#include "hud.h"
#include "gamedef.h"
#include "serialization.h" // For SER_FMT_VER_INVALID
-#include "nodedef.h" // AnimationType
#include "mods.h"
#include "inventorymanager.h"
#include "subgame.h"
+#include "tileanimation.h" // struct TileAnimationParams
#include "util/numeric.h"
#include "util/thread.h"
-#include "environment.h"
+#include "util/basic_macros.h"
+#include "serverenvironment.h"
#include "chat_interface.h"
#include "clientiface.h"
#include "remoteplayer.h"
#include <map>
#include <vector>
-#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
-
class IWritableItemDefManager;
class IWritableNodeDefManager;
class IWritableCraftDefManager;
class IRollbackManager;
struct RollbackAction;
class EmergeManager;
-class GameScripting;
+class ServerScripting;
class ServerEnvironment;
struct SimpleSoundSpec;
class ServerThread;
u16 object;
float max_hear_distance;
bool loop;
+ float fade;
ServerSoundParams():
gain(1.0),
pos(0,0,0),
object(0),
max_hear_distance(32*BS),
- loop(false)
+ loop(false),
+ fade(0)
{}
v3f getPos(ServerEnvironment *env, bool *pos_exists) const;
struct ServerPlayingSound
{
ServerSoundParams params;
+ SimpleSoundSpec spec;
UNORDERED_SET<u16> clients; // peer ids
};
const SubgameSpec &gamespec,
bool simple_singleplayer_mode,
bool ipv6,
+ bool dedicated,
ChatInterface *iface = NULL
);
~Server();
void handleCommand_Init_Legacy(NetworkPacket* pkt);
void handleCommand_Init2(NetworkPacket* pkt);
void handleCommand_RequestMedia(NetworkPacket* pkt);
- void handleCommand_ReceivedMedia(NetworkPacket* pkt);
void handleCommand_ClientReady(NetworkPacket* pkt);
void handleCommand_GotBlocks(NetworkPacket* pkt);
void handleCommand_PlayerPos(NetworkPacket* pkt);
void handleCommand_InventoryAction(NetworkPacket* pkt);
void handleCommand_ChatMessage(NetworkPacket* pkt);
void handleCommand_Damage(NetworkPacket* pkt);
- void handleCommand_Breath(NetworkPacket* pkt);
void handleCommand_Password(NetworkPacket* pkt);
void handleCommand_PlayerItem(NetworkPacket* pkt);
void handleCommand_Respawn(NetworkPacket* pkt);
inline bool getShutdownRequested() const { return m_shutdown_requested; }
// request server to shutdown
- void requestShutdown(const std::string &msg, bool reconnect)
- {
- m_shutdown_requested = true;
- m_shutdown_msg = msg;
- m_shutdown_ask_reconnect = reconnect;
- }
+ void requestShutdown(const std::string &msg, bool reconnect, float delay = 0.0f);
// Returns -1 if failed, sound handle on success
// Envlock
s32 playSound(const SimpleSoundSpec &spec, const ServerSoundParams ¶ms);
void stopSound(s32 handle);
+ void fadeSound(s32 handle, float step, float gain);
// Envlock
std::set<std::string> getPlayerEffectivePrivs(const std::string &name);
float expirationtime, float size,
bool collisiondetection, bool collision_removal,
bool vertical, const std::string &texture,
- u32 material_type_param, AnimationType animation_type,
- u16 vertical_frame_num, u16 horizontal_frame_num, u16 first_frame,
- float frame_length, bool loop_animation,
- u8 glow);
+ const struct TileAnimationParams &animation, u8 glow);
u32 addParticleSpawner(u16 amount, float spawntime,
v3f minpos, v3f maxpos,
bool collisiondetection, bool collision_removal,
ServerActiveObject *attached,
bool vertical, const std::string &texture,
- const std::string &playername,
- u32 material_type_param, AnimationType animation_type,
- u16 vertical_frame_num, u16 horizontal_frame_num,
- u16 min_first_frame, u16 max_first_frame,
- float frame_length, bool loop_animation,
+ const std::string &playername, const struct TileAnimationParams &animation,
u8 glow);
void deleteParticleSpawner(const std::string &playername, u32 id);
// Creates or resets inventory
- Inventory* createDetachedInventory(const std::string &name);
+ Inventory* createDetachedInventory(const std::string &name, const std::string &player="");
// Envlock and conlock should be locked when using scriptapi
- GameScripting *getScriptIface(){ return m_script; }
+ ServerScripting *getScriptIface(){ return m_script; }
// actions: time-reversed list
// Return value: success/failure
virtual IItemDefManager* getItemDefManager();
virtual INodeDefManager* getNodeDefManager();
virtual ICraftDefManager* getCraftDefManager();
- virtual ITextureSource* getTextureSource();
- virtual IShaderSource* getShaderSource();
virtual u16 allocateUnknownNodeId(const std::string &name);
- virtual ISoundManager* getSoundManager();
virtual MtEventManager* getEventManager();
- virtual scene::ISceneManager* getSceneManager();
- virtual IRollbackManager *getRollbackManager() { return m_rollback; }
+ IRollbackManager *getRollbackManager() { return m_rollback; }
virtual EmergeManager *getEmergeManager() { return m_emerge; }
IWritableItemDefManager* getWritableItemDefManager();
IWritableNodeDefManager* getWritableNodeDefManager();
IWritableCraftDefManager* getWritableCraftDefManager();
- const ModSpec* getModSpec(const std::string &modname) const;
+ virtual const std::vector<ModSpec> &getMods() const { return m_mods; }
+ virtual const ModSpec* getModSpec(const std::string &modname) const;
