#include "environment.h"
#include "common_irrlicht.h"
#include <string>
-
-#ifdef _WIN32
- #include <windows.h>
- #define sleep_ms(x) Sleep(x)
-#else
- #include <unistd.h>
- #define sleep_ms(x) usleep(x*1000)
-#endif
+#include "utility.h"
+#include "porting.h"
struct QueuedBlockEmerge
{
JMutex m_mutex;
};
-class SimpleThread : public JThread
-{
- bool run;
- JMutex run_mutex;
-
-public:
-
- SimpleThread():
- JThread(),
- run(true)
- {
- run_mutex.Init();
- }
-
- virtual ~SimpleThread()
- {}
-
- virtual void * Thread() = 0;
-
- bool getRun()
- {
- JMutexAutoLock lock(run_mutex);
- return run;
- }
- void setRun(bool a_run)
- {
- JMutexAutoLock lock(run_mutex);
- run = a_run;
- }
-
- void stop()
- {
- setRun(false);
- while(IsRunning())
- sleep_ms(100);
- }
-};
-
class Server;
class ServerThread : public SimpleThread
u8 pending_serialization_version;
RemoteClient():
- m_time_from_building(0.0)
- //m_num_blocks_in_emerge_queue(0)
+ m_time_from_building(9999),
+ m_excess_gotblocks(0)
{
peer_id = 0;
serialization_version = SER_FMT_VER_INVALID;
pending_serialization_version = SER_FMT_VER_INVALID;
m_nearest_unsent_d = 0;
+ m_nearest_unsent_reset_timer = 0.0;
m_blocks_sent_mutex.Init();
m_blocks_sending_mutex.Init();
+
+ /*m_dig_mutex.Init();
+ m_dig_time_remaining = 0;
+ m_dig_tool_item = -1;*/
}
~RemoteClient()
{
void GetNextBlocks(Server *server, float dtime,
core::array<PrioritySortedBlockTransfer> &dest);
- // Connection and environment should be locked when this is called
- // steps() objects of blocks not found in active_blocks, then
- // adds those blocks to active_blocks
+ /*
+ Connection and environment should be locked when this is called.
+ steps() objects of blocks not found in active_blocks, then
+ adds those blocks to active_blocks
+ */
void SendObjectData(
Server *server,
float dtime,
void SetBlockNotSent(v3s16 p);
void SetBlocksNotSent(core::map<v3s16, MapBlock*> &blocks);
- //void BlockEmerged();
-
- /*bool IsSendingBlock(v3s16 p)
- {
- JMutexAutoLock lock(m_blocks_sending_mutex);
- return (m_blocks_sending.find(p) != NULL);
- }*/
-
s32 SendingCount()
{
JMutexAutoLock lock(m_blocks_sending_mutex);
JMutexAutoLock l2(m_blocks_sent_mutex);
JMutexAutoLock l3(m_blocks_sending_mutex);
o<<"RemoteClient "<<peer_id<<": "
- /*<<"m_num_blocks_in_emerge_queue="
- <<m_num_blocks_in_emerge_queue.get()*/
<<", m_blocks_sent.size()="<<m_blocks_sent.size()
<<", m_blocks_sending.size()="<<m_blocks_sending.size()
<<", m_nearest_unsent_d="<<m_nearest_unsent_d
+ <<", m_excess_gotblocks="<<m_excess_gotblocks
<<std::endl;
+ m_excess_gotblocks = 0;
}
// Time from last placing or removing blocks
MutexedVariable<float> m_time_from_building;
+ /*JMutex m_dig_mutex;
+ float m_dig_time_remaining;
+ // -1 = not digging
+ s16 m_dig_tool_item;
+ v3s16 m_dig_position;*/
+
private:
/*
All members that are accessed by many threads should
core::map<v3s16, bool> m_blocks_sent;
s16 m_nearest_unsent_d;
v3s16 m_last_center;
+ float m_nearest_unsent_reset_timer;
JMutex m_blocks_sent_mutex;
/*
Blocks that are currently on the line.
