if(datasize < 4)
return;
- u16 time = readU16(&data[2]);
- time = time % 24000;
- m_time_of_day = time;
- //dstream<<"Client: time="<<time<<std::endl;
+ u16 time_of_day = readU16(&data[2]);
+ time_of_day = time_of_day % 24000;
+ //dstream<<"Client: time_of_day="<<time_of_day<<std::endl;
/*
- Day/night
-
time_of_day:
0 = midnight
12000 = midday
*/
{
- u32 dr = time_to_daynight_ratio(m_time_of_day);
+ m_env.setTimeOfDay(time_of_day);
+
+ u32 dr = m_env.getDayNightRatio();
- dstream<<"Client: time_of_day="<<m_time_of_day
+ dstream<<"Client: time_of_day="<<time_of_day
<<", dr="<<dr
<<std::endl;
-
- if(dr != m_env.getDayNightRatio())
- {
- dout_client<<DTIME<<"Client: changing day-night ratio"<<std::endl;
- m_env.setDayNightRatio(dr);
- m_env.expireMeshes(true);
- }
}
}
#include "collision.h"
-Environment::Environment()
+Environment::Environment():
+ m_time_of_day(9000)
{
- m_daynight_ratio = 0.5;
}
Environment::~Environment()
}
}
-void Environment::setDayNightRatio(u32 r)
+/*void Environment::setDayNightRatio(u32 r)
{
- m_daynight_ratio = r;
-}
+ getDayNightRatio() = r;
+}*/
u32 Environment::getDayNightRatio()
{
- return m_daynight_ratio;
+ //return getDayNightRatio();
+ return time_to_daynight_ratio(m_time_of_day);
+}
+
+/*
+ ActiveBlockList
+*/
+
+void fillRadiusBlock(v3s16 p0, s16 r, core::map<v3s16, bool> &list)
+{
+ v3s16 p;
+ for(p.X=p0.X-r; p.X<=p0.X+r; p.X++)
+ for(p.Y=p0.Y-r; p.Y<=p0.Y+r; p.Y++)
+ for(p.Z=p0.Z-r; p.Z<=p0.Z+r; p.Z++)
+ {
+ // Set in list
+ list[p] = true;
+ }
+}
+
+void ActiveBlockList::update(core::list<v3s16> &active_positions,
+ s16 radius,
+ core::map<v3s16, bool> &blocks_removed,
+ core::map<v3s16, bool> &blocks_added)
+{
+ /*
+ Create the new list
+ */
+ core::map<v3s16, bool> newlist;
+ for(core::list<v3s16>::Iterator i = active_positions.begin();
+ i != active_positions.end(); i++)
+ {
+ fillRadiusBlock(*i, radius, newlist);
+ }
+
+ /*
+ Find out which blocks on the old list are not on the new list
+ */
+ // Go through old list
+ for(core::map<v3s16, bool>::Iterator i = m_list.getIterator();
+ i.atEnd()==false; i++)
+ {
+ v3s16 p = i.getNode()->getKey();
+ // If not on new list, it's been removed
+ if(newlist.find(p) == NULL)
+ blocks_removed.insert(p, true);
+ }
+
+ /*
+ Find out which blocks on the new list are not on the old list
+ */
+ // Go through new list
+ for(core::map<v3s16, bool>::Iterator i = newlist.getIterator();
+ i.atEnd()==false; i++)
+ {
+ v3s16 p = i.getNode()->getKey();
+ // If not on old list, it's been added
+ if(m_list.find(p) == NULL)
+ blocks_added.insert(p, true);
+ }
+
+ /*
+ Update m_list
+ */
+ m_list.clear();
+ for(core::map<v3s16, bool>::Iterator i = newlist.getIterator();
+ i.atEnd()==false; i++)
+ {
+ v3s16 p = i.getNode()->getKey();
+ m_list.insert(p, true);
+ }
}
/*
m_map(map),
m_server(server),
m_random_spawn_timer(3),
- m_send_recommended_timer(0)
+ m_send_recommended_timer(0),
+ m_game_time(0),
+ m_game_time_fraction_counter(0)
{
}
ServerEnvironment::~ServerEnvironment()
{
- /*
- Convert all objects to static (thus delete the active objects)
- */
- deactivateFarObjects(-1);
+ // Clear active block list.
+ // This makes the next one delete all active objects.
+ m_active_blocks.clear();
+
+ // Convert all objects to static and delete the active objects
+ deactivateFarObjects(true);
// Drop/delete map
m_map->drop();
}
}
+void ServerEnvironment::saveMeta(const std::string &savedir)
+{
+ std::string path = savedir + "/env_meta.txt";
+
+ // Open file and serialize
+ std::ofstream os(path.c_str(), std::ios_base::binary);
+ if(os.good() == false)
+ {
+ dstream<<"WARNING: ServerEnvironment::saveMeta(): Failed to open "
+ <<path<<std::endl;
+ throw SerializationError("Couldn't save env meta");
+ }
+
+ Settings args;
+ args.setU64("game_time", m_game_time);
+ args.setU64("time_of_day", getTimeOfDay());
+ args.writeLines(os);
+ os<<"EnvArgsEnd\n";
+}
+
+void ServerEnvironment::loadMeta(const std::string &savedir)
+{
+ std::string path = savedir + "/env_meta.txt";
+
+ // Open file and deserialize
+ std::ifstream is(path.c_str(), std::ios_base::binary);
+ if(is.good() == false)
+ {
+ dstream<<"WARNING: ServerEnvironment::loadMeta(): Failed to open "
+ <<path<<std::endl;
+ throw SerializationError("Couldn't load env meta");
+ }
+
+ Settings args;
+
+ for(;;)
+ {
+ if(is.eof())
+ throw SerializationError
+ ("ServerEnvironment::loadMeta(): EnvArgsEnd not found");
+ std::string line;
+ std::getline(is, line);
+ std::string trimmedline = trim(line);
+ if(trimmedline == "EnvArgsEnd")
+ break;
