BlockColor-Engine/src/environment.cpp

2488 lines
63 KiB
C++

/*
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.
*/
#include <set>
#include <list>
#include <map>
#include "environment.h"
#include "filesys.h"
#include "porting.h"
#include "collision.h"
#include "content_mapnode.h"
#include "mapblock.h"
#include "serverobject.h"
#include "content_sao.h"
#include "mapgen.h"
#include "settings.h"
#include "log.h"
#include "profiler.h"
#include "scriptapi.h"
#include "nodedef.h"
#include "nodemetadata.h"
#include "main.h" // For g_settings, g_profiler
#include "gamedef.h"
#ifndef SERVER
#include "clientmap.h"
#include "localplayer.h"
#endif
#include "daynightratio.h"
#include "map.h"
#include "util/serialize.h"
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
Environment::Environment():
m_time_of_day(9000),
m_time_of_day_f(9000./24000),
m_time_of_day_speed(0),
m_time_counter(0)
{
}
Environment::~Environment()
{
// Deallocate players
for(std::list<Player*>::iterator i = m_players.begin();
i != m_players.end(); ++i)
{
delete (*i);
}
}
void Environment::addPlayer(Player *player)
{
DSTACK(__FUNCTION_NAME);
/*
Check that peer_ids are unique.
Also check that names are unique.
Exception: there can be multiple players with peer_id=0
*/
// If peer id is non-zero, it has to be unique.
if(player->peer_id != 0)
assert(getPlayer(player->peer_id) == NULL);
// Name has to be unique.
assert(getPlayer(player->getName()) == NULL);
// Add.
m_players.push_back(player);
}
void Environment::removePlayer(u16 peer_id)
{
DSTACK(__FUNCTION_NAME);
re_search:
for(std::list<Player*>::iterator i = m_players.begin();
i != m_players.end(); ++i)
{
Player *player = *i;
if(player->peer_id != peer_id)
continue;
delete player;
m_players.erase(i);
// See if there is an another one
// (shouldn't be, but just to be sure)
goto re_search;
}
}
Player * Environment::getPlayer(u16 peer_id)
{
for(std::list<Player*>::iterator i = m_players.begin();
i != m_players.end(); ++i)
{
Player *player = *i;
if(player->peer_id == peer_id)
return player;
}
return NULL;
}
Player * Environment::getPlayer(const char *name)
{
for(std::list<Player*>::iterator i = m_players.begin();
i != m_players.end(); ++i)
{
Player *player = *i;
if(strcmp(player->getName(), name) == 0)
return player;
}
return NULL;
}
Player * Environment::getRandomConnectedPlayer()
{
std::list<Player*> connected_players = getPlayers(true);
u32 chosen_one = myrand() % connected_players.size();
u32 j = 0;
for(std::list<Player*>::iterator
i = connected_players.begin();
i != connected_players.end(); ++i)
{
if(j == chosen_one)
{
Player *player = *i;
return player;
}
j++;
}
return NULL;
}
Player * Environment::getNearestConnectedPlayer(v3f pos)
{
std::list<Player*> connected_players = getPlayers(true);
f32 nearest_d = 0;
Player *nearest_player = NULL;
for(std::list<Player*>::iterator
i = connected_players.begin();
i != connected_players.end(); ++i)
{
Player *player = *i;
f32 d = player->getPosition().getDistanceFrom(pos);
if(d < nearest_d || nearest_player == NULL)
{
nearest_d = d;
nearest_player = player;
}
}
return nearest_player;
}
std::list<Player*> Environment::getPlayers()
{
return m_players;
}
std::list<Player*> Environment::getPlayers(bool ignore_disconnected)
{
std::list<Player*> newlist;
for(std::list<Player*>::iterator
i = m_players.begin();
i != m_players.end(); ++i)
{
Player *player = *i;
if(ignore_disconnected)
{
// Ignore disconnected players
if(player->peer_id == 0)
continue;
}
newlist.push_back(player);
}
return newlist;
}
void Environment::printPlayers(std::ostream &o)
{
o<<"Players in environment:"<<std::endl;
for(std::list<Player*>::iterator i = m_players.begin();
i != m_players.end(); i++)
{
Player *player = *i;
o<<"Player peer_id="<<player->peer_id<<std::endl;
}
}
u32 Environment::getDayNightRatio()
{
bool smooth = (g_settings->getS32("enable_shaders") != 0);
return time_to_daynight_ratio(m_time_of_day_f*24000, smooth);
}
void Environment::stepTimeOfDay(float dtime)
{
m_time_counter += dtime;
f32 speed = m_time_of_day_speed * 24000./(24.*3600);
u32 units = (u32)(m_time_counter*speed);
m_time_counter -= (f32)units / speed;
bool sync_f = false;
if(units > 0){
// Sync at overflow
if(m_time_of_day + units >= 24000)
sync_f = true;
m_time_of_day = (m_time_of_day + units) % 24000;
if(sync_f)
m_time_of_day_f = (float)m_time_of_day / 24000.0;
}
if(!sync_f){
m_time_of_day_f += m_time_of_day_speed/24/3600*dtime;
if(m_time_of_day_f > 1.0)
m_time_of_day_f -= 1.0;
if(m_time_of_day_f < 0.0)
m_time_of_day_f += 1.0;
}
}
/*
ABMWithState
*/
ABMWithState::ABMWithState(ActiveBlockModifier *abm_):
abm(abm_),
timer(0)
{
// Initialize timer to random value to spread processing
float itv = abm->getTriggerInterval();
itv = MYMAX(0.001, itv); // No less than 1ms
int minval = MYMAX(-0.51*itv, -60); // Clamp to
int maxval = MYMIN(0.51*itv, 60); // +-60 seconds
timer = myrand_range(minval, maxval);
}
/*
ActiveBlockList
*/
void fillRadiusBlock(v3s16 p0, s16 r, std::set<v3s16> &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.insert(p);
}
}
void ActiveBlockList::update(std::list<v3s16> &active_positions,
s16 radius,
std::set<v3s16> &blocks_removed,
std::set<v3s16> &blocks_added)
{
/*
Create the new list
*/
std::set<v3s16> newlist;
for(std::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(std::set<v3s16>::iterator i = m_list.begin();
i != m_list.end(); ++i)
{
v3s16 p = *i;
// If not on new list, it's been removed
if(newlist.find(p) == newlist.end())
blocks_removed.insert(p);
}
/*
Find out which blocks on the new list are not on the old list
*/
// Go through new list
for(std::set<v3s16>::iterator i = newlist.begin();
i != newlist.end(); ++i)
{
v3s16 p = *i;
// If not on old list, it's been added
if(m_list.find(p) == m_list.end())
blocks_added.insert(p);
}
/*
Update m_list
*/
m_list.clear();
for(std::set<v3s16>::iterator i = newlist.begin();
i != newlist.end(); ++i)
{
v3s16 p = *i;
m_list.insert(p);
}
}
/*
ServerEnvironment
*/
ServerEnvironment::ServerEnvironment(ServerMap *map, lua_State *L,
IGameDef *gamedef, IBackgroundBlockEmerger *emerger):
m_map(map),
m_lua(L),
m_gamedef(gamedef),
m_emerger(emerger),
m_random_spawn_timer(3),
m_send_recommended_timer(0),
m_active_block_interval_overload_skip(0),
m_game_time(0),
m_game_time_fraction_counter(0),
m_recommended_send_interval(0.1)
{
}
ServerEnvironment::~ServerEnvironment()
{
// 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();
// Delete ActiveBlockModifiers
for(std::list<ABMWithState>::iterator
i = m_abms.begin(); i != m_abms.end(); ++i){
delete i->abm;
}
}
Map & ServerEnvironment::getMap()
{
return *m_map;
}
ServerMap & ServerEnvironment::getServerMap()
{
return *m_map;
}
bool ServerEnvironment::line_of_sight(v3f pos1, v3f pos2, float stepsize)
{
float distance = pos1.getDistanceFrom(pos2);
//calculate normalized direction vector
v3f normalized_vector = v3f((pos2.X - pos1.X)/distance,
(pos2.Y - pos1.Y)/distance,
(pos2.Z - pos1.Z)/distance);
//find out if there's a node on path between pos1 and pos2
for (float i = 1; i < distance; i += stepsize) {
v3s16 pos = floatToInt(v3f(normalized_vector.X * i,
normalized_vector.Y * i,
normalized_vector.Z * i) +pos1,BS);
MapNode n = getMap().getNodeNoEx(pos);
if(n.param0 != CONTENT_AIR) {
return false;
}
}
return true;
}
void ServerEnvironment::serializePlayers(const std::string &savedir)
{
std::string players_path = savedir + "/players";
fs::CreateDir(players_path);
std::set<Player*> saved_players;
std::vector<fs::DirListNode> player_files = fs::GetDirListing(players_path);
for(u32 i=0; i<player_files.size(); i++)
{
if(player_files[i].dir)
continue;
// Full path to this file
std::string path = players_path + "/" + player_files[i].name;
//infostream<<"Checking player file "<<path<<std::endl;
// Load player to see what is its name
RemotePlayer testplayer(m_gamedef);
{
// Open file and deserialize
std::ifstream is(path.c_str(), std::ios_base::binary);
if(is.good() == false)
{
infostream<<"Failed to read "<<path<<std::endl;
continue;
}
testplayer.deSerialize(is);
}
//infostream<<"Loaded test player with name "<<testplayer.getName()<<std::endl;
// Search for the player
std::string playername = testplayer.getName();
Player *player = getPlayer(playername.c_str());
if(player == NULL)
{
infostream<<"Didn't find matching player, ignoring file "<<path<<std::endl;
continue;
}
//infostream<<"Found matching player, overwriting."<<std::endl;
// OK, found. Save player there.
