Use configured bind_address for HTTPFetch
[oweals/minetest.git] / src / environment.h
index ffd4a15541e61fa91e647558780ace04a9e55261..e8ae044e30ce0d32bab7ffbeebcb03acddf2cded 100644 (file)
@@ -38,13 +38,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "util/numeric.h"
 #include "mapnode.h"
 #include "mapblock.h"
+#include "jthread/jmutex.h"
 
 class ServerEnvironment;
 class ActiveBlockModifier;
 class ServerActiveObject;
 class ITextureSource;
 class IGameDef;
-class IBackgroundBlockEmerger;
 class Map;
 class ServerMap;
 class ClientMap;
@@ -70,6 +70,7 @@ public:
 
        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();
@@ -94,11 +95,9 @@ public:
 
        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)
        {
@@ -106,6 +105,9 @@ public:
                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;
@@ -119,6 +121,10 @@ protected:
        // Overriding the day-night ratio is useful for custom sky visuals
        bool m_enable_day_night_ratio_override;
        u32 m_day_night_ratio_override;
+       
+private:
+       JMutex m_lock;
+
 };
 
 /*
@@ -194,8 +200,7 @@ class ServerEnvironment : public Environment
 {
 public:
        ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
-                       IGameDef *gamedef,
-                       IBackgroundBlockEmerger *emerger);
+                       IGameDef *gamedef, const std::string &path_world);
        ~ServerEnvironment();
 
        Map & getMap();
@@ -212,17 +217,16 @@ public:
        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
@@ -312,9 +316,6 @@ public:
        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:
@@ -367,14 +368,13 @@ private:
        GameScripting* m_script;
        // Game definition
        IGameDef *m_gamedef;
-       // Background block emerger (the EmergeManager, in practice)
-       IBackgroundBlockEmerger *m_emerger;
+       // 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
@@ -496,7 +496,7 @@ public:
        // 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; }
@@ -504,6 +504,10 @@ public:
        { 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;
@@ -519,6 +523,7 @@ private:
        IntervalLimiter m_drowning_interval;
        IntervalLimiter m_breathing_interval;
        std::list<std::string> m_player_names;
+       v3s16 m_camera_offset;
 };
 
 #endif