remove_detached_inventory: Fix segfault during mod load
[oweals/minetest.git] / src / environment.h
index d1e61967fd2b10e813868289e2dfc986d5447805..f568ba2287e42370e988eda05317ef25619bdebc 100644 (file)
@@ -1,6 +1,6 @@
 /*
-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 Lesser General Public License as published by
@@ -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.
@@ -30,33 +29,27 @@ with this program; if not, write to the Free Software Foundation, Inc.,
        - etc.
 */
 
-#include <set>
-#include "irrlichttypes_extrabloated.h"
-#include "player.h"
-#include <ostream>
-#include "activeobject.h"
-#include "util/container.h"
-#include "util/numeric.h"
-#include "mapnode.h"
-#include "mapblock.h"
+#include <list>
+#include <queue>
+#include <map>
+#include <atomic>
+#include <mutex>
+#include "irr_v3d.h"
+#include "network/networkprotocol.h" // for AccessDeniedCode
+#include "util/basic_macros.h"
 
-class Server;
-class ServerEnvironment;
-class ActiveBlockModifier;
-class ServerActiveObject;
-typedef struct lua_State lua_State;
-class ITextureSource;
 class IGameDef;
 class Map;
-class ServerMap;
-class ClientMap;
+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.
@@ -66,425 +59,87 @@ public:
        */
        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);
-       
        u32 getDayNightRatio();
-       
-       // 0-23999
-       virtual void setTimeOfDay(u32 time)
-       {
-               m_time_of_day = time;
-               m_time_of_day_f = (float)time / 24000.0;
-       }
-
-       u32 getTimeOfDay()
-       { return m_time_of_day; }
 
-       float getTimeOfDayF()
-       { return m_time_of_day_f; }
+       // 0-23999
+       virtual void setTimeOfDay(u32 time);
+       u32 getTimeOfDay();
+       float getTimeOfDayF();
 
        void stepTimeOfDay(float dtime);
 
-       void setTimeOfDaySpeed(float speed)
-       { m_time_of_day_speed = speed; }
-       
-       float getTimeOfDaySpeed()
-       { return m_time_of_day_speed; }
-
-protected:
-       // peer_ids in here should be unique, except that there may be many 0s
-       core::list<Player*> m_players;
-       // 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;
-       float m_time_of_day_speed;
-       // Used to buffer dtime for adding to m_time_of_day
-       float m_time_counter;
-};
-
-/*
-       Active 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;
-       // 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_);
-};
-
-/*
-       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();
-
-       ServerMap & getServerMap();
-
-       lua_State* getLua()
-               { return m_lua; }
-
-       IGameDef *getGameDef()
-               { return m_gamedef; }
-
-       float getSendRecommendedInterval()
-               { return m_recommended_send_interval; }
-
-       /*
-               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.
-               (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(v3s16 pos, s16 radius,
-                       core::map<u16, bool> &current_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> &current_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();
-
-       /*
-               Activate objects and dynamically modify for the dtime determined
-               from timestamp and additional_dtime
-       */
-       void activateBlock(MapBlock *block, u32 additional_dtime=0);
+       void setTimeOfDaySpeed(float speed);
 
-       /*
-               ActiveBlockModifiers
-               -------------------------------------------
-       */
+       void setDayNightRatioOverride(bool enable, u32 value);
 
-       void addActiveBlockModifier(ActiveBlockModifier *abm);
+       u32 getDayCount();
 
-       /*
-               Other stuff
-               -------------------------------------------
-       */
+       /*!
+        * 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;
 
-       // Script-aware node setters
-       bool setNode(v3s16 p, const MapNode &n);
-       bool removeNode(v3s16 p);
-       
-       // Find all active objects inside a radius around a point
-       std::set<u16> getObjectsInsideRadius(v3f pos, float radius);
-       
-       // Clear all objects, loading and going through every MapBlock
-       void clearAllObjects();
-       
-       // This makes stuff happen
-       void step(f32 dtime);
-       
-private:
+       /*!
+        * 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);
 
-       /*
-               Internal ActiveObject interface
-               -------------------------------------------
-       */
+       // counter used internally when triggering ABMs
+       u32 m_added_objects;
 
-       /*
-               Add an active object to the environment.
+       IGameDef *getGameDef() { return m_gamedef; }
 
-               Called by addActiveObject.
+protected:
+       std::atomic<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, 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);
+        * Below: values managed by m_time_lock
+        */
+       // 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 = 0.0f;
+       // Overriding the day-night ratio is useful for custom sky visuals
+       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)
+       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
+        *       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;
-       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;
-       core::list<ABMWithState> m_abms;
-       // An interval for generally sending object positions and stuff
-       float m_recommended_send_interval;
-};
-
-#ifndef SERVER
-
-#include "clientobject.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
-};
-
-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();
-       ClientMap & getClientMap();
-
-       IGameDef *getGameDef()
-       { return m_gamedef; }
-
-       void step(f32 dtime);
-
-       virtual void addPlayer(Player *player);
-       LocalPlayer * getLocalPlayer();
-       
-       /*
-               ClientSimpleObjects
-       */
-
-       void addSimpleObject(ClientSimpleObject *simple);
-
-       /*
-               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();
-
-       std::vector<core::vector2d<int> > attachment_list; // X is child ID, Y is parent ID
-       
 private:
-       ClientMap *m_map;
-       scene::ISceneManager *m_smgr;
-       ITextureSource *m_texturesource;
-       IGameDef *m_gamedef;
-       IrrlichtDevice *m_irr;
-       core::map<u16, ClientActiveObject*> m_active_objects;
-       core::list<ClientSimpleObject*> m_simple_objects;
-       Queue<ClientEnvEvent> m_client_event_queue;
-       IntervalLimiter m_active_object_light_update_interval;
-       IntervalLimiter m_lava_hurt_interval;
+       std::mutex m_time_lock;
 };
-
-#endif
-
-#endif
-