#include "map.h"
#include <ostream>
#include "utility.h"
+#include "activeobject.h"
+
+class Server;
+class ActiveBlockModifier;
+class ServerActiveObject;
+typedef struct lua_State lua_State;
class Environment
{
private:
};
-/*
- Active block modifier interface
-*/
-
-class ServerEnvironment;
-
-class ActiveBlockModifier
-{
-public:
- ActiveBlockModifier(){};
- virtual ~ActiveBlockModifier(){};
-
- virtual u32 getTriggerContentCount(){ return 1;}
- virtual u8 getTriggerContent(u32 i) = 0;
- virtual float getActiveInterval() = 0;
- virtual u32 getActiveChance() = 0;
- virtual void triggerEvent(ServerEnvironment *env, v3s16 p) = 0;
-};
-
/*
The server-side environment.
This is not thread-safe. Server uses an environment mutex.
*/
-#include "serverobject.h"
-
-class Server;
-
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
*/
void loadMeta(const std::string &savedir);
/*
- ActiveObjects
+ External ActiveObject interface
+ -------------------------------------------
*/
ServerActiveObject* getActiveObject(u16 id);
*/
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
*/
ActiveObjectMessage getActiveObjectMessage();
+ /*
+ Activate objects and dynamically modify for the dtime determined
+ from timestamp and additional_dtime
+ */
+ void activateBlock(MapBlock *block, u32 additional_dtime=0);
+
+ /*
+ ActiveBlockModifiers (TODO)
+ -------------------------------------------
+ */
+
+ void addActiveBlockModifier(ActiveBlockModifier *abm);
+
+ /* Other stuff */
+
+ // Clear all objects, loading and going through every MapBlock
+ void clearAllObjects();
+
+ void step(f32 dtime);
+
private:
+
+ /*
+ Internal ActiveObject interface
+ -------------------------------------------
+ */
+
+ /*
+ Add an active object to the environment.
+
+ Called by addActiveObject.
+
+ 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)
*/
// 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
ActiveBlockList m_active_blocks;
IntervalLimiter m_active_blocks_management_interval;
IntervalLimiter m_active_blocks_test_interval;
+ IntervalLimiter m_active_blocks_nodemetadata_interval;
// Time from the beginning of the game in seconds.
// Incremented in step().
u32 m_game_time;
float m_game_time_fraction_counter;
};
+/*
+ Active block modifier interface.
+
+ These are fed into ServerEnvironment at initialization time;
+ ServerEnvironment handles deleting them.
+*/
+
+class ActiveBlockModifier
+{
+public:
+ ActiveBlockModifier(){};
+ virtual ~ActiveBlockModifier(){};
+
+ //virtual core::list<u8> update(ServerEnvironment *env) = 0;
+ virtual u32 getTriggerContentCount(){ return 1;}
+ virtual u8 getTriggerContent(u32 i) = 0;
+ virtual float getActiveInterval() = 0;
+ // chance of (1 / return value), 0 is disallowed
+ virtual u32 getActiveChance() = 0;
+ // This is called usually at interval for 1/chance of the nodes
+ virtual void triggerEvent(ServerEnvironment *env, v3s16 p) = 0;
+};
+
#ifndef SERVER
#include "clientobject.h"
scene::ISceneManager *m_smgr;
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