{
// Open file and serialize
std::ofstream os(path.c_str(), std::ios_base::binary);
if(os.good() == false)
{
infostream<<"Failed to overwrite "<<path<<std::endl;
continue;
}
player->serialize(os);
saved_players.insert(player);
}
}
for(std::list<Player*>::iterator i = m_players.begin();
i != m_players.end(); ++i)
{
Player *player = *i;
if(saved_players.find(player) != saved_players.end())
{
/*infostream<<"Player "<<player->getName()
<<" was already saved."<<std::endl;*/
continue;
}
std::string playername = player->getName();
// Don't save unnamed player
if(playername == "")
{
//infostream<<"Not saving unnamed player."<<std::endl;
continue;
}
/*
Find a sane filename
*/
if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS) == false)
playername = "player";
std::string path = players_path + "/" + playername;
bool found = false;
for(u32 i=0; i<1000; i++)
{
if(fs::PathExists(path) == false)
{
found = true;
break;
}
path = players_path + "/" + playername + itos(i);
}
if(found == false)
{
infostream<<"Didn't find free file for player"<<std::endl;
continue;
}
{
/*infostream<<"Saving player "<<player->getName()<<" to "
<<path<<std::endl;*/
// Open file and serialize
std::ofstream os(path.c_str(), std::ios_base::binary);
if(os.good() == false)
{
infostream<<"Failed to overwrite "<<path<<std::endl;
continue;
}
player->serialize(os);
saved_players.insert(player);
}
}
//infostream<<"Saved "<<saved_players.size()<<" players."<<std::endl;
}
void ServerEnvironment::deSerializePlayers(const std::string &savedir)
{
std::string players_path = savedir + "/players";
std::vector<fs::DirListNode> player_files = fs::GetDirListing(players_path);
for(u32 i=0; i<player_files.size(); i++)
{
if(player_files[i].dir)
continue;
// Full path to this file
std::string path = players_path + "/" + player_files[i].name;
//infostream<<"Checking player file "<<path<<std::endl;
// Load player to see what is its name
RemotePlayer testplayer(m_gamedef);
{
// Open file and deserialize
std::ifstream is(path.c_str(), std::ios_base::binary);
if(is.good() == false)
{
infostream<<"Failed to read "<<path<<std::endl;
continue;
}
testplayer.deSerialize(is);
}
if(!string_allowed(testplayer.getName(), PLAYERNAME_ALLOWED_CHARS))
{
infostream<<"Not loading player with invalid name: "
<<testplayer.getName()<<std::endl;
}
/*infostream<<"Loaded test player with name "<<testplayer.getName()
<<std::endl;*/
// Search for the player
std::string playername = testplayer.getName();
Player *player = getPlayer(playername.c_str());
bool newplayer = false;
if(player == NULL)
{
//infostream<<"Is a new player"<<std::endl;
player = new RemotePlayer(m_gamedef);
newplayer = true;
}
// Load player
{
verbosestream<<"Reading player "<<testplayer.getName()<<" from "
<<path<<std::endl;
// Open file and deserialize
std::ifstream is(path.c_str(), std::ios_base::binary);
if(is.good() == false)
{
infostream<<"Failed to read "<<path<<std::endl;
continue;
}
player->deSerialize(is);
}
if(newplayer)
{
addPlayer(player);
}
}
}
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)
{
infostream<<"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)
{
infostream<<"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;
}
}
struct ActiveABM
{
ActiveBlockModifier *abm;
int chance;
std::set<content_t> required_neighbors;
};
class ABMHandler
{
private:
ServerEnvironment *m_env;
std::map<content_t, std::list<ActiveABM> > m_aabms;
public:
ABMHandler(std::list<ABMWithState> &abms,
float dtime_s, ServerEnvironment *env,
bool use_timers):
m_env(env)
{
if(dtime_s < 0.001)
return;
INodeDefManager *ndef = env->getGameDef()->ndef();
for(std::list<ABMWithState>::iterator
i = abms.begin(); i != abms.end(); ++i){
ActiveBlockModifier *abm = i->abm;
float trigger_interval = abm->getTriggerInterval();
if(trigger_interval < 0.001)
trigger_interval = 0.001;
float actual_interval = dtime_s;
if(use_timers){
i->timer += dtime_s;
if(i->timer < trigger_interval)
continue;
i->timer -= trigger_interval;
actual_interval = trigger_interval;
}
float intervals = actual_interval / trigger_interval;
if(intervals == 0)
continue;
float chance = abm->getTriggerChance();
if(chance == 0)
chance = 1;
ActiveABM aabm;
aabm.abm = abm;
aabm.chance = chance / intervals;
if(aabm.chance == 0)
aabm.chance = 1;
// Trigger neighbors
std::set<std::string> required_neighbors_s
= abm->getRequiredNeighbors();
for(std::set<std::string>::iterator
i = required_neighbors_s.begin();
i != required_neighbors_s.end(); i++)
{
ndef->getIds(*i, aabm.required_neighbors);
}
// Trigger contents
std::set<std::string> contents_s = abm->getTriggerContents();
for(std::set<std::string>::iterator
i = contents_s.begin(); i != contents_s.end(); i++)
{
std::set<content_t> ids;
ndef->getIds(*i, ids);
for(std::set<content_t>::const_iterator k = ids.begin();
k != ids.end(); k++)
{
content_t c = *k;
std::map<content_t, std::list<ActiveABM> >::iterator j;
j = m_aabms.find(c);
if(j == m_aabms.end()){
std::list<ActiveABM> aabmlist;
m_aabms[c] = aabmlist;
j = m_aabms.find(c);
}
j->second.push_back(aabm);
}
}
}
}
void apply(MapBlock *block)
{
if(m_aabms.empty())
return;
ServerMap *map = &m_env->getServerMap();
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++)
{
MapNode n = block->getNodeNoEx(p0);
content_t c = n.getContent();
v3s16 p = p0 + block->getPosRelative();
std::map<content_t, std::list<ActiveABM> >::iterator j;
j = m_aabms.find(c);
if(j == m_aabms.end())
continue;
for(std::list<ActiveABM>::iterator
i = j->second.begin(); i != j->second.end(); i++)
{
if(myrand() % i->chance != 0)
continue;
// Check neighbors
if(!i->required_neighbors.empty())
{
v3s16 p1;
for(p1.X = p.X-1; p1.X <= p.X+1; p1.X++)
for(p1.Y = p.Y-1; p1.Y <= p.Y+1; p1.Y++)
for(p1.Z = p.Z-1; p1.Z <= p.Z+1; p1.Z++)
{
if(p1 == p)
continue;
MapNode n = map->getNodeNoEx(p1);
content_t c = n.getContent();
std::set<content_t>::const_iterator k;
k = i->required_neighbors.find(c);
if(k != i->required_neighbors.end()){
goto neighbor_found;
}
}
// No required neighbor found
continue;
}
neighbor_found:
// Find out how many objects the block contains
u32 active_object_count = block->m_static_objects.m_active.size();
// Find out how many objects this and all the neighbors contain
u32 active_object_count_wider = 0;
u32 wider_unknown_count = 0;
for(s16 x=-1; x<=1; x++)
for(s16 y=-1; y<=1; y++)
for(s16 z=-1; z<=1; z++)
{
MapBlock *block2 = map->getBlockNoCreateNoEx(
block->getPos() + v3s16(x,y,z));
