#ifndef SERVEROBJECT_HEADER
#define SERVEROBJECT_HEADER
-#include "common_irrlicht.h"
+#include "irrlichttypes.h"
#include "activeobject.h"
#include "utility.h"
* Server environment adds an active object, which gets the id 1
* The active object list is scanned for each client once in a while,
and it finds out what objects have been added that are not known
- by the client yet. This scan is initiated by the server and the
- result ends up directly to the server.
+ by the client yet. This scan is initiated by the Server class and
+ the result ends up directly to the server.
* A network packet is created with the info and sent to the client.
+* Environment converts objects to static data and static data to
+ objects, based on how close players are to them.
*/
class ServerEnvironment;
+class InventoryItem;
+class Player;
class ServerActiveObject : public ActiveObject
{
public:
- ServerActiveObject(ServerEnvironment *env, u16 id, v3f pos=v3f(0,0,0));
+ /*
+ NOTE: m_env can be NULL, but step() isn't called if it is.
+ Prototypes are used that way.
+ */
+ ServerActiveObject(ServerEnvironment *env, v3f pos);
virtual ~ServerActiveObject();
- v3f getBasePosition()
- {
- return m_base_position;
- }
+ virtual void addedToEnvironment(u16 id);
+
+ // Create a certain type of ServerActiveObject
+ static ServerActiveObject* create(u8 type,
+ ServerEnvironment *env, u16 id, v3f pos,
+ const std::string &data);
+
+ /*
+ Some simple getters/setters
+ */
+ v3f getBasePosition(){ return m_base_position; }
+ void setBasePosition(v3f pos){ m_base_position = pos; }
+ ServerEnvironment* getEnv(){ return m_env; }
- void setBasePosition(v3f pos)
- {
- m_base_position = pos;
- }
-
- ServerEnvironment* getEnv()
- {
- return m_env;
- }
+ /*
+ Some more dynamic interface
+ */
+
+ virtual void setPos(v3f pos)
+ { setBasePosition(pos); }
+ // continuous: if true, object does not stop immediately at pos
+ virtual void moveTo(v3f pos, bool continuous)
+ { setBasePosition(pos); }
+ // If object has moved less than this and data has not changed,
+ // saving to disk may be omitted
+ virtual float getMinimumSavedMovement()
+ { return 2.0*BS; }
+
+ virtual bool isPeaceful(){return true;}
+
+ virtual std::string getDescription(){return "SAO";}
/*
Step object in time.
Messages added to messages are sent to client over network.
+
+ send_recommended:
+ True at around 5-10 times a second, same for all objects.
+ This is used to let objects send most of the data at the
+ same time so that the data can be combined in a single
+ packet.
*/
- virtual void step(float dtime, Queue<ActiveObjectMessage> &messages){}
+ virtual void step(float dtime, bool send_recommended){}
/*
The return value of this is passed to the client-side object
/*
The return value of this is passed to the server-side object
- when it is loaded from disk or from a static object
+ when it is created (converted from static to active - actually
+ the data is the static form)
*/
- virtual std::string getServerInitializationData(){return "";}
+ virtual std::string getStaticData(){return "";}
+
+ virtual void punch(ServerActiveObject *puncher){}
+ virtual void rightClick(ServerActiveObject *clicker){}
+ // Returns a reference
+ virtual InventoryItem* getWieldedItem()
+ { return NULL; }
+ virtual void damageWieldedItem(u16 amount)
+ {}
+ // If all fits, eats item and returns true. Otherwise returns false.
+ virtual bool addToInventory(InventoryItem *item)
+ {return false;}
+ virtual void setHP(s16 hp)
+ {}
+ virtual s16 getHP()
+ {return 0;}
+
/*
- This takes the return value of getServerInitializationData
+ Number of players which know about this object. Object won't be
+ deleted until this is 0 to keep the id preserved for the right
+ object.
*/
- virtual void initialize(const std::string &data){}
-
- // Number of players which know about this object
u16 m_known_by_count;
+
/*
- Whether this object is to be removed when nobody knows about
- it anymore.
- Removal is delayed to preserve the id for the time during which
- it could be confused to some other object by some client.
+ - Whether this object is to be removed when nobody knows about
+ it anymore.
+ - Removal is delayed to preserve the id for the time during which
+ it could be confused to some other object by some client.
+ - This is set to true by the step() method when the object wants
+ to be deleted.
+ - This can be set to true by anything else too.
*/
bool m_removed;
-protected:
- ServerEnvironment *m_env;
- v3f m_base_position;
-};
-
-class TestSAO : public ServerActiveObject
-{
-public:
- TestSAO(ServerEnvironment *env, u16 id, v3f pos);
- u8 getType() const
- {
- return ACTIVEOBJECT_TYPE_TEST;
- }
- void step(float dtime, Queue<ActiveObjectMessage> &messages);
-private:
- float m_timer1;
- float m_age;
-};
-
-extern "C"{
-#include "lua.h"
-#include "lualib.h"
-#include "lauxlib.h"
-}
-
-class LuaSAO : public ServerActiveObject
-{
-public:
- LuaSAO(ServerEnvironment *env, u16 id, v3f pos);
- virtual ~LuaSAO();
-
- u8 getType() const
- {
- return ACTIVEOBJECT_TYPE_LUA;
- }
+ /*
+ This is set to true when a block should be removed from the active
+ object list but couldn't be removed because the id has to be
+ reserved for some client.
- virtual std::string getClientInitializationData();
- virtual std::string getServerInitializationData();
+ The environment checks this periodically. If this is true and also
+ m_known_by_count is true,
+ */
+ bool m_pending_deactivation;
- void initializeFromNothing(const std::string &script_name);
- void initializeFromSave(const std::string &data);
+ /*
+ Whether the object's static data has been stored to a block
+ */
+ bool m_static_exists;
+ /*
+ The block from which the object was loaded from, and in which
+ a copy of the static data resides.
+ */
+ v3s16 m_static_block;
- void loadScripts(const std::string &script_name);
-
- void step(float dtime, Queue<ActiveObjectMessage> &messages);
-
/*
- Stuff available for usage for the lua callbacks
+ Queue of messages to be sent to the client
*/
- // This is moved onwards at the end of step()
- Queue<ActiveObjectMessage> m_message_queue;
+ Queue<ActiveObjectMessage> m_messages_out;
+
+protected:
+ // Used for creating objects based on type
+ typedef ServerActiveObject* (*Factory)
+ (ServerEnvironment *env, v3f pos,
+ const std::string &data);
+ static void registerType(u16 type, Factory f);
+
+ ServerEnvironment *m_env;
+ v3f m_base_position;
private:
- lua_State* L;
- std::string m_script_name;
+ // Used for creating objects based on type
+ static core::map<u16, Factory> m_types;
};
#endif