remove_detached_inventory: Fix segfault during mod load
[oweals/minetest.git] / src / environment.h
index c6786faed766614b32c18b07b1e78fbb23346a2a..f568ba2287e42370e988eda05317ef25619bdebc 100644 (file)
@@ -17,8 +17,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
-#ifndef ENVIRONMENT_HEADER
-#define ENVIRONMENT_HEADER
+#pragma once
 
 /*
        This class is the game's environment.
@@ -30,37 +29,27 @@ with this program; if not, write to the Free Software Foundation, Inc.,
        - etc.
 */
 
-#include <set>
 #include <list>
 #include <queue>
 #include <map>
+#include <atomic>
+#include <mutex>
 #include "irr_v3d.h"
-#include "activeobject.h"
-#include "util/numeric.h"
-#include "mapnode.h"
-#include "mapblock.h"
-#include "threading/mutex.h"
-#include "threading/atomic.h"
 #include "network/networkprotocol.h" // for AccessDeniedCode
+#include "util/basic_macros.h"
 
-class ServerEnvironment;
-class ActiveBlockModifier;
-class ServerActiveObject;
-class ITextureSource;
 class IGameDef;
 class Map;
-class ServerMap;
-class ClientMap;
-class GameScripting;
-class Player;
-class RemotePlayer;
+struct PointedThing;
+class RaycastState;
 
 class Environment
 {
 public:
        // Environment will delete the map passed to the constructor
-       Environment();
-       virtual ~Environment();
+       Environment(IGameDef *gamedef);
+       virtual ~Environment() = default;
+       DISABLE_CLASS_COPY(Environment);
 
        /*
                Step everything in environment.
@@ -70,16 +59,7 @@ public:
        */
        virtual void step(f32 dtime) = 0;
 
-       virtual Map & getMap() = 0;
-
-       virtual void addPlayer(Player *player);
-       void removePlayer(Player *player);
-       Player * getPlayer(u16 peer_id);
-       Player * getPlayer(const char *name);
-       Player * getRandomConnectedPlayer();
-       Player * getNearestConnectedPlayer(v3f pos);
-       std::vector<Player*> getPlayers();
-       std::vector<Player*> getPlayers(bool ignore_disconnected);
+       virtual Map &getMap() = 0;
 
        u32 getDayNightRatio();
 
@@ -91,40 +71,58 @@ public:
        void stepTimeOfDay(float dtime);
 
        void setTimeOfDaySpeed(float speed);
-       float getTimeOfDaySpeed();
 
        void setDayNightRatioOverride(bool enable, u32 value);
 
        u32 getDayCount();
 
+       /*!
+        * Gets the objects pointed by the shootline as
+        * pointed things.
+        * If this is a client environment, the local player
+        * won't be returned.
+        * @param[in]  shootline_on_map the shootline for
+        * the test in world coordinates
+        *
+        * @param[out] objects          found objects
+        */
+       virtual void getSelectedActiveObjects(const core::line3d<f32> &shootline_on_map,
+                       std::vector<PointedThing> &objects) = 0;
+
+       /*!
+        * Returns the next node or object the shootline meets.
+        * @param state current state of the raycast
+        * @result output, will contain the next pointed thing
+        */
+       void continueRaycast(RaycastState *state, PointedThing *result);
+
        // 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::vector<Player*> m_players;
+       IGameDef *getGameDef() { return m_gamedef; }
 
-       GenericAtomic<float> m_time_of_day_speed;
+protected:
+       std::atomic<float> m_time_of_day_speed;
 
        /*
         * Below: values managed by m_time_lock
-       */
-       // Time of day in milli-hours (0-23999); determines day and night
+        */
+       // 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;
+       float m_time_conversion_skew = 0.0f;
        // Overriding the day-night ratio is useful for custom sky visuals
-       bool m_enable_day_night_ratio_override;
-       u32 m_day_night_ratio_override;
+       bool m_enable_day_night_ratio_override = false;
+       u32 m_day_night_ratio_override = 0.0f;
        // Days from the server start, accounts for time shift
        // in game (e.g. /time or bed usage)
-       Atomic<u32> m_day_count;
+       std::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
@@ -140,525 +138,8 @@ protected:
        float m_cache_abm_interval;
        float m_cache_nodetimer_interval;
 
