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- /*
- 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
- the Free Software Foundation; either version 2.1 of the License, or
- (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU Lesser General Public License for more details.
- You should have received a copy of the GNU Lesser General Public License along
- 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
- /*
- This class is the game's environment.
- It contains:
- - The map
- - Players
- - Other objects
- - The current time in the game
- - etc.
- */
- #include <set>
- #include <list>
- #include <queue>
- #include <map>
- #include "irr_v3d.h"
- #include "activeobject.h"
- #include "util/numeric.h"
- #include "mapnode.h"
- #include "mapblock.h"
- #include "threading/mutex.h"
- #include "threading/atomic.h"
- #include "network/networkprotocol.h" // for AccessDeniedCode
- class ServerEnvironment;
- class ActiveBlockModifier;
- class ServerActiveObject;
- class ITextureSource;
- class IGameDef;
- class Map;
- class ServerMap;
- class ClientMap;
- class GameScripting;
- class Player;
- class RemotePlayer;
- class PlayerSAO;
- class Environment
- {
- public:
- // Environment will delete the map passed to the constructor
- Environment();
- virtual ~Environment();
- /*
- Step everything in environment.
- - Move players
- - Step mobs
- - Run timers of map
- */
- virtual void step(f32 dtime) = 0;
- virtual Map & getMap() = 0;
- u32 getDayNightRatio();
- // 0-23999
- virtual void setTimeOfDay(u32 time);
- u32 getTimeOfDay();
- float getTimeOfDayF();
- void stepTimeOfDay(float dtime);
- void setTimeOfDaySpeed(float speed);
- void setDayNightRatioOverride(bool enable, u32 value);
- u32 getDayCount();
- // counter used internally when triggering ABMs
- u32 m_added_objects;
- protected:
- GenericAtomic<float> m_time_of_day_speed;
- /*
- * 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;
- // Overriding the day-night ratio is useful for custom sky visuals
- bool m_enable_day_night_ratio_override;
- u32 m_day_night_ratio_override;
- // Days from the server start, accounts for time shift
- // in game (e.g. /time or bed usage)
- 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;
- private:
- Mutex m_time_lock;
- DISABLE_CLASS_COPY(Environment);
- };
- /*
- {Active, Loading} 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;
- // Whether to modify chance to simulate time lost by an unnattended block
- virtual bool getSimpleCatchUp() = 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_);
- };
- struct LoadingBlockModifierDef
- {
- // Set of contents to trigger on
- std::set<std::string> trigger_contents;
- std::string name;
- bool run_at_every_load;
- virtual ~LoadingBlockModifierDef() {}
- virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
- };
- struct LBMContentMapping
- {
- typedef std::map<content_t, std::vector<LoadingBlockModifierDef *> > container_map;
- container_map map;
- std::vector<LoadingBlockModifierDef *> lbm_list;
- // Needs to be separate method (not inside destructor),
- // because the LBMContentMapping may be copied and destructed
- // many times during operation in the lbm_lookup_map.
- void deleteContents();
- void addLBM(LoadingBlockModifierDef *lbm_def, IGameDef *gamedef);
- const std::vector<LoadingBlockModifierDef *> *lookup(content_t c) const;
- };
- class LBMManager
- {
- public:
- LBMManager():
- m_query_mode(false)
- {}
- ~LBMManager();
- // Don't call this after loadIntroductionTimes() ran.
- void addLBMDef(LoadingBlockModifierDef *lbm_def);
- void loadIntroductionTimes(const std::string ×,
- IGameDef *gamedef, u32 now);
- // Don't call this before loadIntroductionTimes() ran.
- std::string createIntroductionTimesString();
- // Don't call this before loadIntroductionTimes() ran.
- void applyLBMs(ServerEnvironment *env, MapBlock *block, u32 stamp);
- // Warning: do not make this std::unordered_map, order is relevant here
- typedef std::map<u32, LBMContentMapping> lbm_lookup_map;
- private:
- // Once we set this to true, we can only query,
- // not modify
- bool m_query_mode;
- // For m_query_mode == false:
- // The key of the map is the LBM def's name.
- // TODO make this std::unordered_map
- std::map<std::string, LoadingBlockModifierDef *> m_lbm_defs;
- // For m_query_mode == true:
- // The key of the map is the LBM def's first introduction time.