if(block2==NULL){
wider_unknown_count = 0;
continue;
}
active_object_count_wider +=
block2->m_static_objects.m_active.size()
+ block2->m_static_objects.m_stored.size();
}
// Extrapolate
u32 wider_known_count = 3*3*3 - wider_unknown_count;
active_object_count_wider += wider_unknown_count * active_object_count_wider / wider_known_count;
// Call all the trigger variations
i->abm->trigger(m_env, p, n);
i->abm->trigger(m_env, p, n,
active_object_count, active_object_count_wider);
}
}
}
};
void ServerEnvironment::activateBlock(MapBlock *block, u32 additional_dtime)
{
// 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();
dtime_s += additional_dtime;
/*infostream<<"ServerEnvironment::activateBlock(): block timestamp: "
<<stamp<<", game time: "<<m_game_time<<std::endl;*/
// Set current time as timestamp
block->setTimestampNoChangedFlag(m_game_time);
/*infostream<<"ServerEnvironment::activateBlock(): block is "
<<dtime_s<<" seconds old."<<std::endl;*/
// Activate stored objects
activateObjects(block, dtime_s);
// Run node timers
std::map<v3s16, NodeTimer> elapsed_timers =
block->m_node_timers.step((float)dtime_s);
if(!elapsed_timers.empty()){
MapNode n;
for(std::map<v3s16, NodeTimer>::iterator
i = elapsed_timers.begin();
i != elapsed_timers.end(); i++){
n = block->getNodeNoEx(i->first);
v3s16 p = i->first + block->getPosRelative();
if(scriptapi_node_on_timer(m_lua,p,n,i->second.elapsed))
block->setNodeTimer(i->first,NodeTimer(i->second.timeout,0));
}
}
/* Handle ActiveBlockModifiers */
ABMHandler abmhandler(m_abms, dtime_s, this, false);
abmhandler.apply(block);
}
void ServerEnvironment::addActiveBlockModifier(ActiveBlockModifier *abm)
{
m_abms.push_back(ABMWithState(abm));
}
bool ServerEnvironment::setNode(v3s16 p, const MapNode &n)
{
INodeDefManager *ndef = m_gamedef->ndef();
MapNode n_old = m_map->getNodeNoEx(p);
// Call destructor
if(ndef->get(n_old).has_on_destruct)
scriptapi_node_on_destruct(m_lua, p, n_old);
// Replace node
bool succeeded = m_map->addNodeWithEvent(p, n);
if(!succeeded)
return false;
// Call post-destructor
if(ndef->get(n_old).has_after_destruct)
scriptapi_node_after_destruct(m_lua, p, n_old);
// Call constructor
if(ndef->get(n).has_on_construct)
scriptapi_node_on_construct(m_lua, p, n);
return true;
}
bool ServerEnvironment::removeNode(v3s16 p)
{
INodeDefManager *ndef = m_gamedef->ndef();
MapNode n_old = m_map->getNodeNoEx(p);
// Call destructor
if(ndef->get(n_old).has_on_destruct)
scriptapi_node_on_destruct(m_lua, p, n_old);
// Replace with air
// This is slightly optimized compared to addNodeWithEvent(air)
bool succeeded = m_map->removeNodeWithEvent(p);
if(!succeeded)
return false;
// Call post-destructor
if(ndef->get(n_old).has_after_destruct)
scriptapi_node_after_destruct(m_lua, p, n_old);
// Air doesn't require constructor
return true;
}
std::set<u16> ServerEnvironment::getObjectsInsideRadius(v3f pos, float radius)
{
std::set<u16> objects;
for(std::map<u16, ServerActiveObject*>::iterator
i = m_active_objects.begin();
i != m_active_objects.end(); ++i)
{
ServerActiveObject* obj = i->second;
u16 id = i->first;
v3f objectpos = obj->getBasePosition();
if(objectpos.getDistanceFrom(pos) > radius)
continue;
objects.insert(id);
}
return objects;
}
void ServerEnvironment::clearAllObjects()
{
infostream<<"ServerEnvironment::clearAllObjects(): "
<<"Removing all active objects"<<std::endl;
std::list<u16> objects_to_remove;
for(std::map<u16, ServerActiveObject*>::iterator
i = m_active_objects.begin();
i != m_active_objects.end(); ++i)
{
ServerActiveObject* obj = i->second;
if(obj->getType() == ACTIVEOBJECT_TYPE_PLAYER)
continue;
u16 id = i->first;
v3f objectpos = obj->getBasePosition();
// Delete static object if block is loaded
if(obj->m_static_exists){
MapBlock *block = m_map->getBlockNoCreateNoEx(obj->m_static_block);
if(block){
block->m_static_objects.remove(id);
block->raiseModified(MOD_STATE_WRITE_NEEDED,
"clearAllObjects");
obj->m_static_exists = false;
}
}
// If known by some client, don't delete immediately
if(obj->m_known_by_count > 0){
obj->m_pending_deactivation = true;
obj->m_removed = true;
continue;
}
// Tell the object about removal
obj->removingFromEnvironment();
// Deregister in scripting api
scriptapi_rm_object_reference(m_lua, obj);
// Delete active object
if(obj->environmentDeletes())
delete obj;
// Id to be removed from m_active_objects
objects_to_remove.push_back(id);
}
// Remove references from m_active_objects
for(std::list<u16>::iterator i = objects_to_remove.begin();
i != objects_to_remove.end(); ++i)
{
m_active_objects.erase(*i);
}
std::list<v3s16> loadable_blocks;
infostream<<"ServerEnvironment::clearAllObjects(): "
<<"Listing all loadable blocks"<<std::endl;
m_map->listAllLoadableBlocks(loadable_blocks);
infostream<<"ServerEnvironment::clearAllObjects(): "
<<"Done listing all loadable blocks: "
<<loadable_blocks.size()
<<", now clearing"<<std::endl;
u32 report_interval = loadable_blocks.size() / 10;
u32 num_blocks_checked = 0;
u32 num_blocks_cleared = 0;
u32 num_objs_cleared = 0;
for(std::list<v3s16>::iterator i = loadable_blocks.begin();
i != loadable_blocks.end(); ++i)
{
v3s16 p = *i;
MapBlock *block = m_map->emergeBlock(p, false);
if(!block){
errorstream<<"ServerEnvironment::clearAllObjects(): "
<<"Failed to emerge block "<<PP(p)<<std::endl;
continue;
}
u32 num_stored = block->m_static_objects.m_stored.size();
u32 num_active = block->m_static_objects.m_active.size();
if(num_stored != 0 || num_active != 0){
block->m_static_objects.m_stored.clear();
block->m_static_objects.m_active.clear();
block->raiseModified(MOD_STATE_WRITE_NEEDED,
"clearAllObjects");
num_objs_cleared += num_stored + num_active;
num_blocks_cleared++;
}
num_blocks_checked++;
if(num_blocks_checked % report_interval == 0){
float percent = 100.0 * (float)num_blocks_checked /
loadable_blocks.size();
infostream<<"ServerEnvironment::clearAllObjects(): "
<<"Cleared "<<num_objs_cleared<<" objects"
<<" in "<<num_blocks_cleared<<" blocks ("
<<percent<<"%)"<<std::endl;
}
}
infostream<<"ServerEnvironment::clearAllObjects(): "
<<"Finished: Cleared "<<num_objs_cleared<<" objects"
<<" in "<<num_blocks_cleared<<" blocks"<<std::endl;
}
void ServerEnvironment::step(float dtime)
{
DSTACK(__FUNCTION_NAME);
//TimeTaker timer("ServerEnv step");
/* Step time of day */
stepTimeOfDay(dtime);
// Update this one
// NOTE: This is kind of funny on a singleplayer game, but doesn't
// really matter that much.