-private:
-       Mutex m_time_lock;
-
-       DISABLE_CLASS_COPY(Environment);
-};
-
-/*
-       {Active, Loading} block modifier interface.
-
-       These are fed into ServerEnvironment at initialization time;
-       ServerEnvironment handles deleting them.
-*/
-
-class ActiveBlockModifier
-{
-public:
-       ActiveBlockModifier(){};
-       virtual ~ActiveBlockModifier(){};
-
-       // Set of contents to trigger on
-       virtual std::set<std::string> getTriggerContents()=0;
-       // Set of required neighbors (trigger doesn't happen if none are found)
-       // Empty = do not check neighbors
-       virtual std::set<std::string> getRequiredNeighbors()
-       { return std::set<std::string>(); }
-       // Trigger interval in seconds
-       virtual float getTriggerInterval() = 0;
-       // Random chance of (1 / return value), 0 is disallowed
-       virtual u32 getTriggerChance() = 0;
-       // Whether to modify chance to simulate time lost by an unnattended block
-       virtual bool getSimpleCatchUp() = 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_);
-};
-
-struct LoadingBlockModifierDef
-{
-       // Set of contents to trigger on
-       std::set<std::string> trigger_contents;
-       std::string name;
-       bool run_at_every_load;
-
-       virtual ~LoadingBlockModifierDef() {}
-       virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
-};
-
-struct LBMContentMapping
-{
-       typedef std::map<content_t, std::vector<LoadingBlockModifierDef *> > container_map;
-       container_map map;
-
-       std::vector<LoadingBlockModifierDef *> lbm_list;
-
-       // Needs to be separate method (not inside destructor),
-       // because the LBMContentMapping may be copied and destructed
-       // many times during operation in the lbm_lookup_map.
-       void deleteContents();
-       void addLBM(LoadingBlockModifierDef *lbm_def, IGameDef *gamedef);
-       const std::vector<LoadingBlockModifierDef *> *lookup(content_t c) const;
-};
-
-class LBMManager
-{
-public:
-       LBMManager():
-               m_query_mode(false)
-       {}
-
-       ~LBMManager();
-
-       // Don't call this after loadIntroductionTimes() ran.
-       void addLBMDef(LoadingBlockModifierDef *lbm_def);
-
-       void loadIntroductionTimes(const std::string &times,
-               IGameDef *gamedef, u32 now);
-
-       // Don't call this before loadIntroductionTimes() ran.
-       std::string createIntroductionTimesString();
-
-       // Don't call this before loadIntroductionTimes() ran.
-       void applyLBMs(ServerEnvironment *env, MapBlock *block, u32 stamp);
-
-       // Warning: do not make this std::unordered_map, order is relevant here
-       typedef std::map<u32, LBMContentMapping> lbm_lookup_map;
-
-private:
-       // Once we set this to true, we can only query,
-       // not modify
-       bool m_query_mode;
-
-       // For m_query_mode == false:
-       // The key of the map is the LBM def's name.
-       // TODO make this std::unordered_map
-       std::map<std::string, LoadingBlockModifierDef *> m_lbm_defs;
-
-       // For m_query_mode == true:
-       // The key of the map is the LBM def's first introduction time.
-       lbm_lookup_map m_lbm_lookup;
-
-       // Returns an iterator to the LBMs that were introduced
-       // after the given time. This is guaranteed to return
-       // valid values for everything
-       lbm_lookup_map::const_iterator getLBMsIntroducedAfter(u32 time)
-       { return m_lbm_lookup.lower_bound(time); }
-};
-
-/*
-       List of active blocks, used by ServerEnvironment
-*/
-
-class ActiveBlockList
-{
-public:
-       void update(std::vector<v3s16> &active_positions,
-                       s16 radius,
-                       std::set<v3s16> &blocks_removed,
-                       std::set<v3s16> &blocks_added);
-
-       bool contains(v3s16 p){
-               return (m_list.find(p) != m_list.end());
-       }
-
-       void clear(){
-               m_list.clear();
-       }
-
-       std::set<v3s16> m_list;
-       std::set<v3s16> m_forceloaded_list;
-
-private:
-};
-
-/*
-       Operation mode for ServerEnvironment::clearObjects()
-*/
-enum ClearObjectsMode {
-       // Load and go through every mapblock, clearing objects
-       CLEAR_OBJECTS_MODE_FULL,
-
-       // Clear objects immediately in loaded mapblocks;
