minetest/src/serverenvironment.h

492 lines
14 KiB
C++

/*
Minetest
Copyright (C) 2010-2017 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.
*/
#pragma once
#include "activeobject.h"
#include "environment.h"
#include "mapnode.h"
#include "settings.h"
#include "server/activeobjectmgr.h"
#include "util/numeric.h"
#include <set>
#include <random>
class IGameDef;
class ServerMap;
struct GameParams;
class MapBlock;
class RemotePlayer;
class PlayerDatabase;
class AuthDatabase;
class PlayerSAO;
class ServerEnvironment;
class ActiveBlockModifier;
struct StaticObject;
class ServerActiveObject;
class Server;
class ServerScripting;
/*
{Active, Loading} block modifier interface.
These are fed into ServerEnvironment at initialization time;
ServerEnvironment handles deleting them.
*/
class ActiveBlockModifier
{
public:
ActiveBlockModifier() = default;
virtual ~ActiveBlockModifier() = default;
// Set of contents to trigger on
virtual const std::vector<std::string> &getTriggerContents() const = 0;
// Set of required neighbors (trigger doesn't happen if none are found)
// Empty = do not check neighbors
virtual const std::vector<std::string> &getRequiredNeighbors() const = 0;
// 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;
// get min Y for apply abm
virtual s16 getMinY() = 0;
// get max Y for apply abm
virtual s16 getMaxY() = 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 = 0.0f;
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 = false;
virtual ~LoadingBlockModifierDef() = default;
virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
};
struct LBMContentMapping
{
typedef std::unordered_map<content_t, std::vector<LoadingBlockModifierDef *>> lbm_map;
lbm_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() = default;
~LBMManager();
// Don't call this after loadIntroductionTimes() ran.
void addLBMDef(LoadingBlockModifierDef *lbm_def);
void loadIntroductionTimes(const std::string &times,
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 = false;
// 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<PlayerSAO*> &active_players,
s16 active_block_range,
s16 active_object_range,
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_abm_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,
};
class ServerEnvironment : public Environment
{
public:
ServerEnvironment(ServerMap *map, ServerScripting *scriptIface,
Server *server, const std::string &path_world);
~ServerEnvironment();
Map & getMap();
ServerMap & getServerMap();
//TODO find way to remove this fct!
ServerScripting* getScriptIface()
{ return m_script; }
Server *getGameDef()
{ return m_server; }
float getSendRecommendedInterval()
{ return m_recommended_send_interval; }
void kickAllPlayers(AccessDeniedCode reason,
const std::string &str_reason, bool reconnect);
// Save players
void saveLoadedPlayers(bool force = false);
void savePlayer(RemotePlayer *player);
PlayerSAO *loadPlayer(RemotePlayer *player, bool *new_player, session_t peer_id,
bool is_singleplayer);
void addPlayer(RemotePlayer *player);
void removePlayer(RemotePlayer *player);
bool removePlayerFromDatabase(const std::string &name);
/*
Save and load time of day and game timer
*/
void saveMeta();
void loadMeta();
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)
{
return m_ao_manager.getActiveObject(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> &current_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> &current_objects,
std::queue<u16> &removed_objects);
/*
Get the next message emitted by some active object.
Returns false if no messages are available, true otherwise.
*/
bool getActiveObjectMessage(ActiveObjectMessage *dest);
virtual void getSelectedActiveObjects(
const core::line3d<f32> &shootline_on_map,
std::vector<PointedThing> &objects
);
/*
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 the daylight value at pos with a Depth First Search
u8 findSunlight(v3s16 pos) const;
// Find all active objects inside a radius around a point
void getObjectsInsideRadius(std::vector<ServerActiveObject *> &objects, const v3f &pos, float radius,
std::function<bool(ServerActiveObject *obj)> include_obj_cb)
{
return m_ao_manager.getObjectsInsideRadius(pos, radius, objects, include_obj_cb);
}
// Find all active objects inside a box
void getObjectsInArea(std::vector<ServerActiveObject *> &objects, const aabb3f &box,
std::function<bool(ServerActiveObject *obj)> include_obj_cb)
{
return m_ao_manager.getObjectsInArea(box, objects, include_obj_cb);
}
// Clear objects, loading and going through every MapBlock
void clearObjects(ClearObjectsMode mode);
// This makes stuff happen
void step(f32 dtime);
u32 getGameTime() const { 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; }
// Sorted by how ready a mapblock is
enum BlockStatus {
BS_UNKNOWN,
BS_EMERGING,
BS_LOADED,
BS_ACTIVE // always highest value
};
BlockStatus getBlockStatus(v3s16 blockpos);
// 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 session_t peer_id);
RemotePlayer *getPlayer(const char* name);
const std::vector<RemotePlayer *> getPlayers() const { return m_players; }
u32 getPlayerCount() const { return m_players.size(); }
static bool migratePlayersDatabase(const GameParams &game_params,
const Settings &cmd_args);
AuthDatabase *getAuthDatabase() { return m_auth_database; }
static bool migrateAuthDatabase(const GameParams &game_params,
const Settings &cmd_args);
private:
/**
* called if env_meta.txt doesn't exist (e.g. new world)
*/
void loadDefaultMeta();
static PlayerDatabase *openPlayerDatabase(const std::string &name,
const std::string &savedir, const Settings &conf);
static AuthDatabase *openAuthDatabase(const std::string &name,
const std::string &savedir, const Settings &conf);
/*
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 (isGone() && 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);
/*
A few helpers used by the three above methods
*/
void deleteStaticFromBlock(
ServerActiveObject *obj, u16 id, u32 mod_reason, bool no_emerge);
bool saveStaticToBlock(v3s16 blockpos, u16 store_id,
ServerActiveObject *obj, const StaticObject &s_obj, u32 mod_reason);
/*
Member variables
*/
// The map
ServerMap *m_map;
// Lua state
ServerScripting* m_script;
// Server definition
Server *m_server;
// Active Object Manager
server::ActiveObjectMgr m_ao_manager;
// World path
const std::string m_path_world;
// Outgoing network message buffer for active objects
std::queue<ActiveObjectMessage> m_active_object_messages;
// Some timers
float m_send_recommended_timer = 0.0f;
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;
// Whether the variables below have been read from file yet
bool m_meta_loaded = false;
// Time from the beginning of the game in seconds.
// Incremented in step().
u32 m_game_time = 0;
// A helper variable for incrementing the latter
float m_game_time_fraction_counter = 0.0f;
// 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 = 0;
// 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 = 0.1f;
// 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 = 0.1f;
// peer_ids in here should be unique, except that there may be many 0s
std::vector<RemotePlayer*> m_players;
PlayerDatabase *m_player_database = nullptr;
AuthDatabase *m_auth_database = nullptr;
// Pseudo random generator for shuffling, etc.
std::mt19937 m_rgen;
// Particles
IntervalLimiter m_particle_management_interval;
std::unordered_map<u32, float> m_particle_spawners;
std::unordered_map<u32, u16> m_particle_spawner_attachments;
ServerActiveObject* createSAO(ActiveObjectType type, v3f pos, const std::string &data);
};