+ args.parseConfigLine(line);
+ }
+
+ try{
+ m_game_time = args.getU64("game_time");
+ }catch(SettingNotFoundException &e){
+ // Getting this is crucial, otherwise timestamps are useless
+ throw SerializationError("Couldn't load env meta game_time");
+ }
+
+ try{
+ m_time_of_day = args.getU64("time_of_day");
+ }catch(SettingNotFoundException &e){
+ // This is not as important
+ m_time_of_day = 9000;
+ }
+}
+
#if 0
+// This is probably very useless
void spawnRandomObjects(MapBlock *block)
{
for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
//TimeTaker timer("ServerEnv step");
// Get some settings
- //bool free_move = g_settings.getBool("free_move");
bool footprints = g_settings.getBool("footprints");
+ /*
+ Increment game time
+ */
+ {
+ m_game_time_fraction_counter += dtime;
+ u32 inc_i = (u32)m_game_time_fraction_counter;
+ m_game_time += inc_i;
+ m_game_time_fraction_counter -= (float)inc_i;
+ }
+
+ /*
+ Let map update it's timers
+ */
{
//TimeTaker timer("Server m_map->timerUpdate()");
m_map->timerUpdate(dtime);
}
}
+ /*
+ Manage active block list
+ */
+ if(m_active_blocks_management_interval.step(dtime, 2.0))
+ {
+ /*
+ Get player block positions
+ */
+ core::list<v3s16> players_blockpos;
+ for(core::list<Player*>::Iterator
+ i = m_players.begin();
+ i != m_players.end(); i++)
+ {
+ Player *player = *i;
+ // Ignore disconnected players
+ if(player->peer_id == 0)
+ continue;
+ v3s16 blockpos = getNodeBlockPos(
+ floatToInt(player->getPosition(), BS));
+ players_blockpos.push_back(blockpos);
+ }
+
+ /*
+ Update list of active blocks, collecting changes
+ */
+ const s16 active_block_range = 5;
+ core::map<v3s16, bool> blocks_removed;
+ core::map<v3s16, bool> blocks_added;
+ m_active_blocks.update(players_blockpos, active_block_range,
+ blocks_removed, blocks_added);
+
+ /*
+ Handle removed blocks
+ */
+
+ // Convert active objects that are no more in active blocks to static
+ deactivateFarObjects(false);
+
+ for(core::map<v3s16, bool>::Iterator
+ i = blocks_removed.getIterator();
+ i.atEnd()==false; i++)
+ {
+ v3s16 p = i.getNode()->getKey();
+
+ /*dstream<<"Server: Block ("<<p.X<<","<<p.Y<<","<<p.Z
+ <<") became inactive"<<std::endl;*/
+
+ MapBlock *block = m_map->getBlockNoCreateNoEx(p);
+ if(block==NULL)
+ continue;
+
+ // Set current time as timestamp
+ block->setTimestamp(m_game_time);
+ }
+
+ /*
+ Handle added blocks
+ */
+
+ for(core::map<v3s16, bool>::Iterator
+ i = blocks_added.getIterator();
+ i.atEnd()==false; i++)
+ {
+ v3s16 p = i.getNode()->getKey();
+
+ /*dstream<<"Server: Block ("<<p.X<<","<<p.Y<<","<<p.Z
+ <<") became active"<<std::endl;*/
+
+ MapBlock *block = m_map->getBlockNoCreateNoEx(p);
+ if(block==NULL)
+ continue;
+
+ // Get time difference
+ u32 dtime_s = 0;
+ u32 stamp = block->getTimestamp();
+ if(m_game_time > stamp && stamp != BLOCK_TIMESTAMP_UNDEFINED)
+ dtime_s = m_game_time - block->getTimestamp();
+
+ // Set current time as timestamp
+ block->setTimestamp(m_game_time);
+
+ //dstream<<"Block is "<<dtime_s<<" seconds old."<<std::endl;
+
+ // Activate stored objects
+ activateObjects(block);
+
+ // TODO: Do something
+
+ // Here's a quick demonstration
+ v3s16 p0;
+ for(p0.X=0; p0.X<MAP_BLOCKSIZE; p0.X++)
+ for(p0.Y=0; p0.Y<MAP_BLOCKSIZE; p0.Y++)
+ for(p0.Z=0; p0.Z<MAP_BLOCKSIZE; p0.Z++)
+ {
+ v3s16 p = p0 + block->getPosRelative();
+ MapNode n = block->getNodeNoEx(p0);
+ // Test something:
+ // Convert all mud under proper day lighting to grass
+ if(n.d == CONTENT_MUD)
+ {
+ if(1)
+ {
+ MapNode n_top = block->getNodeNoEx(p0+v3s16(0,1,0));
+ if(content_features(n_top.d).walkable == false &&
+ n_top.getLight(LIGHTBANK_DAY) >= 13)
+ {
+ n.d = CONTENT_GRASS;
+ m_map->addNodeWithEvent(p, n);
+ }
+ }
+ }
+ }
+ }
+ }
+
+ /*
+ Mess around in active blocks
+ */
+ if(m_active_blocks_test_interval.step(dtime, 5.0))
+ {
+ for(core::map<v3s16, bool>::Iterator
+ i = m_active_blocks.m_list.getIterator();
+ i.atEnd()==false; i++)
+ {
+ v3s16 p = i.getNode()->getKey();
+
+ /*dstream<<"Server: Block ("<<p.X<<","<<p.Y<<","<<p.Z
+ <<") being handled"<<std::endl;*/
+
+ MapBlock *block = m_map->getBlockNoCreateNoEx(p);
+ if(block==NULL)
+ continue;
+
+ // Set current time as timestamp
+ block->setTimestamp(m_game_time);
+
+ /*
+ Do stuff!
+
+ Note that map modifications should be done using the event-
+ making map methods so that the server gets information
+ about them.
+
+ Reading can be done quickly directly from the block.
+
+ Everything should bind to inside this single content
+ searching loop to keep things fast.