-       // clear objects in unloaded mapblocks only when the mapblocks are next activated.
-       CLEAR_OBJECTS_MODE_QUICK,
-};
-
-/*
-       The server-side environment.
-
-       This is not thread-safe. Server uses an environment mutex.
-*/
-
-class ServerEnvironment : public Environment
-{
-public:
-       ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
-                       IGameDef *gamedef, const std::string &path_world);
-       ~ServerEnvironment();
-
-       Map & getMap();
-
-       ServerMap & getServerMap();
-
-       //TODO find way to remove this fct!
-       GameScripting* getScriptIface()
-               { return m_script; }
-
-       IGameDef *getGameDef()
-               { return m_gamedef; }
-
-       float getSendRecommendedInterval()
-               { return m_recommended_send_interval; }
-
-       void kickAllPlayers(AccessDeniedCode reason,
-               const std::string &str_reason, bool reconnect);
-       // Save players
-       void saveLoadedPlayers();
-       void savePlayer(RemotePlayer *player);
-       Player *loadPlayer(const std::string &playername);
-
-       /*
-               Save and load time of day and game timer
-       */
-       void saveMeta();
-       void loadMeta();
-       // to be called instead of loadMeta if
-       // env_meta.txt doesn't exist (e.g. new world)
-       void loadDefaultMeta();
-
-       u32 addParticleSpawner(float exptime);
-       void deleteParticleSpawner(u32 id);
-
-       /*
-               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.
-               (note:  not used, pending removal from engine)
-       */
-       //bool addActiveObjectAsStatic(ServerActiveObject *object);
-
-       /*
-               Find out what new objects have been added to
-               inside a radius around a position
-       */
-       void getAddedActiveObjects(Player *player, s16 radius,
-                       s16 player_radius,
-                       std::set<u16> &current_objects,
-                       std::queue<u16> &added_objects);
-
-       /*
-               Find out what new objects have been removed from
-               inside a radius around a position
-       */
-       void getRemovedActiveObjects(Player* player, s16 radius,
-                       s16 player_radius,
-                       std::set<u16> &current_objects,
-                       std::queue<u16> &removed_objects);
-
-       /*
-               Get the next message emitted by some active object.
-               Returns a message with id=0 if no messages are available.
-       */
-       ActiveObjectMessage getActiveObjectMessage();
-
-       /*
-               Activate objects and dynamically modify for the dtime determined
-               from timestamp and additional_dtime
-       */
-       void activateBlock(MapBlock *block, u32 additional_dtime=0);
-
-       /*
-               {Active,Loading}BlockModifiers
-               -------------------------------------------
-       */
-
-       void addActiveBlockModifier(ActiveBlockModifier *abm);
-       void addLoadingBlockModifierDef(LoadingBlockModifierDef *lbm);
-
-       /*
-               Other stuff
-               -------------------------------------------
-       */
-
-       // Script-aware node setters
-       bool setNode(v3s16 p, const MapNode &n);
-       bool removeNode(v3s16 p);
-       bool swapNode(v3s16 p, const MapNode &n);
-
-       // Find all active objects inside a radius around a point
-       void getObjectsInsideRadius(std::vector<u16> &objects, v3f pos, float radius);
-
-       // Clear objects, loading and going through every MapBlock
-       void clearObjects(ClearObjectsMode mode);
-
-       // This makes stuff happen
-       void step(f32 dtime);
-
-       //check if there's a line of sight between two positions
-       bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0, v3s16 *p=NULL);
-
-       u32 getGameTime() { return m_game_time; }
-
-       void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
-       float getMaxLagEstimate() { return m_max_lag_estimate; }
-
-       std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };
-
-       // Sets the static object status all the active objects in the specified block
-       // This is only really needed for deleting blocks from the map
-       void setStaticForActiveObjectsInBlock(v3s16 blockpos,