m_recommended_send_interval = g_settings->getFloat("dedicated_server_step");
/*
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;
}
/*
Handle players
*/
{
ScopeProfiler sp(g_profiler, "SEnv: handle players avg", SPT_AVG);
for(std::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();
// Move
player->move(dtime, *m_map, 100*BS);
}
}
/*
Manage active block list
*/
if(m_active_blocks_management_interval.step(dtime, 2.0))
{
ScopeProfiler sp(g_profiler, "SEnv: manage act. block list avg /2s", SPT_AVG);
/*
Get player block positions
*/
std::list<v3s16> players_blockpos;
for(std::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 = g_settings->getS16("active_block_range");
std::set<v3s16> blocks_removed;
std::set<v3s16> 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(std::set<v3s16>::iterator
i = blocks_removed.begin();
i != blocks_removed.end(); ++i)
{
v3s16 p = *i;
/*infostream<<"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 (and let it set ChangedFlag)
block->setTimestamp(m_game_time);
}
/*
Handle added blocks
*/
for(std::set<v3s16>::iterator
i = blocks_added.begin();
i != blocks_added.end(); ++i)
{
v3s16 p = *i;
/*infostream<<"Server: Block ("<<p.X<<","<<p.Y<<","<<p.Z
<<") became active"<<std::endl;*/
MapBlock *block = m_map->getBlockNoCreateNoEx(p);
if(block==NULL){
// Block needs to be fetched first
m_emerger->queueBlockEmerge(p, false);
m_active_blocks.m_list.erase(p);
continue;
}
activateBlock(block);
}
}
/*
Mess around in active blocks
*/
if(m_active_blocks_nodemetadata_interval.step(dtime, 1.0))
{
ScopeProfiler sp(g_profiler, "SEnv: mess in act. blocks avg /1s", SPT_AVG);
float dtime = 1.0;
for(std::set<v3s16>::iterator
i = m_active_blocks.m_list.begin();
i != m_active_blocks.m_list.end(); ++i)
{
v3s16 p = *i;
/*infostream<<"Server: Block ("<<p.X<<","<<p.Y<<","<<p.Z
<<") being handled"<<std::endl;*/
MapBlock *block = m_map->getBlockNoCreateNoEx(p);
if(block==NULL)
continue;
// Reset block usage timer
block->resetUsageTimer();
// Set current time as timestamp
block->setTimestampNoChangedFlag(m_game_time);
// If time has changed much from the one on disk,
// set block to be saved when it is unloaded
if(block->getTimestamp() > block->getDiskTimestamp() + 60)
block->raiseModified(MOD_STATE_WRITE_AT_UNLOAD,
"Timestamp older than 60s (step)");
// Run node timers
std::map<v3s16, NodeTimer> elapsed_timers =
block->m_node_timers.step((float)dtime);
if(!elapsed_timers.empty()){
MapNode n;
for(std::map<v3s16, NodeTimer>::iterator
i = elapsed_timers.begin();
i != elapsed_timers.end(); i++){
n = block->getNodeNoEx(i->first);
p = i->first + block->getPosRelative();
if(scriptapi_node_on_timer(m_lua,p,n,i->second.elapsed))
block->setNodeTimer(i->first,NodeTimer(i->second.timeout,0));
}
}
}
}
const float abm_interval = 1.0;
if(m_active_block_modifier_interval.step(dtime, abm_interval))
do{ // breakable
if(m_active_block_interval_overload_skip > 0){
ScopeProfiler sp(g_profiler, "SEnv: ABM overload skips");
m_active_block_interval_overload_skip--;
break;
}
ScopeProfiler sp(g_profiler, "SEnv: modify in blocks avg /1s", SPT_AVG);
TimeTaker timer("modify in active blocks");
// Initialize handling of ActiveBlockModifiers
ABMHandler abmhandler(m_abms, abm_interval, this, true);
for(std::set<v3s16>::iterator
i = m_active_blocks.m_list.begin();
i != m_active_blocks.m_list.end(); ++i)
{
v3s16 p = *i;
/*infostream<<"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->setTimestampNoChangedFlag(m_game_time);
/* Handle ActiveBlockModifiers */
abmhandler.apply(block);
}
u32 time_ms = timer.stop(true);
u32 max_time_ms = 200;
if(time_ms > max_time_ms){
infostream<<"WARNING: active block modifiers took "
<<time_ms<<"ms (longer than "
<<max_time_ms<<"ms)"<<std::endl;
m_active_block_interval_overload_skip = (time_ms / max_time_ms) + 1;
}
}while(0);
/*
Step script environment (run global on_step())
*/
scriptapi_environment_step(m_lua, dtime);
/*
Step active objects
*/
{
ScopeProfiler sp(g_profiler, "SEnv: step act. objs avg", SPT_AVG);
//TimeTaker timer("Step active objects");
g_profiler->avg("SEnv: num of objects", m_active_objects.size());
// 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 > getSendRecommendedInterval())
{
m_send_recommended_timer -= getSendRecommendedInterval();
send_recommended = true;
}
for(std::map<u16, ServerActiveObject*>::iterator
i = m_active_objects.begin();
i != m_active_objects.end(); ++i)
{
ServerActiveObject* obj = i->second;
// Remove non-peaceful mobs on peaceful mode
if(g_settings->getBool("only_peaceful_mobs")){
if(!obj->isPeaceful())
obj->m_removed = true;
}
// Don't step if is to be removed or stored statically
if(obj->m_removed || obj->m_pending_deactivation)
continue;
// Step object
obj->step(dtime, send_recommended);
// Read messages from object
while(!obj->m_messages_out.empty())
{
m_active_object_messages.push_back(
obj->m_messages_out.pop_front());
}
}
}
/*
Manage active objects
*/
if(m_object_management_interval.step(dtime, 0.5))
{
ScopeProfiler sp(g_profiler, "SEnv: remove removed objs avg /.5s", SPT_AVG);
/*
Remove objects that satisfy (m_removed && m_known_by_count==0)
*/
removeRemovedObjects();
}
}
ServerActiveObject* ServerEnvironment::getActiveObject(u16 id)
{
std::map<u16, ServerActiveObject*>::iterator n;
n = m_active_objects.find(id);
if(n == m_active_objects.end())
return NULL;
return n->second;
}
bool isFreeServerActiveObjectId(u16 id,
std::map<u16, ServerActiveObject*> &objects)
{
if(id == 0)
return false;
return objects.find(id) == objects.end();
}
u16 getFreeServerActiveObjectId(
std::map<u16, ServerActiveObject*> &objects)
{
u16 new_id = 1;
for(;;)
{
if(isFreeServerActiveObjectId(new_id, objects))
return new_id;
if(new_id == 65535)
return 0;
new_id++;
}
}
u16 ServerEnvironment::addActiveObject(ServerActiveObject *object)
{
assert(object);
u16 id = addActiveObjectRaw(object, true, 0);
return id;
}
#if 0
bool ServerEnvironment::addActiveObjectAsStatic(ServerActiveObject *obj)
{
assert(obj);
v3f objectpos = obj->getBasePosition();
// The block in which the object resides in
v3s16 blockpos_o = getNodeBlockPos(floatToInt(objectpos, BS));
/*
Update the static data
*/
// 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
v3s16 blockpos = getNodeBlockPos(floatToInt(objectpos, BS));
// Get or generate the block
MapBlock *block = m_map->emergeBlock(blockpos);
bool succeeded = false;
if(block)
{
block->m_static_objects.insert(0, s_obj);
block->raiseModified(MOD_STATE_WRITE_AT_UNLOAD,
"addActiveObjectAsStatic");
succeeded = true;
}
else{
infostream<<"ServerEnvironment::addActiveObjectAsStatic: "
<<"Could not find or generate "
<<"a block for storing static object"<<std::endl;
succeeded = false;
}
if(obj->environmentDeletes())
delete obj;
return succeeded;
}
#endif
/*
Finds out what new objects have been added to
inside a radius around a position
*/
void ServerEnvironment::getAddedActiveObjects(v3s16 pos, s16 radius,
std::set<u16> &current_objects,
std::set<u16> &added_objects)
{
v3f pos_f = intToFloat(pos, BS);
f32 radius_f = radius * BS;
/*
Go through the object list,
- discard m_removed objects,
- discard objects that are too far away,
- discard objects that are found in current_objects.
