#include "settings.h"
#include "profiler.h"
#include "log.h"
-#include "serverscripting.h"
+#include "scripting_server.h"
#include "nodedef.h"
#include "itemdef.h"
#include "craftdef.h"
#include "util/base64.h"
#include "util/sha1.h"
#include "util/hex.h"
+#include "database.h"
class ClientNotFoundException : public BaseException
{
m_clients(&m_con),
m_shutdown_requested(false),
m_shutdown_ask_reconnect(false),
+ m_shutdown_timer(0.0f),
m_admin_chat(iface),
m_ignore_map_edit_events(false),
m_ignore_map_edit_events_peer_id(0),
ScopeProfiler sp(g_profiler, "Server: liquid transform");
std::map<v3s16, MapBlock*> modified_blocks;
- m_env->getMap().transformLiquids(modified_blocks);
+ m_env->getMap().transformLiquids(modified_blocks, m_env);
#if 0
/*
Update lighting
m_env->saveMeta();
}
}
+
+ // Timed shutdown
+ static const float shutdown_msg_times[] =
+ {
+ 1, 2, 3, 4, 5, 10, 15, 20, 25, 30, 45, 60, 120, 180, 300, 600, 1200, 1800, 3600
+ };
+
+ if (m_shutdown_timer > 0.0f) {
+ // Automated messages
+ if (m_shutdown_timer < shutdown_msg_times[ARRLEN(shutdown_msg_times) - 1]) {
+ for (u16 i = 0; i < ARRLEN(shutdown_msg_times) - 1; i++) {
+ // If shutdown timer matches an automessage, shot it
+ if (m_shutdown_timer > shutdown_msg_times[i] &&
+ m_shutdown_timer - dtime < shutdown_msg_times[i]) {
+ std::wstringstream ws;
+
+ ws << L"*** Server shutting down in "
+ << duration_to_string(myround(m_shutdown_timer - dtime)).c_str()
+ << ".";
+
+ infostream << wide_to_utf8(ws.str()).c_str() << std::endl;
+ SendChatMessage(PEER_ID_INEXISTENT, ws.str());
+ break;
+ }
+ }
+ }
+
+ m_shutdown_timer -= dtime;
+ if (m_shutdown_timer < 0.0f) {
+ m_shutdown_timer = 0.0f;
+ m_shutdown_requested = true;
+ }
+ }
}
void Server::Receive()
bool repositioned = m_script->on_respawnplayer(playersao);
if (!repositioned) {
- v3f pos = findSpawnPos();
// setPos will send the new position to client
- playersao->setPos(pos);
+ playersao->setPos(findSpawnPos());
}
SendPlayerHP(peer_id);
s32 range = 1 + i;
// We're going to try to throw the player to this position
v2s16 nodepos2d = v2s16(
- -range + (myrand() % (range * 2)),
- -range + (myrand() % (range * 2)));
+ -range + (myrand() % (range * 2)),
+ -range + (myrand() % (range * 2)));
// Get spawn level at point
s16 spawn_level = m_emerge->getSpawnLevelAtPoint(nodepos2d);
return nodeposf;
}
-PlayerSAO* Server::emergePlayer(const char *name, u16 peer_id, u16 proto_version)
+void Server::requestShutdown(const std::string &msg, bool reconnect, float delay)
{
- bool newplayer = false;
+ m_shutdown_timer = delay;
+ m_shutdown_msg = msg;
+ m_shutdown_ask_reconnect = reconnect;
+
+ if (delay == 0.0f) {
+ // No delay, shutdown immediately
+ m_shutdown_requested = true;
+ // only print to the infostream, a chat message saying
+ // "Server Shutting Down" is sent when the server destructs.
+ infostream << "*** Immediate Server shutdown requested." << std::endl;
+ } else if (delay < 0.0f && m_shutdown_timer > 0.0f) {
+ // Negative delay, cancel shutdown if requested
+ m_shutdown_timer = 0.0f;
+ m_shutdown_msg = "";
+ m_shutdown_ask_reconnect = false;
+ m_shutdown_requested = false;
+ std::wstringstream ws;
+
+ ws << L"*** Server shutdown canceled.";
+
+ infostream << wide_to_utf8(ws.str()).c_str() << std::endl;
+ SendChatMessage(PEER_ID_INEXISTENT, ws.str());
+ } else if (delay > 0.0f) {
+ // Positive delay, tell the clients when the server will shut down
+ std::wstringstream ws;
+ ws << L"*** Server shutting down in "
+ << duration_to_string(myround(m_shutdown_timer)).c_str()
+ << ".";
+
+ infostream << wide_to_utf8(ws.str()).c_str() << std::endl;
+ SendChatMessage(PEER_ID_INEXISTENT, ws.str());
+ }
+}
+
+PlayerSAO* Server::emergePlayer(const char *name, u16 peer_id, u16 proto_version)
+{
/*
Try to get an existing player
*/
return NULL;
}
- // Create a new player active object
- PlayerSAO *playersao = new PlayerSAO(m_env, peer_id, isSingleplayer());
- player = m_env->loadPlayer(name, playersao);
-
- // Create player if it doesn't exist
if (!player) {
- newplayer = true;
- player = new RemotePlayer(name, this->idef());
- // Set player position
- infostream<<"Server: Finding spawn place for player \""
- <<name<<"\""<<std::endl;
- playersao->setBasePosition(findSpawnPos());
-
- // Make sure the player is saved
- player->setModified(true);
-
- // Add player to environment
- m_env->addPlayer(player);
- } else {
- // If the player exists, ensure that they respawn inside legal bounds
- // This fixes an assert crash when the player can't be added
- // to the environment
- if (objectpos_over_limit(playersao->getBasePosition())) {
- actionstream << "Respawn position for player \""
- << name << "\" outside limits, resetting" << std::endl;
- playersao->setBasePosition(findSpawnPos());
- }
+ player = new RemotePlayer(name, idef());
}
- playersao->initialize(player, getPlayerEffectivePrivs(player->getName()));
-
- player->protocol_version = proto_version;
+ bool newplayer = false;
- /* Clean up old HUD elements from previous sessions */
- player->clearHud();
+ // Load player
+ PlayerSAO *playersao = m_env->loadPlayer(player, &newplayer, peer_id, isSingleplayer());
- /* Add object to environment */
- m_env->addActiveObject(playersao);
+ // Complete init with server parts
+ playersao->finalize(player, getPlayerEffectivePrivs(player->getName()));
+ player->protocol_version = proto_version;
/* Run scripts */
if (newplayer) {