+ */
+
+ v3s16 p0;
+ for(p0.X=0; p0.X<MAP_BLOCKSIZE; p0.X++)
+ for(p0.Y=0; p0.Y<MAP_BLOCKSIZE; p0.Y++)
+ for(p0.Z=0; p0.Z<MAP_BLOCKSIZE; p0.Z++)
+ {
+ v3s16 p = p0 + block->getPosRelative();
+ MapNode n = block->getNodeNoEx(p0);
+ // Test something:
+ // Convert mud under proper lighting to grass
+ if(n.d == CONTENT_MUD)
+ {
+ if(myrand()%4 == 0)
+ {
+ MapNode n_top = block->getNodeNoEx(p0+v3s16(0,1,0));
+ if(content_features(n_top.d).walkable == false &&
+ n_top.getLightBlend(getDayNightRatio()) >= 13)
+ {
+ n.d = CONTENT_GRASS;
+ m_map->addNodeWithEvent(p, n);
+ }
+ }
+ }
+ }
+ }
+ }
+
/*
Step active objects
*/
{
//TimeTaker timer("Step active objects");
-
+
+ // This helps the objects to send data at the same time
bool send_recommended = false;
m_send_recommended_timer += dtime;
if(m_send_recommended_timer > 0.15)
i.atEnd()==false; i++)
{
ServerActiveObject* obj = i.getNode()->getValue();
+ // Don't step if is to be removed or stored statically
+ if(obj->m_removed || obj->m_pending_deactivation)
+ continue;
// Step object, putting messages directly to the queue
obj->step(dtime, m_active_object_messages, send_recommended);
}
}
-
+
+ /*
+ Manage active objects
+ */
if(m_object_management_interval.step(dtime, 0.5))
{
- //TimeTaker timer("ServerEnv object management");
-
- const s16 to_active_range_blocks = 3;
- const s16 to_static_range_blocks = 4;
- //const f32 to_static_max_f = (to_active_max_blocks+2)*MAP_BLOCKSIZE*BS;
-
/*
Remove objects that satisfy (m_removed && m_known_by_count==0)
*/
removeRemovedObjects();
-
- /*
- Convert stored objects from blocks near the players to active.
- */
- activateNearObjects(to_active_range_blocks);
-
- /*
- Convert objects that are far away from all the players to static.
- */
- deactivateFarObjects(to_static_range_blocks);
}
if(g_settings.getBool("enable_experimental"))
objects_to_remove.push_back(id);
continue;
}
- // If not m_removed, don't remove.
- if(obj->m_removed == false)
+
+ /*
+ We will delete objects that are marked as removed or thatare
+ waiting for deletion after deactivation
+ */
+ if(obj->m_removed == false && obj->m_pending_deactivation == false)
continue;
- // Delete static data from block
- if(obj->m_static_exists)
+
+ /*
+ Delete static data from block if is marked as removed
+ */
+ if(obj->m_static_exists && obj->m_removed)
{
MapBlock *block = m_map->getBlockNoCreateNoEx(obj->m_static_block);
if(block)
block->setChangedFlag();
}
}
+
// If m_known_by_count > 0, don't actually remove.
if(obj->m_known_by_count > 0)
continue;
+
// Delete
delete obj;
// Id to be removed from m_active_objects
/*
Convert stored objects from blocks near the players to active.
*/
-void ServerEnvironment::activateNearObjects(s16 range_blocks)
+void ServerEnvironment::activateObjects(MapBlock *block)
{
- for(core::list<Player*>::Iterator i = m_players.begin();
- i != m_players.end(); i++)
+ if(block==NULL)
+ return;
+ // Ignore if no stored objects (to not set changed flag)
+ if(block->m_static_objects.m_stored.size() == 0)
+ return;
+ // A list for objects that couldn't be converted to static for some
+ // reason. They will be stored back.
+ core::list<StaticObject> new_stored;
+ // Loop through stored static objects
+ for(core::list<StaticObject>::Iterator
+ i = block->m_static_objects.m_stored.begin();
+ i != block->m_static_objects.m_stored.end(); i++)
{
- Player *player = *i;
-
- // Ignore disconnected players
- if(player->peer_id == 0)
- continue;
-
- v3f playerpos = player->getPosition();
-
- v3s16 blockpos0 = getNodeBlockPos(floatToInt(playerpos, BS));
- v3s16 bpmin = blockpos0 - v3s16(1,1,1)*range_blocks;
- v3s16 bpmax = blockpos0 + v3s16(1,1,1)*range_blocks;
- // Loop through all nearby blocks
- for(s16 x=bpmin.X; x<=bpmax.X; x++)
- for(s16 y=bpmin.Y; y<=bpmax.Y; y++)
- for(s16 z=bpmin.Z; z<=bpmax.Z; z++)
+ /*dstream<<"INFO: Server: Creating an active object from "
+ <<"static data"<<std::endl;*/
+ StaticObject &s_obj = *i;
+ // Create an active object from the data
+ ServerActiveObject *obj = ServerActiveObject::create
+ (s_obj.type, this, 0, s_obj.pos, s_obj.data);
+ // If couldn't create object, store static data back.
+ if(obj==NULL)
{
- v3s16 blockpos(x,y,z);
- MapBlock *block = m_map->getBlockNoCreateNoEx(blockpos);
- if(block==NULL)
- continue;
- // Ignore if no stored objects (to not set changed flag)
- if(block->m_static_objects.m_stored.size() == 0)
- continue;
- // This will contain the leftovers of the stored list
- core::list<StaticObject> new_stored;
- // Loop through stored static objects
- for(core::list<StaticObject>::Iterator
- i = block->m_static_objects.m_stored.begin();
- i != block->m_static_objects.m_stored.end(); i++)
- {
- /*dstream<<"INFO: Server: Creating an active object from "
- <<"static data"<<std::endl;*/
- StaticObject &s_obj = *i;
- // Create an active object from the data
- ServerActiveObject *obj = ServerActiveObject::create
- (s_obj.type, this, 0, s_obj.pos, s_obj.data);
- if(obj==NULL)
- {
- // This is necessary to preserve stuff during bugs
- // and errors
- new_stored.push_back(s_obj);
- continue;
- }
- // This will also add the object to the active static list
- addActiveObject(obj);
- //u16 id = addActiveObject(obj);
- }
- // Clear stored list
- block->m_static_objects.m_stored.clear();
- // Add leftover stuff to stored list
- for(core::list<StaticObject>::Iterator
- i = new_stored.begin();
- i != new_stored.end(); i++)
- {
- StaticObject &s_obj = *i;
- block->m_static_objects.m_stored.push_back(s_obj);
- }
- block->setChangedFlag();
+ new_stored.push_back(s_obj);
+ continue;
}
+ // This will also add the object to the active static list
+ addActiveObject(obj);
+ //u16 id = addActiveObject(obj);
}
+ // Clear stored list
+ block->m_static_objects.m_stored.clear();
+ // Add leftover failed stuff to stored list
+ for(core::list<StaticObject>::Iterator
+ i = new_stored.begin();
+ i != new_stored.end(); i++)
+ {
+ StaticObject &s_obj = *i;
+ block->m_static_objects.m_stored.push_back(s_obj);
+ }
+ // Block has been modified
+ block->setChangedFlag();
}
/*
- Convert objects that are far away from all the players to static.
+ 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 range_blocks == -1, convert everything to static even if known
- by a player.