- add remaining objects to added_objects
*/
for(std::map<u16, ServerActiveObject*>::iterator
i = m_active_objects.begin();
i != m_active_objects.end(); ++i)
{
u16 id = i->first;
// Get object
ServerActiveObject *object = i->second;
if(object == NULL)
continue;
// Discard if removed
if(object->m_removed)
continue;
if(object->unlimitedTransferDistance() == false){
// Discard if too far
f32 distance_f = object->getBasePosition().getDistanceFrom(pos_f);
if(distance_f > radius_f)
continue;
}
// Discard if already on current_objects
std::set<u16>::iterator n;
n = current_objects.find(id);
if(n != current_objects.end())
continue;
// Add to added_objects
added_objects.insert(id);
}
}
/*
Finds out what objects have been removed from
inside a radius around a position
*/
void ServerEnvironment::getRemovedActiveObjects(v3s16 pos, s16 radius,
std::set<u16> &current_objects,
std::set<u16> &removed_objects)
{
v3f pos_f = intToFloat(pos, BS);
f32 radius_f = radius * BS;
/*
Go through current_objects; object is removed if:
- object is not found in m_active_objects (this is actually an
error condition; objects should be set m_removed=true and removed
only after all clients have been informed about removal), or
- object has m_removed=true, or
- object is too far away
*/
for(std::set<u16>::iterator
i = current_objects.begin();
i != current_objects.end(); ++i)
{
u16 id = *i;
ServerActiveObject *object = getActiveObject(id);
if(object == NULL){
infostream<<"ServerEnvironment::getRemovedActiveObjects():"
<<" object in current_objects is NULL"<<std::endl;
removed_objects.insert(id);
continue;
}
if(object->m_removed)
{
removed_objects.insert(id);
continue;
}
// If transfer distance is unlimited, don't remove
if(object->unlimitedTransferDistance())
continue;
f32 distance_f = object->getBasePosition().getDistanceFrom(pos_f);
if(distance_f >= radius_f)
{
removed_objects.insert(id);
continue;
}
// Not removed
}
}
ActiveObjectMessage ServerEnvironment::getActiveObjectMessage()
{
if(m_active_object_messages.empty())
return ActiveObjectMessage(0);
return m_active_object_messages.pop_front();
}
/*
************ Private methods *************
*/
u16 ServerEnvironment::addActiveObjectRaw(ServerActiveObject *object,
bool set_changed, u32 dtime_s)
{
assert(object);
if(object->getId() == 0){
u16 new_id = getFreeServerActiveObjectId(m_active_objects);
if(new_id == 0)
{
errorstream<<"ServerEnvironment::addActiveObjectRaw(): "
<<"no free ids available"<<std::endl;
if(object->environmentDeletes())
delete object;
return 0;
}
object->setId(new_id);
}
else{
verbosestream<<"ServerEnvironment::addActiveObjectRaw(): "
<<"supplied with id "<<object->getId()<<std::endl;
}
if(isFreeServerActiveObjectId(object->getId(), m_active_objects) == false)
{
errorstream<<"ServerEnvironment::addActiveObjectRaw(): "
<<"id is not free ("<<object->getId()<<")"<<std::endl;
if(object->environmentDeletes())
delete object;
return 0;
}
/*infostream<<"ServerEnvironment::addActiveObjectRaw(): "
<<"added (id="<<object->getId()<<")"<<std::endl;*/
m_active_objects[object->getId()] = object;
verbosestream<<"ServerEnvironment::addActiveObjectRaw(): "
<<"Added id="<<object->getId()<<"; there are now "
<<m_active_objects.size()<<" active objects."
<<std::endl;
// Register reference in scripting api (must be done before post-init)
scriptapi_add_object_reference(m_lua, object);
// Post-initialize object
object->addedToEnvironment(dtime_s);
// Add static data to block
if(object->isStaticAllowed())
{
// Add static object to active static list of the block
v3f objectpos = object->getBasePosition();
std::string staticdata = object->getStaticData();
StaticObject s_obj(object->getType(), objectpos, staticdata);
// Add to the block where the object is located in
v3s16 blockpos = getNodeBlockPos(floatToInt(objectpos, BS));
MapBlock *block = m_map->getBlockNoCreateNoEx(blockpos);
if(block)
{
block->m_static_objects.m_active[object->getId()] = s_obj;
object->m_static_exists = true;
object->m_static_block = blockpos;
if(set_changed)
block->raiseModified(MOD_STATE_WRITE_NEEDED,
"addActiveObjectRaw");
}
else{
v3s16 p = floatToInt(objectpos, BS);
errorstream<<"ServerEnvironment::addActiveObjectRaw(): "
<<"could not find block for storing id="<<object->getId()
<<" statically (pos="<<PP(p)<<")"<<std::endl;
}
}
return object->getId();
}
/*
Remove objects that satisfy (m_removed && m_known_by_count==0)
*/
void ServerEnvironment::removeRemovedObjects()
{
std::list<u16> objects_to_remove;
for(std::map<u16, ServerActiveObject*>::iterator
i = m_active_objects.begin();
i != m_active_objects.end(); ++i)
{
u16 id = i->first;
ServerActiveObject* obj = i->second;
// This shouldn't happen but check it
if(obj == NULL)
{
infostream<<"NULL object found in ServerEnvironment"
<<" while finding removed objects. id="<<id<<std::endl;
// Id to be removed from m_active_objects
objects_to_remove.push_back(id);
continue;
}
/*
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 is marked as removed
*/
if(obj->m_static_exists && obj->m_removed)
{
MapBlock *block = m_map->emergeBlock(obj->m_static_block, false);
if (block) {
block->m_static_objects.remove(id);
block->raiseModified(MOD_STATE_WRITE_NEEDED,
"removeRemovedObjects");
obj->m_static_exists = false;
} else {
infostream << "failed to emerge block from which "
"an object to be removed was loaded from. id="<<id<<std::endl;
}
}
// If m_known_by_count > 0, don't actually remove.