- lbm_lookup_map m_lbm_lookup;
- // Returns an iterator to the LBMs that were introduced
- // after the given time. This is guaranteed to return
- // valid values for everything
- lbm_lookup_map::const_iterator getLBMsIntroducedAfter(u32 time)
- { return m_lbm_lookup.lower_bound(time); }
- };
- /*
- List of active blocks, used by ServerEnvironment
- */
- class ActiveBlockList
- {
- public:
- void update(std::vector<v3s16> &active_positions,
- s16 radius,
- std::set<v3s16> &blocks_removed,
- std::set<v3s16> &blocks_added);
- bool contains(v3s16 p){
- return (m_list.find(p) != m_list.end());
- }
- void clear(){
- m_list.clear();
- }
- std::set<v3s16> m_list;
- std::set<v3s16> m_forceloaded_list;
- private:
- };
- /*
- Operation mode for ServerEnvironment::clearObjects()
- */
- enum ClearObjectsMode {
- // Load and go through every mapblock, clearing objects
- CLEAR_OBJECTS_MODE_FULL,
- // Clear objects immediately in loaded mapblocks;
- // clear objects in unloaded mapblocks only when the mapblocks are next activated.
- CLEAR_OBJECTS_MODE_QUICK,
- };
- /*
- The server-side environment.
- This is not thread-safe. Server uses an environment mutex.
- */
- typedef UNORDERED_MAP<u16, ServerActiveObject *> ActiveObjectMap;
- class ServerEnvironment : public Environment
- {
- public:
- ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
- IGameDef *gamedef, const std::string &path_world);
- ~ServerEnvironment();
- Map & getMap();
- ServerMap & getServerMap();
- //TODO find way to remove this fct!
- GameScripting* getScriptIface()
- { return m_script; }
- IGameDef *getGameDef()
- { return m_gamedef; }
- float getSendRecommendedInterval()
- { return m_recommended_send_interval; }
- void kickAllPlayers(AccessDeniedCode reason,
- const std::string &str_reason, bool reconnect);
- // Save players
- void saveLoadedPlayers();
- void savePlayer(RemotePlayer *player);
- RemotePlayer *loadPlayer(const std::string &playername, PlayerSAO *sao);
- void addPlayer(RemotePlayer *player);
- void removePlayer(RemotePlayer *player);
- /*
- Save and load time of day and game timer
- */
- void saveMeta();
- void loadMeta();
- // to be called instead of loadMeta if
- // env_meta.txt doesn't exist (e.g. new world)
- void loadDefaultMeta();
- u32 addParticleSpawner(float exptime);
- u32 addParticleSpawner(float exptime, u16 attached_id);
- void deleteParticleSpawner(u32 id, bool remove_from_object = true);
- /*
- 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(PlayerSAO *playersao, s16 radius,
- s16 player_radius,
- std::set<u16> ¤t_objects,
- std::queue<u16> &added_objects);
- /*
- Find out what new objects have been removed from
- inside a radius around a position
- */
- void getRemovedActiveObjects(PlayerSAO *playersao, s16 radius,
- s16 player_radius,
- std::set<u16> ¤t_objects,
- std::queue<u16> &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);
- /*
- {Active,Loading}BlockModifiers
- -------------------------------------------
- */
- void addActiveBlockModifier(ActiveBlockModifier *abm);
- void addLoadingBlockModifierDef(LoadingBlockModifierDef *lbm);
- /*
- Other stuff
- -------------------------------------------
- */
- // Script-aware node setters
- bool setNode(v3s16 p, const MapNode &n);
- bool removeNode(v3s16 p);
- bool swapNode(v3s16 p, const MapNode &n);
- // Find all active objects inside a radius around a point
- void getObjectsInsideRadius(std::vector<u16> &objects, v3f pos, float radius);
- // Clear objects, loading and going through every MapBlock
- void clearObjects(ClearObjectsMode mode);
- // This makes stuff happen
- void step(f32 dtime);
- //check if there's a line of sight between two positions
- bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0, v3s16 *p=NULL);
- u32 getGameTime() { return m_game_time; }
- void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
- float getMaxLagEstimate() { return m_max_lag_estimate; }
- std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };
- // Sets the static object status all the active objects in the specified block
- // This is only really needed for deleting blocks from the map
- void setStaticForActiveObjectsInBlock(v3s16 blockpos,
- bool static_exists, v3s16 static_block=v3s16(0,0,0));
- RemotePlayer *getPlayer(const u16 peer_id);
- RemotePlayer *getPlayer(const char* name);
- private:
- /*
- Internal ActiveObject interface
- -------------------------------------------
- */
- /*
- Add an active object to the environment.