+ If force_delete is set, active object is deleted nevertheless. It
+ shall only be set so in the destructor of the environment.
*/
-void ServerEnvironment::deactivateFarObjects(s16 range_blocks)
+void ServerEnvironment::deactivateFarObjects(bool force_delete)
{
- bool force_everything = (range_blocks == -1);
core::list<u16> objects_to_remove;
for(core::map<u16, ServerActiveObject*>::Iterator
i = m_active_objects.getIterator();
continue;
}
- if(force_everything == false)
- {
- // If known by some client, don't convert to static.
- if(obj->m_known_by_count > 0)
- continue;
-
- // If close to some player, don't convert to static.
- bool close_to_player = false;
- for(core::list<Player*>::Iterator i = m_players.begin();
- i != m_players.end(); i++)
- {
- Player *player = *i;
-
- // Ignore disconnected players
- if(player->peer_id == 0)
- continue;
-
- v3f playerpos = player->getPosition();
-
- v3s16 blockpos_p = getNodeBlockPos(floatToInt(playerpos, BS));
- v3s16 blockpos_o = getNodeBlockPos(floatToInt(objectpos, BS));
-
- if(blockpos_p.X >= blockpos_o.X - range_blocks
- && blockpos_p.Y >= blockpos_o.Y - range_blocks
- && blockpos_p.Z >= blockpos_o.Z - range_blocks
- && blockpos_p.X <= blockpos_o.X + range_blocks
- && blockpos_p.Y <= blockpos_o.Y + range_blocks
- && blockpos_p.Z <= blockpos_o.Z + range_blocks)
- {
- close_to_player = true;
- break;
- }
- }
-
- if(close_to_player)
- continue;
- }
+ // The block in which the object resides in
+ v3s16 blockpos_o = getNodeBlockPos(floatToInt(objectpos, BS));
+
+ // If block is active, don't remove
+ if(m_active_blocks.contains(blockpos_o))
+ continue;
/*
- Update the static data and remove the active object.
+ Update the static data
*/
// Delete old static object
oldblock = block;
}
}
- // Add new static object
+ // Create new static object
std::string staticdata = obj->getStaticData();
StaticObject s_obj(obj->getType(), objectpos, staticdata);
// Add to the block where the object is located in
obj->m_static_exists = false;
continue;
}
+
+ /*
+ Delete active object if not known by some client,
+ else set pending deactivation
+ */
+
+ // If known by some client, don't delete.
+ if(obj->m_known_by_count > 0 && force_delete == false)
+ {
+ obj->m_pending_deactivation = true;
+ continue;
+ }
+
/*dstream<<"INFO: Server: Stored static data. Deleting object."
<<std::endl;*/
// Delete active object
// Id to be removed from m_active_objects
objects_to_remove.push_back(id);
}
+
// Remove references from m_active_objects
for(core::list<u16>::Iterator i = objects_to_remove.begin();
i != objects_to_remove.end(); i++)
// Get node at head
v3s16 p = floatToInt(playerpos + v3f(0,BS+BS/2,0), BS);
MapNode n = m_map->getNode(p);
- light = n.getLightBlend(m_daynight_ratio);
+ light = n.getLightBlend(getDayNightRatio());
}
catch(InvalidPositionException &e) {}
player->updateLight(light);
{
v3s16 p_blocks = getNodeBlockPos(bottompos);
MapBlock *b = m_map->getBlockNoCreate(p_blocks);
- //b->updateMesh(m_daynight_ratio);
+ //b->updateMesh(getDayNightRatio());
b->setMeshExpired(true);
}
}
// Get node at head
v3s16 p = obj->getLightPosition();
MapNode n = m_map->getNode(p);
- light = n.getLightBlend(m_daynight_ratio);
+ light = n.getLightBlend(getDayNightRatio());
}
catch(InvalidPositionException &e) {}
obj->updateLight(light);
void ClientEnvironment::updateMeshes(v3s16 blockpos)
{
- m_map->updateMeshes(blockpos, m_daynight_ratio);
+ m_map->updateMeshes(blockpos, getDayNightRatio());
}
void ClientEnvironment::expireMeshes(bool only_daynight_diffed)
core::list<Player*> getPlayers(bool ignore_disconnected);
void printPlayers(std::ostream &o);
- void setDayNightRatio(u32 r);
+ //void setDayNightRatio(u32 r);
u32 getDayNightRatio();
+
+ // 0-23999
+ virtual void setTimeOfDay(u32 time)
+ {
+ m_time_of_day = time;
+ }
+
+ u32 getTimeOfDay()
+ {
+ return m_time_of_day;
+ }
protected:
// peer_ids in here should be unique, except that there may be many 0s
core::list<Player*> m_players;
// Brightness
- u32 m_daynight_ratio;
+ //u32 m_daynight_ratio;
+ // Time of day in milli-hours (0-23999); determines day and night
+ u32 m_time_of_day;
+};
+
+/*
+ List of active blocks, used by ServerEnvironment
+*/
+
+class ActiveBlockList
+{
+public:
+ void update(core::list<v3s16> &active_positions,
+ s16 radius,
+ core::map<v3s16, bool> &blocks_removed,
+ core::map<v3s16, bool> &blocks_added);
+
+ bool contains(v3s16 p){
+ return (m_list.find(p) != NULL);
+ }
+
+ void clear(){
+ m_list.clear();
+ }
+
+ core::map<v3s16, bool> m_list;
+
+private:
};
/*
}
void step(f32 dtime);
-
+
+ /*
+ Save players
+ */
void serializePlayers(const std::string &savedir);
void deSerializePlayers(const std::string &savedir);
+ /*
+ Save and load time of day and game timer
+ */
+ void saveMeta(const std::string &savedir);
+ void loadMeta(const std::string &savedir);
+
/*
ActiveObjects
*/
Remove all objects that satisfy (m_removed && m_known_by_count==0)
*/
void removeRemovedObjects();
+
/*
- Convert stored objects from blocks near the players to active.
+ Convert stored objects from block to active
*/
- void activateNearObjects(s16 range_blocks);
+ void activateObjects(MapBlock *block);
+
/*
- Convert objects that are far away from all the players to static.
+ Convert objects that are not in active blocks to static.
- If range_blocks == -1, convert everything to static even if known
- by a player.