if(obj->m_known_by_count > 0)
continue;
// Tell the object about removal
obj->removingFromEnvironment();
// Deregister in scripting api
scriptapi_rm_object_reference(m_lua, obj);
// Delete
if(obj->environmentDeletes())
delete obj;
// Id to be removed from m_active_objects
objects_to_remove.push_back(id);
}
// Remove references from m_active_objects
for(std::list<u16>::iterator i = objects_to_remove.begin();
i != objects_to_remove.end(); ++i)
{
m_active_objects.erase(*i);
}
}
static void print_hexdump(std::ostream &o, const std::string &data)
{
const int linelength = 16;
for(int l=0; ; l++){
int i0 = linelength * l;
bool at_end = false;
int thislinelength = linelength;
if(i0 + thislinelength > (int)data.size()){
thislinelength = data.size() - i0;
at_end = true;
}
for(int di=0; di<linelength; di++){
int i = i0 + di;
char buf[4];
if(di<thislinelength)
snprintf(buf, 4, "%.2x ", data[i]);
else
snprintf(buf, 4, " ");
o<<buf;
}
o<<" ";
for(int di=0; di<thislinelength; di++){
int i = i0 + di;
if(data[i] >= 32)
o<<data[i];
else
o<<".";
}
o<<std::endl;
if(at_end)
break;
}
}
/*
Convert stored objects from blocks near the players to active.
*/
void ServerEnvironment::activateObjects(MapBlock *block, u32 dtime_s)
{
if(block==NULL)
return;
// Ignore if no stored objects (to not set changed flag)
if(block->m_static_objects.m_stored.size() == 0)
return;
verbosestream<<"ServerEnvironment::activateObjects(): "
<<"activating objects of block "<<PP(block->getPos())
<<" ("<<block->m_static_objects.m_stored.size()
<<" objects)"<<std::endl;
bool large_amount = (block->m_static_objects.m_stored.size() > 49);
if(large_amount){
errorstream<<"suspiciously large amount of objects detected: "
<<block->m_static_objects.m_stored.size()<<" in "
<<PP(block->getPos())
<<"; removing all of them."<<std::endl;
// Clear stored list
block->m_static_objects.m_stored.clear();
block->raiseModified(MOD_STATE_WRITE_NEEDED,
"stored list cleared in activateObjects due to "
"large amount of objects");
return;
}
// A list for objects that couldn't be converted to active for some
// reason. They will be stored back.
std::list<StaticObject> new_stored;
// Loop through stored static objects
for(std::list<StaticObject>::iterator
i = block->m_static_objects.m_stored.begin();
i != block->m_static_objects.m_stored.end(); ++i)
{
/*infostream<<"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)
{
errorstream<<"ServerEnvironment::activateObjects(): "
<<"failed to create active object from static object "
<<"in block "<<PP(s_obj.pos/BS)
<<" type="<<(int)s_obj.type<<" data:"<<std::endl;
print_hexdump(verbosestream, s_obj.data);
new_stored.push_back(s_obj);
continue;
}
verbosestream<<"ServerEnvironment::activateObjects(): "
<<"activated static object pos="<<PP(s_obj.pos/BS)
<<" type="<<(int)s_obj.type<<std::endl;
// This will also add the object to the active static list
addActiveObjectRaw(obj, false, dtime_s);
}
// Clear stored list
block->m_static_objects.m_stored.clear();
// Add leftover failed stuff to stored list
for(std::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);
}
/*
Note: Block hasn't really been modified here.
The objects have just been activated and moved from the stored
static list to the active static list.
As such, the block is essentially the same.
Thus, do not call block->raiseModified(MOD_STATE_WRITE_NEEDED).
Otherwise there would be a huge amount of unnecessary I/O.
*/
}
/*
Convert objects that are not standing inside 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.
If block wasn't generated (not in memory or on disk),
*/
void ServerEnvironment::deactivateFarObjects(bool force_delete)
{
std::list<u16> objects_to_remove;
for(std::map<u16, ServerActiveObject*>::iterator
i = m_active_objects.begin();
i != m_active_objects.end(); ++i)
{
ServerActiveObject* obj = i->second;
assert(obj);
// Do not deactivate if static data creation not allowed
if(!force_delete && !obj->isStaticAllowed())
continue;
// If pending deactivation, let removeRemovedObjects() do it
if(!force_delete && obj->m_pending_deactivation)
continue;
u16 id = i->first;
v3f objectpos = obj->getBasePosition();
// The block in which the object resides in
v3s16 blockpos_o = getNodeBlockPos(floatToInt(objectpos, BS));
// If block is active, don't remove
if(!force_delete && m_active_blocks.contains(blockpos_o))
continue;
verbosestream<<"ServerEnvironment::deactivateFarObjects(): "
<<"deactivating object id="<<id<<" on inactive block "
<<PP(blockpos_o)<<std::endl;
// If known by some client, don't immediately delete.
bool pending_delete = (obj->m_known_by_count > 0 && !force_delete);
/*
Update the static data
*/
if(obj->isStaticAllowed())
{
// Create new static object
std::string staticdata_new = obj->getStaticData();
StaticObject s_obj(obj->getType(), objectpos, staticdata_new);
bool stays_in_same_block = false;
bool data_changed = true;
if(obj->m_static_exists){
if(obj->m_static_block == blockpos_o)
stays_in_same_block = true;
MapBlock *block = m_map->emergeBlock(obj->m_static_block, false);
std::map<u16, StaticObject>::iterator n =
block->m_static_objects.m_active.find(id);
if(n != block->m_static_objects.m_active.end()){
StaticObject static_old = n->second;
float save_movem = obj->getMinimumSavedMovement();
if(static_old.data == staticdata_new &&
(static_old.pos - objectpos).getLength() < save_movem)
data_changed = false;
} else {
errorstream<<"ServerEnvironment::deactivateFarObjects(): "
<<"id="<<id<<" m_static_exists=true but "
<<"static data doesn't actually exist in "
<<PP(obj->m_static_block)<<std::endl;
}
}
bool shall_be_written = (!stays_in_same_block || data_changed);
// Delete old static object
if(obj->m_static_exists)
{
MapBlock *block = m_map->emergeBlock(obj->m_static_block, false);
if(block)
{
block->m_static_objects.remove(id);
obj->m_static_exists = false;
// Only mark block as modified if data changed considerably
if(shall_be_written)
block->raiseModified(MOD_STATE_WRITE_NEEDED,
"deactivateFarObjects: Static data "
"changed considerably");
}
}
// Add to the block where the object is located in
v3s16 blockpos = getNodeBlockPos(floatToInt(objectpos, BS));
// Get or generate the block
MapBlock *block = NULL;
try{
block = m_map->emergeBlock(blockpos);
} catch(InvalidPositionException &e){
// Handled via NULL pointer
}
if(block)
{
if(block->m_static_objects.m_stored.size() >= 49){
errorstream<<"ServerEnv: Trying to store id="<<obj->getId()
<<" statically but block "<<PP(blockpos)
<<" already contains "
<<block->m_static_objects.m_stored.size()
<<" (over 49) objects."
<<" Forcing delete."<<std::endl;
force_delete = true;
} else {
u16 new_id = pending_delete ? id : 0;
// If static counterpart already exists, remove it first.
// This shouldn't happen, but happens rarely for some
// unknown reason. Unsuccessful attempts have been made to
// find said reason.
if(new_id && block->m_static_objects.m_active.find(new_id) != block->m_static_objects.m_active.end()){
infostream<<"ServerEnv: WARNING: Performing hack #83274"
<<std::endl;
block->m_static_objects.remove(new_id);
}
block->m_static_objects.insert(new_id, s_obj);
// Only mark block as modified if data changed considerably
if(shall_be_written)
block->raiseModified(MOD_STATE_WRITE_NEEDED,
"deactivateFarObjects: Static data "
"changed considerably");
obj->m_static_exists = true;
obj->m_static_block = block->getPos();
}
}
else{
if(!force_delete){
v3s16 p = floatToInt(objectpos, BS);
errorstream<<"ServerEnv: Could not find or generate "
<<"a block for storing id="<<obj->getId()
<<" statically (pos="<<PP(p)<<")"<<std::endl;
continue;
}
}
}
/*
If known by some client, set pending deactivation.