- Called by addActiveObject.
- 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);
- /*
- Member variables
- */
- // The map
- ServerMap *m_map;
- // Lua state
- GameScripting* m_script;
- // Game definition
- IGameDef *m_gamedef;
- // World path
- const std::string m_path_world;
- // Active object list
- ActiveObjectMap m_active_objects;
- // Outgoing network message buffer for active objects
- std::queue<ActiveObjectMessage> m_active_object_messages;
- // Some timers
- 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;
- // Time of last clearObjects call (game time).
- // When a mapblock older than this is loaded, its objects are cleared.
- u32 m_last_clear_objects_time;
- // Active block modifiers
- std::vector<ABMWithState> m_abms;
- LBMManager m_lbm_mgr;
- // An interval for generally sending object positions and stuff
- float m_recommended_send_interval;
- // Estimate for general maximum lag as determined by server.
- // Can raise to high values like 15s with eg. map generation mods.
- float m_max_lag_estimate;
- // peer_ids in here should be unique, except that there may be many 0s
- std::vector<RemotePlayer*> m_players;
- // Particles
- IntervalLimiter m_particle_management_interval;
- UNORDERED_MAP<u32, float> m_particle_spawners;
- UNORDERED_MAP<u32, u16> m_particle_spawner_attachments;
- };
- #ifndef SERVER
- #include "clientobject.h"
- #include "content_cao.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,
- CEE_PLAYER_BREATH
- };
- struct ClientEnvEvent
- {
- ClientEnvEventType type;
- union {
- //struct{
- //} none;
- struct{
- u8 amount;
- bool send_to_server;
- } player_damage;
- struct{
- u16 amount;
- } player_breath;
- };
- };
- 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 setLocalPlayer(LocalPlayer *player);
- LocalPlayer *getLocalPlayer() { return m_local_player; }
- /*
- ClientSimpleObjects
- */
- void addSimpleObject(ClientSimpleObject *simple);
- /*
- ActiveObjects
- */
- GenericCAO* getGenericCAO(u16 id);
- 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);
- void updateLocalPlayerBreath(u16 breath);
- /*
- Client likes to call these
- */
- // Get all nearby objects
- void getActiveObjects(v3f origin, f32 max_d,
- std::vector<DistanceSortedActiveObject> &dest);
- // Get event from queue. CEE_NONE is returned if queue is empty.
- ClientEnvEvent getClientEvent();
- u16 attachement_parent_ids[USHRT_MAX + 1];
- const std::list<std::string> &getPlayerNames() { return m_player_names; }
- void addPlayerName(const std::string &name) { m_player_names.push_back(name); }
- void removePlayerName(const std::string &name) { m_player_names.remove(name); }
- void updateCameraOffset(v3s16 camera_offset)
- { m_camera_offset = camera_offset; }
- v3s16 getCameraOffset() const { return m_camera_offset; }
- private:
- ClientMap *m_map;
- LocalPlayer *m_local_player;
- scene::ISceneManager *m_smgr;
- ITextureSource *m_texturesource;
- IGameDef *m_gamedef;
- IrrlichtDevice *m_irr;
- UNORDERED_MAP<u16, ClientActiveObject*> m_active_objects;
- std::vector<ClientSimpleObject*> m_simple_objects;
- std::queue<ClientEnvEvent> m_client_event_queue;
- IntervalLimiter m_active_object_light_update_interval;
- IntervalLimiter m_lava_hurt_interval;
- IntervalLimiter m_drowning_interval;
- IntervalLimiter m_breathing_interval;
- std::list<std::string> m_player_names;
- v3s16 m_camera_offset;
- };
- #endif
- #endif
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