+ 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
*/
- void deactivateFarObjects(s16 range_blocks);
+ // The map
ServerMap *m_map;
+ // Pointer to server (which is handling this environment)
Server *m_server;
+ // Active object list
core::map<u16, ServerActiveObject*> m_active_objects;
+ // Outgoing network message buffer for active objects
Queue<ActiveObjectMessage> m_active_object_messages;
- float m_random_spawn_timer;
+ // Some timers
+ float m_random_spawn_timer; // used for experimental code
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_blocks_test_interval;
+ // 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;
};
#ifndef SERVER
void updateMeshes(v3s16 blockpos);
void expireMeshes(bool only_daynight_diffed);
+ void setTimeOfDay(u32 time)
+ {
+ u32 old_dr = getDayNightRatio();
+
+ Environment::setTimeOfDay(time);
+
+ if(getDayNightRatio() != old_dr)
+ {
+ dout_client<<DTIME<<"ClientEnvironment: DayNightRatio changed"
+ <<" -> expiring meshes"<<std::endl;
+ expireMeshes(true);
+ }
+ }
+
/*
ActiveObjects
*/
NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the\r
hardware buffer (it is not freed automatically)\r
\r
-Random suggeestions (AKA very old suggestions that haven't been done):\r
-----------------------------------------------------------------------\r
-\r
-SUGG: Fix address to be ipv6 compatible\r
+Old, wild and random suggestions that probably won't be done:\r
+-------------------------------------------------------------\r
\r
SUGG: If player is on ground, mainly fetch ground-level blocks\r
\r
\r
SUGG: Simple light color information to air\r
\r
+SUGG: Server-side objects could be moved based on nodes to enable very\r
+ lightweight operation and simple AI\r
+ - Not practical; client would still need to show smooth movement.\r
+\r
Gaming ideas:\r
-------------\r
\r
Networking and serialization:\r
-----------------------------\r
\r
+SUGG: Fix address to be ipv6 compatible\r
+\r
User Interface:\r
---------------\r
\r
FIXME: The new optimized map sending doesn't sometimes send enough blocks\r
from big caves and such\r
\r
+TODO: A list of "active blocks" in which stuff happens.\r
+ + Add a never-resetted game timer to the server\r
+ + Add a timestamp value to blocks\r
+ + The simple rule: All blocks near some player are "active"\r
+ - Do stuff in real time in active blocks\r
+ + Handle objects\r
+ TODO: Make proper hooks in here\r
+ - Grow grass, delete leaves without a tree\r
+ - Spawn some mobs based on some rules\r
+ - Transform cobble to mossy cobble near water\r
+ - Run a custom script\r
+ - ...And all kinds of other dynamic stuff\r
+ + Keep track of when a block becomes active and becomes inactive\r
+ + When a block goes inactive:\r
+ + Store objects statically to block\r
+ + Store timer value as the timestamp\r
+ + When a block goes active:\r
+ + Create active objects out of static objects\r
+ TODO: Make proper hooks in here\r
+ - Simulate the results of what would have happened if it would have\r
+ been active for all the time\r
+ - Grow a lot of grass and so on\r
+ + Initially it is fine to send information about every active object\r
+ to every player. Eventually it should be modified to only send info\r
+ about the nearest ones.\r
+ + This was left to be done by the old system and it sends only the\r
+ nearest ones.\r
+\r
Objects:\r
--------\r
\r
-TODO: Get rid of MapBlockObjects and use ActiveObjects\r
+TODO: Get rid of MapBlockObjects and use only ActiveObjects\r
+ - Skipping the MapBlockObject data is nasty - there is no "total\r
+ length" stored; have to make a SkipMBOs function which contains\r
+ enough of the current code to skip them properly.\r
\r
SUGG: MovingObject::move and Player::move are basically the same.\r
combine them.\r
- - NOTE: Player::move is more up-to-date.\r
- - NOTE: There is a simple move implementation now in collision.{h,cpp}\r
-\r
-SUGG: Server-side objects could be moved based on nodes to enable very\r
- lightweight operation and simple AI\r
+ - NOTE: Player::move is more up-to-date.\r
+ - NOTE: There is a simple move implementation now in collision.{h,cpp}\r
+ - NOTE: MovingObject will be deleted (MapBlockObject)\r
\r
Map:\r
----\r
}
else
{
- // Turn mud into grass
+ /*// Turn mud into grass
if(n.d == CONTENT_MUD)
{
n.d = CONTENT_GRASS;
block->setNode(relpos, n);
modified_blocks.insert(blockpos, block);
- }
+ }*/
// Sunlight goes no further
break;
}
/*
- This is called after changing a node from transparent to opaque.
- The lighting value of the node should be left as-is after changing
- other values. This sets the lighting value to 0.
*/
void Map::addNodeAndUpdate(v3s16 p, MapNode n,
core::map<v3s16, MapBlock*> &modified_blocks)
catch(InvalidPositionException &e)
{
}
-
+
+#if 1
/*
- If the new node doesn't propagate sunlight and there is
- grass below, change it to mud
+ If the new node is solid and there is grass below, change it to mud
*/
- if(content_features(n.d).sunlight_propagates == false)
+ if(content_features(n.d).walkable == true)
{
try{
MapNode bottomnode = getNode(bottompos);
{
}
}
+#endif
/*
If the new node is mud and it is under sunlight, change it
*/
o.write((char*)&version, 1);
+ // Write basic data
block->serialize(o, version);
-
- /*
- Versions up from 9 have block objects.
- */
- if(version >= 9)
- {
- block->serializeObjects(o, version);
- }
-
- /*
- Versions up from 15 have static objects.
- */
- if(version >= 15)
- {
- block->m_static_objects.serialize(o);
- }
- // We just wrote it to the disk
+ // Write extra data stored on disk
+ block->serializeDiskExtra(o, version);
+
+ // We just wrote it to the disk so clear modified flag
block->resetChangedFlag();
}
created_new = true;
}
- // deserialize block data
+ // Read basic data
block->deSerialize(is, version);
-
- /*
- Versions up from 9 have block objects.
- */
- if(version >= 9)
- {
- block->updateObjects(is, version, NULL, 0);
- }
- /*
- Versions up from 15 have static objects.
- */
- if(version >= 15)
- {
- block->m_static_objects.deSerialize(is);
- }
+ // Read extra data stored on disk
+ block->deSerializeDiskExtra(is, version);
+ // If it's a new block, insert it to the map
if(created_new)
sector->insertBlock(block);
/*
- Convert old formats to new and save
+ Save blocks loaded in old format in new format
*/
- // Save old format blocks in new format
if(version < SER_FMT_VER_HIGHEST || save_after_load)
{
saveBlock(block);
m_lighting_expired(true),
m_day_night_differs(false),
//m_not_fully_generated(false),
- m_objects(this)
+ m_objects(this),
+ m_timestamp(BLOCK_TIMESTAMP_UNDEFINED)
{
data = NULL;
if(dummy == false)
Propagates sunlight down through the block.