Otherwise delete it immediately.
*/
if(pending_delete && !force_delete)
{
verbosestream<<"ServerEnvironment::deactivateFarObjects(): "
<<"object id="<<id<<" is known by clients"
<<"; not deleting yet"<<std::endl;
obj->m_pending_deactivation = true;
continue;
}
verbosestream<<"ServerEnvironment::deactivateFarObjects(): "
<<"object id="<<id<<" is not known by clients"
<<"; deleting"<<std::endl;
// Tell the object about removal
obj->removingFromEnvironment();
// Deregister in scripting api
scriptapi_rm_object_reference(m_lua, obj);
// Delete active object
if(obj->environmentDeletes())
delete obj;
// Id to be removed from m_active_objects
objects_to_remove.push_back(id);
}
// Remove references from m_active_objects
for(std::list<u16>::iterator i = objects_to_remove.begin();
i != objects_to_remove.end(); ++i)
{
m_active_objects.erase(*i);
}
}
#ifndef SERVER
#include "clientsimpleobject.h"
/*
ClientEnvironment
*/
ClientEnvironment::ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
ITextureSource *texturesource, IGameDef *gamedef,
IrrlichtDevice *irr):
m_map(map),
m_smgr(smgr),
m_texturesource(texturesource),
m_gamedef(gamedef),
m_irr(irr)
{
}
ClientEnvironment::~ClientEnvironment()
{
// delete active objects
for(std::map<u16, ClientActiveObject*>::iterator
i = m_active_objects.begin();
i != m_active_objects.end(); ++i)
{
delete i->second;
}
for(std::list<ClientSimpleObject*>::iterator
i = m_simple_objects.begin(); i != m_simple_objects.end(); ++i)
{
delete *i;
}
// Drop/delete map
m_map->drop();
}
Map & ClientEnvironment::getMap()
{
return *m_map;
}
ClientMap & ClientEnvironment::getClientMap()
{
return *m_map;
}
void ClientEnvironment::addPlayer(Player *player)
{
DSTACK(__FUNCTION_NAME);
/*
It is a failure if player is local and there already is a local
player
*/
assert(!(player->isLocal() == true && getLocalPlayer() != NULL));
Environment::addPlayer(player);
}
LocalPlayer * ClientEnvironment::getLocalPlayer()
{
for(std::list<Player*>::iterator i = m_players.begin();
i != m_players.end(); ++i)
{
Player *player = *i;
if(player->isLocal())
return (LocalPlayer*)player;
}
return NULL;
}
void ClientEnvironment::step(float dtime)
{
DSTACK(__FUNCTION_NAME);
/* Step time of day */
stepTimeOfDay(dtime);
// Get some settings
bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
bool free_move = fly_allowed && g_settings->getBool("free_move");
// Get local player
LocalPlayer *lplayer = getLocalPlayer();
assert(lplayer);
// collision info queue
std::list<CollisionInfo> player_collisions;
/*
Get the speed the player is going
*/
bool is_climbing = lplayer->is_climbing;
f32 player_speed = lplayer->getSpeed().getLength();
/*
Maximum position increment
*/
//f32 position_max_increment = 0.05*BS;
f32 position_max_increment = 0.1*BS;
// Maximum time increment (for collision detection etc)
// time = distance / speed
f32 dtime_max_increment = 1;
if(player_speed > 0.001)
dtime_max_increment = position_max_increment / player_speed;
// Maximum time increment is 10ms or lower
if(dtime_max_increment > 0.01)
dtime_max_increment = 0.01;
// Don't allow overly huge dtime
if(dtime > 0.5)
dtime = 0.5;
f32 dtime_downcount = dtime;
/*
Stuff that has a maximum time increment
*/
u32 loopcount = 0;
do
{
loopcount++;
f32 dtime_part;
if(dtime_downcount > dtime_max_increment)
{
dtime_part = dtime_max_increment;
dtime_downcount -= dtime_part;
}
else
{
dtime_part = dtime_downcount;
/*
Setting this to 0 (no -=dtime_part) disables an infinite loop
when dtime_part is so small that dtime_downcount -= dtime_part
does nothing
*/
dtime_downcount = 0;
}
/*
Handle local player
*/
{
v3f lplayerpos = lplayer->getPosition();
// Apply physics
if(free_move == false && is_climbing == false)
{
// Gravity
v3f speed = lplayer->getSpeed();
if(lplayer->in_liquid == false)
speed.Y -= lplayer->movement_gravity * lplayer->physics_override_gravity * dtime_part * 2;
// Liquid floating / sinking
if(lplayer->in_liquid && !lplayer->swimming_vertical)
speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2;
// Liquid resistance
if(lplayer->in_liquid_stable || lplayer->in_liquid)
{
// How much the node's viscosity blocks movement, ranges between 0 and 1
// Should match the scale at which viscosity increase affects other liquid attributes
const f32 viscosity_factor = 0.3;
v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
f32 dl = d_wanted.getLength();
if(dl > lplayer->movement_liquid_fluidity_smooth)
dl = lplayer->movement_liquid_fluidity_smooth;
dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor);
v3f d = d_wanted.normalize() * dl;
speed += d;
#if 0 // old code
if(speed.X > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth) speed.X -= lplayer->movement_liquid_fluidity_smooth;
if(speed.X < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth) speed.X += lplayer->movement_liquid_fluidity_smooth;
if(speed.Y > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth) speed.Y -= lplayer->movement_liquid_fluidity_smooth;
if(speed.Y < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth) speed.Y += lplayer->movement_liquid_fluidity_smooth;
if(speed.Z > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth) speed.Z -= lplayer->movement_liquid_fluidity_smooth;
if(speed.Z < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth) speed.Z += lplayer->movement_liquid_fluidity_smooth;
#endif
}
lplayer->setSpeed(speed);
}
/*
Move the lplayer.
This also does collision detection.