-               bool static_exists, v3s16 static_block=v3s16(0,0,0));
-
-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, u32 dtime_s);
-
-       /*
-               Remove all objects that satisfy (m_removed && m_known_by_count==0)
-       */
-       void removeRemovedObjects();
-
-       /*
-               Convert stored objects from block to active
-       */
-       void activateObjects(MapBlock *block, u32 dtime_s);
-
-       /*
-               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);
-
-       /*
-               Member variables
-       */
-
-       // The map
-       ServerMap *m_map;
-       // Lua state
-       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::queue<ActiveObjectMessage> m_active_object_messages;
-       // Some timers
-       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;
-       int m_active_block_interval_overload_skip;
-       // 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;
-       // Time of last clearObjects call (game time).
-       // When a mapblock older than this is loaded, its objects are cleared.
-       u32 m_last_clear_objects_time;
-       // Active block modifiers
-       std::vector<ABMWithState> m_abms;
-       LBMManager m_lbm_mgr;
-       // An interval for generally sending object positions and stuff
-       float m_recommended_send_interval;
-       // Estimate for general maximum lag as determined by server.
-       // Can raise to high values like 15s with eg. map generation mods.
-       float m_max_lag_estimate;
-
-       // Particles
-       IntervalLimiter m_particle_management_interval;
-       std::map<u32, float> m_particle_spawners;
-};
-
-#ifndef SERVER
-
-#include "clientobject.h"
-#include "content_cao.h"
-
-class ClientSimpleObject;
-
-/*
-       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,
-       CEE_PLAYER_BREATH
-};
-
-struct ClientEnvEvent
-{
-       ClientEnvEventType type;
-       union {
-               //struct{
-               //} none;
-               struct{
-                       u8 amount;
-                       bool send_to_server;
-               } player_damage;
-               struct{
-                       u16 amount;
-               } player_breath;
-       };
-};
-
-class ClientEnvironment : public Environment
-{
-public:
-       ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
-                       ITextureSource *texturesource, IGameDef *gamedef,
-                       IrrlichtDevice *device);
-       ~ClientEnvironment();
-
-       Map & getMap();
-       ClientMap & getClientMap();
-
-       IGameDef *getGameDef()
-       { return m_gamedef; }
-
-       void step(f32 dtime);
-
-       virtual void addPlayer(Player *player);
-       LocalPlayer * getLocalPlayer();
-
-       /*
-               ClientSimpleObjects
-       */
-
-       void addSimpleObject(ClientSimpleObject *simple);
-
-       /*
-               ActiveObjects
-       */
-
-       GenericCAO* getGenericCAO(u16 id);
-       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);
-       void updateLocalPlayerBreath(u16 breath);
-
-       /*
-               Client likes to call these
-       */
-
-       // Get all nearby objects
-       void getActiveObjects(v3f origin, f32 max_d,
-                       std::vector<DistanceSortedActiveObject> &dest);
-
-       // Get event from queue. CEE_NONE is returned if queue is empty.
-       ClientEnvEvent getClientEvent();
-
-       u16 attachement_parent_ids[USHRT_MAX + 1];
-
-       std::list<std::string> getPlayerNames()
-       { return m_player_names; }
-       void addPlayerName(std::string name)
-       { 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;
-       scene::ISceneManager *m_smgr;
-       ITextureSource *m_texturesource;
-       IGameDef *m_gamedef;
-       IrrlichtDevice *m_irr;
-       std::map<u16, ClientActiveObject*> m_active_objects;
-       std::vector<ClientSimpleObject*> m_simple_objects;
-       std::queue<ClientEnvEvent> m_client_event_queue;
-       IntervalLimiter m_active_object_light_update_interval;
-       IntervalLimiter m_lava_hurt_interval;
-       IntervalLimiter m_drowning_interval;
-       IntervalLimiter m_breathing_interval;
-       std::list<std::string> m_player_names;
-       v3s16 m_camera_offset;
+       std::mutex m_time_lock;
 };
-
-#endif
-
-#endif
-