Doesn't modify nodes that are not affected by sunlight.
- Returns false if sunlight at bottom block is invalid
+ Returns false if sunlight at bottom block is invalid.
+ Returns true if sunlight at bottom block is valid.
Returns true if bottom block doesn't exist.
If there is a block above, continues from it.
If there is no block above, assumes there is sunlight, unless
is_underground is set or highest node is water.
- At the moment, all sunlighted nodes are added to light_sources.
- - SUGG: This could be optimized
+ All sunlighted nodes are added to light_sources.
- Turns sunglighted mud into grass.
+ If grow_grass==true, turns sunglighted mud into grass.
if remove_light==true, sets non-sunlighted nodes black.
*/
m_objects.step(dtime, server, daynight_ratio);
-#if 0
- /*
- Spawn some objects at random.
-
- Use dayNightDiffed() to approximate being near ground level
- */
- if(m_spawn_timer < -999)
- {
- m_spawn_timer = 60;
- }
- if(dayNightDiffed() == true && getObjectCount() == 0)
- {
- m_spawn_timer -= dtime;
- if(m_spawn_timer <= 0.0)
- {
- m_spawn_timer += myrand() % 300;
-
- v2s16 p2d(
- (myrand()%(MAP_BLOCKSIZE-1))+0,
- (myrand()%(MAP_BLOCKSIZE-1))+0
- );
-
- s16 y = getGroundLevel(p2d);
-
- if(y >= 0)
- {
- v3s16 p(p2d.X, y+1, p2d.Y);
-
- if(getNode(p).d == CONTENT_AIR
- && getNode(p).getLightBlend(daynight_ratio) <= 11)
- {
- RatObject *obj = new RatObject(NULL, -1, intToFloat(p, BS));
- addObject(obj);
- }
- }
- }
- }
-#endif
-
setChangedFlag();
}
/*
Translate nodes as specified in the translate_to fields of
node features
+
+ NOTE: This isn't really used. Should it be removed?
*/
for(u32 i=0; i<MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; i++)
{
}
}
+void MapBlock::serializeDiskExtra(std::ostream &os, u8 version)
+{
+ // Versions up from 9 have block objects.
+ if(version >= 9)
+ {
+ serializeObjects(os, version);
+ }
+
+ // Versions up from 15 have static objects.
+ if(version >= 15)
+ {
+ m_static_objects.serialize(os);
+ }
+
+ // Timestamp
+ if(version >= 17)
+ {
+ writeU32(os, getTimestamp());
+ }
+}
+
+void MapBlock::deSerializeDiskExtra(std::istream &is, u8 version)
+{
+ /*
+ Versions up from 9 have block objects.
+ */
+ if(version >= 9)
+ {
+ updateObjects(is, version, NULL, 0);
+ }
+
+ /*
+ Versions up from 15 have static objects.
+ */
+ if(version >= 15)
+ {
+ m_static_objects.deSerialize(is);
+ }
+
+ // Timestamp
+ if(version >= 17)
+ {
+ setTimestamp(readU32(is));
+ }
+ else
+ {
+ setTimestamp(BLOCK_TIMESTAMP_UNDEFINED);
+ }
+}
+
//END
#include "nodemetadata.h"
#include "staticobject.h"
+#define BLOCK_TIMESTAMP_UNDEFINED 0xffffffff
// Named by looking towards z+
enum{
reallocate();
}
- bool getChangedFlag()
+ /*
+ This is called internally or externally after the block is
+ modified, so that the block is saved and possibly not deleted from
+ memory.
+ */
+ void setChangedFlag()
{
- return changed;
+ changed = true;
}
void resetChangedFlag()
{
changed = false;
}
- void setChangedFlag()
+ bool getChangedFlag()
{
- changed = true;
+ return changed;
}
bool getIsUnderground()
{
return is_underground;
}
-
void setIsUnderground(bool a_is_underground)
{
is_underground = a_is_underground;
return getNode(p.X, p.Y, p.Z);
}
+ MapNode getNodeNoEx(v3s16 p)
+ {
+ try{
+ return getNode(p.X, p.Y, p.Z);
+ }catch(InvalidPositionException &e){
+ return MapNode(CONTENT_IGNORE);
+ }
+ }
+
void setNode(s16 x, s16 y, s16 z, MapNode & n)
{
if(data == NULL)
face_dir);
}
-#ifndef SERVER
- // light = 0...255
- /*static void makeFastFace(TileSpec tile, u8 light, v3f p,
- v3s16 dir, v3f scale, v3f posRelative_f,
- core::array<FastFace> &dest);*/
-
- /*TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
- NodeModMap &temp_mods);*/
- /*u8 getNodeContent(v3s16 p, MapNode mn,
- NodeModMap &temp_mods);*/
-
- /*
- Generates the FastFaces of a node row. This has a
- ridiculous amount of parameters because that way they
- can be precalculated by the caller.
+#ifndef SERVER // Only on client
- translate_dir: unit vector with only one of x, y or z
- face_dir: unit vector with only one of x, y or z
- */
- /*void updateFastFaceRow(
- u32 daynight_ratio,
- v3f posRelative_f,
- v3s16 startpos,
- u16 length,
- v3s16 translate_dir,
- v3f translate_dir_f,
- v3s16 face_dir,
- v3f face_dir_f,
- core::array<FastFace> &dest,
- NodeModMap &temp_mods);*/
-
+#if 1
/*
Thread-safely updates the whole mesh of the mapblock.
+ NOTE: Prefer generating the mesh separately and then using
+ replaceMesh().
*/
-#if 1
void updateMesh(u32 daynight_ratio);
#endif
-
+ // Replace the mesh with a new one
void replaceMesh(scene::SMesh *mesh_new);
-
-#endif // !SERVER
+#endif
// See comments in mapblock.cpp
bool propagateSunlight(core::map<v3s16, bool> & light_sources,
/*
MapBlockObject stuff
+ DEPRECATED
*/
void serializeObjects(std::ostream &os, u8 version)
*/
void stepObjects(float dtime, bool server, u32 daynight_ratio);
- /*void wrapObject(MapBlockObject *object)
- {
- m_objects.wrapObject(object);
-
- setChangedFlag();
- }*/
-
// origin is relative to block
void getObjects(v3f origin, f32 max_d,
core::array<DistanceSortedObject> &dest)
return m_objects.getCount();
}
-#ifndef SERVER
+#ifndef SERVER // Only on client
/*
Methods for setting temporary modifications to nodes for
drawing
*/
s16 getGroundLevel(v2s16 p2d);
+ /*
+ Timestamp (see m_timestamp)
+ NOTE: BLOCK_TIMESTAMP_UNDEFINED=0xffffffff means there is no timestamp.