*/
lplayer->move(dtime_part, this, position_max_increment,
&player_collisions);
}
}
while(dtime_downcount > 0.001);
//std::cout<<"Looped "<<loopcount<<" times."<<std::endl;
for(std::list<CollisionInfo>::iterator
i = player_collisions.begin();
i != player_collisions.end(); ++i)
{
CollisionInfo &info = *i;
v3f speed_diff = info.new_speed - info.old_speed;;
// Handle only fall damage
// (because otherwise walking against something in fast_move kills you)
if(speed_diff.Y < 0 || info.old_speed.Y >= 0)
continue;
// Get rid of other components
speed_diff.X = 0;
speed_diff.Z = 0;
f32 pre_factor = 1; // 1 hp per node/s
f32 tolerance = BS*14; // 5 without damage
f32 post_factor = 1; // 1 hp per node/s
if(info.type == COLLISION_NODE)
{
const ContentFeatures &f = m_gamedef->ndef()->
get(m_map->getNodeNoEx(info.node_p));
// Determine fall damage multiplier
int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
pre_factor = 1.0 + (float)addp/100.0;
}
float speed = pre_factor * speed_diff.getLength();
if(speed > tolerance)
{
f32 damage_f = (speed - tolerance)/BS * post_factor;
u16 damage = (u16)(damage_f+0.5);
if(damage != 0)
damageLocalPlayer(damage, true);
}
}
/*
A quick draft of lava damage
*/
if(m_lava_hurt_interval.step(dtime, 1.0))
{
v3f pf = lplayer->getPosition();
// Feet, middle and head
v3s16 p1 = floatToInt(pf + v3f(0, BS*0.1, 0), BS);
MapNode n1 = m_map->getNodeNoEx(p1);
v3s16 p2 = floatToInt(pf + v3f(0, BS*0.8, 0), BS);
MapNode n2 = m_map->getNodeNoEx(p2);
v3s16 p3 = floatToInt(pf + v3f(0, BS*1.6, 0), BS);
MapNode n3 = m_map->getNodeNoEx(p2);
u32 damage_per_second = 0;
damage_per_second = MYMAX(damage_per_second,
m_gamedef->ndef()->get(n1).damage_per_second);
damage_per_second = MYMAX(damage_per_second,
m_gamedef->ndef()->get(n2).damage_per_second);
damage_per_second = MYMAX(damage_per_second,
m_gamedef->ndef()->get(n3).damage_per_second);
if(damage_per_second != 0)
{
damageLocalPlayer(damage_per_second, true);
}
}
/*
Stuff that can be done in an arbitarily large dtime
*/
for(std::list<Player*>::iterator i = m_players.begin();
i != m_players.end(); ++i)
{
Player *player = *i;
v3f playerpos = player->getPosition();
/*
Handle non-local players
*/
if(player->isLocal() == false)
{
// Move
player->move(dtime, *m_map, 100*BS);
}
// Update lighting on all players on client
float light = 1.0;
try{
// Get node at head
v3s16 p = player->getLightPosition();
MapNode n = m_map->getNode(p);
light = n.getLightBlendF1((float)getDayNightRatio()/1000, m_gamedef->ndef());
}
catch(InvalidPositionException &e){
light = blend_light_f1((float)getDayNightRatio()/1000, LIGHT_SUN, 0);
}
player->light = light;
}
/*
Step active objects and update lighting of them
*/
bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
for(std::map<u16, ClientActiveObject*>::iterator
i = m_active_objects.begin();
i != m_active_objects.end(); ++i)
{
ClientActiveObject* obj = i->second;
// Step object
obj->step(dtime, this);
if(update_lighting)
{
// Update lighting
u8 light = 0;
try{
// Get node at head
v3s16 p = obj->getLightPosition();
MapNode n = m_map->getNode(p);
light = n.getLightBlend(getDayNightRatio(), m_gamedef->ndef());
}
catch(InvalidPositionException &e){
light = blend_light(getDayNightRatio(), LIGHT_SUN, 0);
}
obj->updateLight(light);
}
}
/*
Step and handle simple objects
*/
for(std::list<ClientSimpleObject*>::iterator
i = m_simple_objects.begin(); i != m_simple_objects.end();)
{
ClientSimpleObject *simple = *i;
std::list<ClientSimpleObject*>::iterator cur = i;
++i;
simple->step(dtime);
if(simple->m_to_be_removed){
delete simple;
m_simple_objects.erase(cur);
}
}
}
void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
{
m_simple_objects.push_back(simple);
}
ClientActiveObject* ClientEnvironment::getActiveObject(u16 id)
{
std::map<u16, ClientActiveObject*>::iterator n;
n = m_active_objects.find(id);
if(n == m_active_objects.end())
return NULL;
return n->second;
}
bool isFreeClientActiveObjectId(u16 id,
std::map<u16, ClientActiveObject*> &objects)
{
if(id == 0)
return false;
return objects.find(id) == objects.end();
}
u16 getFreeClientActiveObjectId(
std::map<u16, ClientActiveObject*> &objects)
{
u16 new_id = 1;
for(;;)
{
if(isFreeClientActiveObjectId(new_id, objects))
return new_id;
if(new_id == 65535)
return 0;
new_id++;
}
}
u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
{
assert(object);
if(object->getId() == 0)
{
u16 new_id = getFreeClientActiveObjectId(m_active_objects);
if(new_id == 0)
{
infostream<<"ClientEnvironment::addActiveObject(): "
<<"no free ids available"<<std::endl;
delete object;
return 0;
}
object->setId(new_id);
}
if(isFreeClientActiveObjectId(object->getId(), m_active_objects) == false)
{
infostream<<"ClientEnvironment::addActiveObject(): "
<<"id is not free ("<<object->getId()<<")"<<std::endl;
delete object;
return 0;
}
infostream<<"ClientEnvironment::addActiveObject(): "
<<"added (id="<<object->getId()<<")"<<std::endl;
m_active_objects[object->getId()] = object;
object->addToScene(m_smgr, m_texturesource, m_irr);
{ // Update lighting immediately
u8 light = 0;
try{
// Get node at head
v3s16 p = object->getLightPosition();
MapNode n = m_map->getNode(p);
light = n.getLightBlend(getDayNightRatio(), m_gamedef->ndef());
}
catch(InvalidPositionException &e){
light = blend_light(getDayNightRatio(), LIGHT_SUN, 0);
}
object->updateLight(light);
}
return object->getId();
}
void ClientEnvironment::addActiveObject(u16 id, u8 type,
const std::string &init_data)
{
ClientActiveObject* obj =
ClientActiveObject::create(type, m_gamedef, this);
if(obj == NULL)
{
infostream<<"ClientEnvironment::addActiveObject(): "
<<"id="<<id<<" type="<<type<<": Couldn't create object"
<<std::endl;
return;
}
obj->setId(id);
try
{
obj->initialize(init_data);
}
catch(SerializationError &e)
{
errorstream<<"ClientEnvironment::addActiveObject():"
<<" id="<<id<<" type="<<type
<<": SerializationError in initialize(): "
<<e.what()
<<": init_data="<<serializeJsonString(init_data)
<<std::endl;
}
addActiveObject(obj);
}
void ClientEnvironment::removeActiveObject(u16 id)
{
verbosestream<<"ClientEnvironment::removeActiveObject(): "
<<"id="<<id<<std::endl;
ClientActiveObject* obj = getActiveObject(id);
if(obj == NULL)
{
infostream<<"ClientEnvironment::removeActiveObject(): "
<<"id="<<id<<" not found"<<std::endl;
return;
}
obj->removeFromScene(true);
delete obj;
m_active_objects.erase(id);
}
void ClientEnvironment::processActiveObjectMessage(u16 id,
const std::string &data)
{
ClientActiveObject* obj = getActiveObject(id);
if(obj == NULL)
{
infostream<<"ClientEnvironment::processActiveObjectMessage():"
<<" got message for id="<<id<<", which doesn't exist."
<<std::endl;
return;
}
try
{
obj->processMessage(data);
}
catch(SerializationError &e)
{
errorstream<<"ClientEnvironment::processActiveObjectMessage():"
<<" id="<<id<<" type="<<obj->getType()
<<" SerializationError in processMessage(),"
<<" message="<<serializeJsonString(data)
<<std::endl;
}
}
/*
Callbacks for activeobjects
*/
void ClientEnvironment::damageLocalPlayer(u8 damage, bool handle_hp)
{
LocalPlayer *lplayer = getLocalPlayer();
assert(lplayer);
if(handle_hp){
if(lplayer->hp > damage)
lplayer->hp -= damage;
else
lplayer->hp = 0;
}
ClientEnvEvent event;
event.type = CEE_PLAYER_DAMAGE;
event.player_damage.amount = damage;
event.player_damage.send_to_server = handle_hp;
m_client_event_queue.push_back(event);
}
/*
Client likes to call these
*/
void ClientEnvironment::getActiveObjects(v3f origin, f32 max_d,
std::vector<DistanceSortedActiveObject> &dest)
{
for(std::map<u16, ClientActiveObject*>::iterator
i = m_active_objects.begin();
i != m_active_objects.end(); ++i)
{
ClientActiveObject* obj = i->second;
f32 d = (obj->getPosition() - origin).getLength();
if(d > max_d)
continue;
DistanceSortedActiveObject dso(obj, d);
dest.push_back(dso);
}
}
ClientEnvEvent ClientEnvironment::getClientEvent()
{
if(m_client_event_queue.empty())
{
ClientEnvEvent event;
event.type = CEE_NONE;
return event;
}
return m_client_event_queue.pop_front();
}
#endif // #ifndef SERVER