class Server;
class ActiveBlockModifier;
class ServerActiveObject;
+typedef struct lua_State lua_State;
class Environment
{
class ServerEnvironment : public Environment
{
public:
- ServerEnvironment(ServerMap *map, Server *server);
+ ServerEnvironment(ServerMap *map, lua_State *L);
~ServerEnvironment();
Map & getMap()
return *m_map;
}
- Server * getServer()
+ lua_State* getLua()
{
- return m_server;
+ return m_lua;
+ }
+
+ float getSendRecommendedInterval()
+ {
+ return 0.10;
}
- void step(f32 dtime);
-
/*
Save players
*/
*/
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 addActiveBlockModifier(ActiveBlockModifier *abm);
+ /* Other stuff */
+
+ // Clear all objects, loading and going through every MapBlock
+ void clearAllObjects();
+
+ void step(f32 dtime);
+
private:
/*
// The map
ServerMap *m_map;
- // Pointer to server (which is handling this environment)
- Server *m_server;
+ // Lua state
+ lua_State *m_lua;
// Active object list
core::map<u16, ServerActiveObject*> m_active_objects;
// Outgoing network message buffer for active objects
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;
};
#endif