void getModNames(std::vector<std::string> &modlist);
std::string getBuiltinLuaPath();
- inline std::string getWorldPath() const { return m_path_world; }
+ virtual std::string getWorldPath() const { return m_path_world; }
+ virtual std::string getModStoragePath() const;
inline bool isSingleplayer()
{ return m_simple_singleplayer_mode; }
bool showFormspec(const char *name, const std::string &formspec, const std::string &formname);
Map & getMap() { return m_env->getMap(); }
ServerEnvironment & getEnv() { return *m_env; }
+ v3f findSpawnPos();
u32 hudAdd(RemotePlayer *player, HudElement *element);
bool hudRemove(RemotePlayer *player, u32 id);
bool setPlayerEyeOffset(RemotePlayer *player, v3f first, v3f third);
bool setSky(RemotePlayer *player, const video::SColor &bgcolor,
- const std::string &type, const std::vector<std::string> ¶ms);
+ const std::string &type, const std::vector<std::string> ¶ms,
+ bool &clouds);
+ bool setClouds(RemotePlayer *player, float density,
+ const video::SColor &color_bright,
+ const video::SColor &color_ambient,
+ float height,
+ float thickness,
+ const v2f &speed);
bool overrideDayNightRatio(RemotePlayer *player, bool do_override, float brightness);
void printToConsoleOnly(const std::string &text);
void SendPlayerHPOrDie(PlayerSAO *player);
- void SendPlayerBreath(u16 peer_id);
+ void SendPlayerBreath(PlayerSAO *sao);
void SendInventory(PlayerSAO* playerSAO);
void SendMovePlayer(u16 peer_id);
+ virtual bool registerModStorage(ModMetadata *storage);
+ virtual void unregisterModStorage(const std::string &name);
+
// Bind address
Address m_bind_addr;
void SendHUDSetFlags(u16 peer_id, u32 flags, u32 mask);
void SendHUDSetParam(u16 peer_id, u16 param, const std::string &value);
void SendSetSky(u16 peer_id, const video::SColor &bgcolor,
- const std::string &type, const std::vector<std::string> ¶ms);
+ const std::string &type, const std::vector<std::string> ¶ms,
+ bool &clouds);
+ void SendCloudParams(u16 peer_id, float density,
+ const video::SColor &color_bright,
+ const video::SColor &color_ambient,
+ float height,
+ float thickness,
+ const v2f &speed);
void SendOverrideDayNightRatio(u16 peer_id, bool do_override, float ratio);
/*
void sendDetachedInventories(u16 peer_id);
// Adds a ParticleSpawner on peer with peer_id (PEER_ID_INEXISTENT == all)
- void SendAddParticleSpawner(u16 peer_id, u16 amount, float spawntime,
+ void SendAddParticleSpawner(u16 peer_id, u16 protocol_version,
+ u16 amount, float spawntime,
v3f minpos, v3f maxpos,
v3f minvel, v3f maxvel,
v3f minacc, v3f maxacc,
bool collisiondetection, bool collision_removal,
u16 attached_id,
bool vertical, const std::string &texture, u32 id,
- u32 material_type_param, AnimationType animation_type,
- u16 vertical_frame_num, u16 horizontal_frame_num,
- u16 min_first_frame, u16 max_first_frame,
- float frame_length, bool loop_animation,
- u8 glow);
+ const struct TileAnimationParams &animation, u8 glow);
void SendDeleteParticleSpawner(u16 peer_id, u32 id);
// Spawns particle on peer with peer_id (PEER_ID_INEXISTENT == all)
- void SendSpawnParticle(u16 peer_id,
+ void SendSpawnParticle(u16 peer_id, u16 protocol_version,
v3f pos, v3f velocity, v3f acceleration,
float expirationtime, float size,
bool collisiondetection, bool collision_removal,
bool vertical, const std::string &texture,
- u32 material_type_param, AnimationType animation_type,
- u16 vertical_frame_num, u16 horizontal_frame_num, u16 first_frame,
- float frame_length, bool loop_animation,
- u8 glow);
+ const struct TileAnimationParams &animation, u8 glow);
u32 SendActiveObjectRemoveAdd(u16 peer_id, const std::string &datas);
void SendActiveObjectMessages(u16 peer_id, const std::string &datas, bool reliable = true);
RemotePlayer *player = NULL);
void handleAdminChat(const ChatEventChat *evt);
- v3f findSpawnPos();
-
// When called, connection mutex should be locked
RemoteClient* getClient(u16 peer_id,ClientState state_min=CS_Active);
RemoteClient* getClientNoEx(u16 peer_id,ClientState state_min=CS_Active);
// functionality
bool m_simple_singleplayer_mode;
u16 m_max_chatmessage_length;
+ // For "dedicated" server list flag
+ bool m_dedicated;
// Thread can set; step() will throw as ServerError
MutexedVariable<std::string> m_async_fatal_error;
// Scripting
// Envlock and conlock should be locked when using Lua
- GameScripting *m_script;
+ ServerScripting *m_script;
// Item definition manager
IWritableItemDefManager *m_itemdef;
float m_time_of_day_send_timer;
// Uptime of server in seconds
MutexedVariable<double> m_uptime;
-
/*
Client interface
*/
bool m_shutdown_requested;
std::string m_shutdown_msg;
bool m_shutdown_ask_reconnect;
+ float m_shutdown_timer;
ChatInterface *m_admin_chat;
std::string m_admin_nick;
*/
// key = name
std::map<std::string, Inventory*> m_detached_inventories;
+ // value = "" (visible to all players) or player name
+ std::map<std::string, std::string> m_detached_inventories_player;
+
+ UNORDERED_MAP<std::string, ModMetadata *> m_mod_storages;
+ float m_mod_storage_save_timer;
DISABLE_CLASS_COPY(Server);
};