+ */
+ void setTimestamp(u32 time)
+ {
+ m_timestamp = time;
+ setChangedFlag();
+ }
+ u32 getTimestamp()
+ {
+ return m_timestamp;
+ }
+
/*
Serialization
*/
- // Doesn't write version by itself
+ // These don't write or read version by itself
void serialize(std::ostream &os, u8 version);
-
void deSerialize(std::istream &is, u8 version);
+ // Used after the basic ones when writing on disk (serverside)
+ void serializeDiskExtra(std::ostream &os, u8 version);
+ void deSerializeDiskExtra(std::istream &is, u8 version);
private:
/*
Public member variables
*/
-#ifndef SERVER
+#ifndef SERVER // Only on client
scene::SMesh *mesh;
JMutex mesh_mutex;
#endif
// Whether day and night lighting differs
bool m_day_night_differs;
- // TODO: Remove this
+ // DEPRECATED
MapBlockObjectList m_objects;
- // Object spawning stuff
- //float m_spawn_timer;
-
#ifndef SERVER // Only on client
/*
Set to true if the mesh has been ordered to be updated
NodeModMap m_temp_mods;
JMutex m_temp_mods_mutex;
#endif
+
+ /*
+ When block is removed from active blocks, this is set to gametime.
+ Value BLOCK_TIMESTAMP_UNDEFINED=0xffffffff means there is no timestamp.
+ */
+ u32 m_timestamp;
};
inline bool blockpos_over_limit(v3s16 p)
bool light_propagates;
bool sunlight_propagates;
u8 solidness; // Used when choosing which face is drawn
+ // This is used for collision detection.
+ // Also for general solidness queries.
bool walkable;
bool pointable;
bool diggable;
#include "utility.h"
/*
+ Map format serialization version
+ --------------------------------
+
+ For map data (blocks, nodes, sectors).
+
NOTE: The goal is to increment this so that saved maps will be
loadable by any version. Other compatibility is not
maintained.
- Serialization format versions (for raw map data (blocks, nodes, sectors)):
- == Unsupported ==
+
0: original networked test with 1-byte nodes
1: update with 2-byte nodes
- == Supported ==
2: lighting is transmitted in param
3: optional fetching of far blocks
4: block compression
5: sector objects NOTE: block compression was left accidentally out
6: failed attempt at switching block compression on again
7: block compression switched on again
- 8: (dev) server-initiated block transfers and all kinds of stuff
- 9: (dev) block objects
- 10: (dev) water pressure
- 11: (dev) zlib'd blocks, block flags
- 12: (dev) UnlimitedHeightmap now uses interpolated areas
- 13: (dev) Mapgen v2
- 14: (dev) NodeMetadata
- 15: (dev) StaticObjects
- 16: (dev) larger maximum size of node metadata, and compression
+ 8: server-initiated block transfers and all kinds of stuff
+ 9: block objects
+ 10: water pressure
+ 11: zlib'd blocks, block flags
+ 12: UnlimitedHeightmap now uses interpolated areas
+ 13: Mapgen v2
+ 14: NodeMetadata
+ 15: StaticObjects
+ 16: larger maximum size of node metadata, and compression
+ 17: MapBlocks contain timestamp
*/
// This represents an uninitialized or invalid format
#define SER_FMT_VER_INVALID 255
// Highest supported serialization version
-#define SER_FMT_VER_HIGHEST 16
+#define SER_FMT_VER_HIGHEST 17
// Lowest supported serialization version
#define SER_FMT_VER_LOWEST 0
#define ser_ver_supported(v) (v >= SER_FMT_VER_LOWEST && v <= SER_FMT_VER_HIGHEST)
+/*
+ Misc. serialization functions
+*/
+
void compressZlib(SharedBuffer<u8> data, std::ostream &os);
void compressZlib(const std::string &data, std::ostream &os);
void decompressZlib(std::istream &is, std::ostream &os);
+// These choose between zlib and a self-made one according to version
void compress(SharedBuffer<u8> data, std::ostream &os, u8 version);
//void compress(const std::string &data, std::ostream &os, u8 version);
void decompress(std::istream &is, std::ostream &os, u8 version);
-/*class Serializable
-{
-public:
- void serialize(std::ostream &os, u8 version) = 0;
- void deSerialize(std::istream &istr);
-};*/
-
#endif
#include "mineral.h"
#include "config.h"
#include "servercommand.h"
+#include "filesys.h"
#define BLOCK_EMERGE_FLAG_FROMDISK (1<<0)
*/
if(stepped_blocks.find(p) == NULL)
{
- block->stepObjects(dtime, true, server->getDayNightRatio());
+ block->stepObjects(dtime, true, server->m_env.getDayNightRatio());
stepped_blocks.insert(p, true);
block->setChangedFlag();
}
m_con(PROTOCOL_ID, 512, CONNECTION_TIMEOUT, this),
m_thread(this),
m_emergethread(this),
- m_time_of_day(9000),
m_time_counter(0),
m_time_of_day_send_timer(0),
m_uptime(0),
m_con_mutex.Init();
m_step_dtime_mutex.Init();
m_step_dtime = 0.0;
-
+
+ // Register us to receive map edit events
m_env.getMap().addEventReceiver(this);
+ // If file exists, load environment metadata
+ if(fs::PathExists(m_mapsavedir+"/env_meta.txt"))
+ {
+ dstream<<"Server: Loading environment metadata"<<std::endl;
+ m_env.loadMeta(m_mapsavedir);
+ }
+
// Load players
+ dstream<<"Server: Loading players"<<std::endl;
m_env.deSerializePlayers(m_mapsavedir);
}
*/
dstream<<"Server: Saving players"<<std::endl;
m_env.serializePlayers(m_mapsavedir);
+
+ /*
+ Save environment metadata
+ */
+ dstream<<"Server: Saving environment metadata"<<std::endl;
+ m_env.saveMeta(m_mapsavedir);
/*
Stop threads
}
/*
- Update m_time_of_day
+ Update m_time_of_day and overall game time
*/
{
+ JMutexAutoLock envlock(m_env_mutex);
+
m_time_counter += dtime;
f32 speed = g_settings.getFloat("time_speed") * 24000./(24.*3600);