*/
core::map<v3s16, float> m_blocks_sending;
JMutex m_blocks_sending_mutex;
+
+ /*
+ Count of excess GotBlocks().
+ There is an excess amount because the client sometimes
+ gets a block so late that the server sends it again,
+ and the client then sends two GOTBLOCKs.
+ This is resetted by PrintInfo()
+ */
+ u32 m_excess_gotblocks;
};
/*struct ServerSettings
// Environment and Connection must be locked when called
void SendBlockNoLock(u16 peer_id, MapBlock *block, u8 ver);
- //TODO: Sending of many blocks in a single packet
// Environment and Connection must be locked when called
//void SendSectorMeta(u16 peer_id, core::list<v2s16> ps, u8 ver);
core::list<PlayerInfo> getPlayerInfo();
+
+ u32 getDayNightRatio()
+ {
+ s32 d = 8;
+ s32 t = (((m_time_of_day.get() + 24000/d/2)%24000)/(24000/d));
+ if(t == d/4 || t == (d-d/4))
+ return 600;
+ else if(t < d/4 || t > (d-d/4))
+ return 300;
+ else
+ return 1000;
+ }
private:
// Virtual methods from con::PeerHandler.
// As of now, these create and remove clients and players.
- // TODO: Make it possible to leave players on server.
void peerAdded(con::Peer *peer);
void deletingPeer(con::Peer *peer, bool timeout);
void SendObjectData(float dtime);
void SendPlayerInfos();
void SendInventory(u16 peer_id);
+ void SendChatMessage(u16 peer_id, const std::wstring &message);
+ void BroadcastChatMessage(const std::wstring &message);
+
// Sends blocks to clients
void SendBlocks(float dtime);
// When called, connection mutex should be locked
RemoteClient* getClient(u16 peer_id);
+
+ /*
+ Get a player from memory or creates one.
+ If player is already connected, return NULL
+
+ Call with env and con locked.
+ */
+ Player *emergePlayer(const char *name, const char *password,
+ u16 peer_id);
+
+ /*
+ Update water pressure.
+ This also adds suitable nodes to active_nodes.
+
+ environment has to be locked when calling.
+ */
+ /*void UpdateBlockWaterPressure(MapBlock *block,
+ core::map<v3s16, MapBlock*> &modified_blocks);*/
+
+ // Locks environment and connection by its own
+ struct PeerChange;
+ void handlePeerChange(PeerChange &c);
+ void handlePeerChanges();
+
+ //float m_flowwater_timer;
+ float m_liquid_transform_timer;
+ float m_print_info_timer;
+ float m_objectdata_timer;
+ float m_emergethread_trigger_timer;
+ float m_savemap_timer;
// NOTE: If connection and environment are both to be locked,
// environment shall be locked first.
-
JMutex m_env_mutex;
Environment m_env;
BlockEmergeQueue m_emerge_queue;
// Nodes that are destinations of flowing liquid at the moment
- core::map<v3s16, u8> m_flow_active_nodes;
+ //core::map<v3s16, u8> m_flow_active_nodes;
+
+ // 0-23999
+ MutexedVariable<u32> m_time_of_day;
+ // Used to buffer dtime for adding to m_time_of_day
+ float m_time_counter;
+ float m_time_of_day_send_timer;
+
+ MutexedVariable<double> m_uptime;
+
+ enum PeerChangeType
+ {
+ PEER_ADDED,
+ PEER_REMOVED
+ };
+
+ struct PeerChange
+ {
+ PeerChangeType type;
+ u16 peer_id;
+ bool timeout;
+ };
+ Queue<PeerChange> m_peer_change_queue;
+
+ std::string m_mapsavedir;
+
friend class EmergeThread;
friend class RemoteClient;
};
+/*
+ Runs a simple dedicated server loop
+*/
+void dedicated_server_loop(Server &server);
+
#endif