- Object may be deleted by environment immediately.
- If id of object is 0, assigns a free id to it.
- Returns the id of the object.
- Returns 0 if not added and thus deleted.
- */
- u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed);
-
/*
- Remove all objects that satisfy (m_removed && m_known_by_count==0)
+ * Below: values managed by m_time_lock
*/
- void removeRemovedObjects();
-
- /*
- Convert stored objects from block to active
- */
- void activateObjects(MapBlock *block);
-
- /*
- Convert objects that are not in active blocks to static.
-
- If m_known_by_count != 0, active object is not deleted, but static
- data is still updated.
-
- If force_delete is set, active object is deleted nevertheless. It
- shall only be set so in the destructor of the environment.
- */
- void deactivateFarObjects(bool force_delete);
+ // Time of day in milli-hours (0-23999); determines day and night
+ u32 m_time_of_day;
+ // Time of day in 0...1
+ float m_time_of_day_f;
+ // Stores the skew created by the float -> u32 conversion
+ // to be applied at next conversion, so that there is no real skew.
+ float m_time_conversion_skew;
+ // Overriding the day-night ratio is useful for custom sky visuals
+ bool m_enable_day_night_ratio_override;
+ u32 m_day_night_ratio_override;
+ // Days from the server start, accounts for time shift
+ // in game (e.g. /time or bed usage)
+ Atomic<u32> m_day_count;
+ /*
+ * Above: values managed by m_time_lock
+ */
+
+ /* 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;
+ float m_cache_active_block_mgmt_interval;
+ float m_cache_abm_interval;
+ float m_cache_nodetimer_interval;
- /*
- Member variables
- */
-
- // The map
- ServerMap *m_map;
- // Lua state
- lua_State *m_lua;
- // Game definition
IGameDef *m_gamedef;
- // Background block emerger (the server, in practice)
- IBackgroundBlockEmerger *m_emerger;
- // Active object list
- core::map<u16, ServerActiveObject*> m_active_objects;
- // Outgoing network message buffer for active objects
- Queue<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
- ActiveBlockList m_active_blocks;
- IntervalLimiter m_active_blocks_management_interval;
- IntervalLimiter m_active_block_modifier_interval;
- IntervalLimiter m_active_blocks_nodemetadata_interval;
- // Time from the beginning of the game in seconds.
- // Incremented in step().
- u32 m_game_time;
- // A helper variable for incrementing the latter
- float m_game_time_fraction_counter;
- core::list<ABMWithState> m_abms;
-};
-
-#ifndef SERVER
-
-#include "clientobject.h"
-
-/*
- The client-side environment.
-
- This is not thread-safe.
- Must be called from main (irrlicht) thread (uses the SceneManager)
- Client uses an environment mutex.
-*/
-
-enum ClientEnvEventType
-{
- CEE_NONE,
- CEE_PLAYER_DAMAGE
-};
-struct ClientEnvEvent
-{
- ClientEnvEventType type;
- union {
- struct{
- } none;
- struct{
- u8 amount;
- bool send_to_server;
- } player_damage;
- };
-};
-
-class ClientEnvironment : public Environment
-{
-public:
- ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
- ITextureSource *texturesource, IGameDef *gamedef,
- IrrlichtDevice *device);
- ~ClientEnvironment();
-
- Map & getMap()
- { return *m_map; }
-
- ClientMap & getClientMap()
- { return *m_map; }
-
- IGameDef *getGameDef()
- { return m_gamedef; }
-
- void step(f32 dtime);
-
- virtual void addPlayer(Player *player);
- LocalPlayer * getLocalPlayer();
-
- // Slightly deprecated
- void updateMeshes(v3s16 blockpos);
- void expireMeshes(bool only_daynight_diffed);
-
- void setTimeOfDay(u32 time)
- {
- u32 old_dr = getDayNightRatio();
-
- Environment::setTimeOfDay(time);
-
- if(getDayNightRatio() != old_dr)
- {
- /*infostream<<"ClientEnvironment: DayNightRatio changed"
- <<" -> expiring meshes"<<std::endl;*/
- expireMeshes(true);
- }
- }
-
- /*
- ActiveObjects
- */
-
- ClientActiveObject* getActiveObject(u16 id);
-
- /*
- Adds an active object to the environment.
- Environment handles deletion of object.
- Object may be deleted by environment immediately.
- If id of object is 0, assigns a free id to it.
- Returns the id of the object.
- Returns 0 if not added and thus deleted.
- */
- u16 addActiveObject(ClientActiveObject *object);
-
- void addActiveObject(u16 id, u8 type, const std::string &init_data);
- void removeActiveObject(u16 id);
-
- void processActiveObjectMessage(u16 id, const std::string &data);
-
- /*
- Callbacks for activeobjects
- */
-
- void damageLocalPlayer(u8 damage, bool handle_hp=true);
-
- /*
- Client likes to call these
- */
-
- // Get all nearby objects
- void getActiveObjects(v3f origin, f32 max_d,
- core::array<DistanceSortedActiveObject> &dest);
-
- // Get event from queue. CEE_NONE is returned if queue is empty.
- ClientEnvEvent getClientEvent();
-
private:
- ClientMap *m_map;
- scene::ISceneManager *m_smgr;
- ITextureSource *m_texturesource;
- IGameDef *m_gamedef;
- IrrlichtDevice *m_irr;
- core::map<u16, ClientActiveObject*> m_active_objects;
- Queue<ClientEnvEvent> m_client_event_queue;
- IntervalLimiter m_active_object_light_update_interval;
- IntervalLimiter m_lava_hurt_interval;
-};
+ Mutex m_time_lock;
-#endif
+ DISABLE_CLASS_COPY(Environment);
+};
#endif
-