u32 units = (u32)(m_time_counter*speed);
m_time_counter -= (f32)units / speed;
- m_time_of_day.set((m_time_of_day.get() + units) % 24000);
+
+ m_env.setTimeOfDay((m_env.getTimeOfDay() + units) % 24000);
//dstream<<"Server: m_time_of_day = "<<m_time_of_day.get()<<std::endl;
//Player *player = m_env.getPlayer(client->peer_id);
SharedBuffer<u8> data = makePacket_TOCLIENT_TIME_OF_DAY(
- m_time_of_day.get());
+ m_env.getTimeOfDay());
// Send as reliable
m_con.Send(client->peer_id, 0, data, true);
}
// Save players
m_env.serializePlayers(m_mapsavedir);
+
+ // Save environment metadata
+ m_env.saveMeta(m_mapsavedir);
}
}
}
// Send time of day
{
SharedBuffer<u8> data = makePacket_TOCLIENT_TIME_OF_DAY(
- m_time_of_day.get());
+ m_env.getTimeOfDay());
m_con.Send(peer->id, 0, data, true);
}
core::list<PlayerInfo> getPlayerInfo();
- u32 getDayNightRatio()
+ /*u32 getDayNightRatio()
{
return time_to_daynight_ratio(m_time_of_day.get());
- }
-
+ }*/
+
+ // Environment must be locked when called
void setTimeOfDay(u32 time)
{
- m_time_of_day.set(time);
+ m_env.setTimeOfDay(time);
m_time_of_day_send_timer = 0;
}
bool getShutdownRequested()
{
- return m_shutdown_requested.get();
+ return m_shutdown_requested;
}
/*
void requestShutdown(void)
{
- m_shutdown_requested.set(true);
+ m_shutdown_requested = true;
}
private:
- // Virtual methods from con::PeerHandler.
+ // con::PeerHandler implementation.
+ // These queue stuff to be processed by handlePeerChanges().
// As of now, these create and remove clients and players.
void peerAdded(con::Peer *peer);
void deletingPeer(con::Peer *peer, bool timeout);
void sendAddNode(v3s16 p, MapNode n, u16 ignore_id=0,
core::list<u16> *far_players=NULL, float far_d_nodes=100);
- // Environment and Connection must be locked when called
+ // Environment and Connection must be locked when called
void SendBlockNoLock(u16 peer_id, MapBlock *block, u8 ver);
// Sends blocks to clients
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();
+
+ /*
+ Variables
+ */
- //float m_flowwater_timer;
+ // Some timers
float m_liquid_transform_timer;
float m_print_info_timer;
float m_objectdata_timer;
// NOTE: If connection and environment are both to be locked,
// environment shall be locked first.
- JMutex m_env_mutex;
- ServerEnvironment m_env;
- JMutex m_con_mutex;
+ // Environment
+ ServerEnvironment m_env;
+ JMutex m_env_mutex;
+
+ // Connection
con::Connection m_con;
- core::map<u16, RemoteClient*> m_clients; // Behind the con mutex
-
+ JMutex m_con_mutex;
+ // Connected clients (behind the con mutex)
+ core::map<u16, RemoteClient*> m_clients;
+
+ /*
+ Threads
+ */
+
+ // A buffer for time steps
+ // step() increments and AsyncRunStep() run by m_thread reads it.
float m_step_dtime;
JMutex m_step_dtime_mutex;
+ // The server mainly operates in this thread
ServerThread m_thread;
+ // This thread fetches and generates map
EmergeThread m_emergethread;
-
+ // Queue of block coordinates to be processed by the emerge thread
BlockEmergeQueue m_emerge_queue;
- // Nodes that are destinations of flowing liquid at the moment
- //core::map<v3s16, u8> m_flow_active_nodes;
+ /*
+ Time related stuff
+ */
// 0-23999
- MutexedVariable<u32> m_time_of_day;
+ //MutexedVariable<u32> m_time_of_day;
// Used to buffer dtime for adding to m_time_of_day
float m_time_counter;
+ // Timer for sending time of day over network
float m_time_of_day_send_timer;
-
+ // Uptime of server in seconds
MutexedVariable<double> m_uptime;
+ /*
+ Peer change queue.
+ Queues stuff from peerAdded() and deletingPeer() to
+ handlePeerChanges()
+ */
enum PeerChangeType
{
PEER_ADDED,
PEER_REMOVED
};
-
struct PeerChange
{
PeerChangeType type;
u16 peer_id;
bool timeout;
};
-
Queue<PeerChange> m_peer_change_queue;
+ /*
+ Random stuff
+ */
+
+ // Map directory
std::string m_mapsavedir;
- MutexedVariable<bool> m_shutdown_requested;
+ bool m_shutdown_requested;
+ /*
+ Map edit event queue. Automatically receives all map edits.
+ The constructor of this class registers us to receive them through
+ onMapEditEvent
+
+ NOTE: Should these be moved to actually be members of
+ ServerEnvironment?
+ */
+
/*
Queue of map edits from the environment for sending to the clients
This is behind m_env_mutex
ActiveObject(id),
m_known_by_count(0),
m_removed(false),
+ m_pending_deactivation(false),
m_static_exists(false),
m_static_block(1337,1337,1337),
m_env(env),
*/
virtual u16 punch(const std::string &toolname){return 0;}
- // Number of players which know about this object
+ /*
+ 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.
+ */
u16 m_known_by_count;
+
/*
- Whether this object is to be removed when nobody knows about
it anymore.
*/
bool m_removed;
+ /*
+ 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.
+
+ The environment checks this periodically. If this is true and also
+ m_known_by_count is true,
+ */
+ bool m_pending_deactivation;
+
/*
Whether the object's static data has been stored to a block
*/
return readU16((u8*)buf);
}
+inline void writeU32(std::ostream &os, u16 p)
+{
+ char buf[4];
+ writeU16((u8*)buf, p);
+ os.write(buf, 4);
+}
+inline u16 readU32(std::istream &is)
+{
+ char buf[4];
+ is.read(buf, 4);
+ return readU32((u8*)buf);
+}
+
inline void writeF1000(std::ostream &os, f32 p)
{
char buf[2];