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Server class code cleanups (#9769)

* Server::overrideDayNightRatio doesn't require to return bool
There is no sense to sending null player, the caller should send a valid object

* Server::init: make private & cleanup
This function is always called before start() and loads some variables which can be loaded in constructor directly.
Make it private and call it directly in start

* Split Server inventory responsibility to a dedicated object

This splits permit to found various historical issues:
* duplicate lookups on player connection
* sending inventory to non related player when a player connects
* non friendly lookups on detached inventories ownership

This reduce the detached inventory complexity and also increased the
lookup performance in a quite interesting way for servers with thousands
of inventories.
This commit is contained in:
Loïc Blot 2020-05-07 22:38:41 +02:00 committed by GitHub
parent 650168cada
commit 454dbf83a9
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
12 changed files with 312 additions and 207 deletions

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@ -64,6 +64,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "chat_interface.h"
#include "remoteplayer.h"
#include "server/player_sao.h"
#include "server/serverinventorymgr.h"
#include "translation.h"
class ClientNotFoundException : public BaseException
@ -338,11 +339,6 @@ Server::~Server()
infostream << "Server: Deinitializing scripting" << std::endl;
delete m_script;
// Delete detached inventories
for (auto &detached_inventory : m_detached_inventories) {
delete detached_inventory.second;
}
while (!m_unsent_map_edit_queue.empty()) {
delete m_unsent_map_edit_queue.front();
m_unsent_map_edit_queue.pop();
@ -388,6 +384,9 @@ void Server::init()
m_script = new ServerScripting(this);
// Must be created before mod loading because we have some inventory creation
m_inventory_mgr = std::unique_ptr<ServerInventoryManager>(new ServerInventoryManager());
m_script->loadMod(getBuiltinLuaPath() + DIR_DELIM "init.lua", BUILTIN_MOD_NAME);
m_modmgr->loadMods(m_script);
@ -422,6 +421,7 @@ void Server::init()
// Initialize Environment
m_env = new ServerEnvironment(servermap, m_script, this, m_path_world);
m_inventory_mgr->setEnv(m_env);
m_clients.setEnv(m_env);
if (!servermap->settings_mgr.makeMapgenParams())
@ -443,6 +443,8 @@ void Server::init()
m_env->loadMeta();
// Those settings can be overwritten in world.mt, they are
// intended to be cached after environment loading.
m_liquid_transform_every = g_settings->getFloat("liquid_update");
m_max_chatmessage_length = g_settings->getU16("chat_message_max_size");
m_csm_restriction_flags = g_settings->getU64("csm_restriction_flags");
@ -451,6 +453,8 @@ void Server::init()
void Server::start()
{
init();
infostream << "Starting server on " << m_bind_addr.serializeString()
<< "..." << std::endl;
@ -1180,82 +1184,6 @@ void Server::onMapEditEvent(const MapEditEvent &event)
m_unsent_map_edit_queue.push(new MapEditEvent(event));
}
Inventory* Server::getInventory(const InventoryLocation &loc)
{
switch (loc.type) {
case InventoryLocation::UNDEFINED:
case InventoryLocation::CURRENT_PLAYER:
break;
case InventoryLocation::PLAYER:
{
RemotePlayer *player = m_env->getPlayer(loc.name.c_str());
if(!player)
return NULL;
PlayerSAO *playersao = player->getPlayerSAO();
if(!playersao)
return NULL;
return playersao->getInventory();
}
break;
case InventoryLocation::NODEMETA:
{
NodeMetadata *meta = m_env->getMap().getNodeMetadata(loc.p);
if(!meta)
return NULL;
return meta->getInventory();
}
break;
case InventoryLocation::DETACHED:
{
if(m_detached_inventories.count(loc.name) == 0)
return NULL;
return m_detached_inventories[loc.name];
}
break;
default:
sanity_check(false); // abort
break;
}
return NULL;
}
void Server::setInventoryModified(const InventoryLocation &loc)
{
switch(loc.type){
case InventoryLocation::UNDEFINED:
break;
case InventoryLocation::PLAYER:
{
RemotePlayer *player = m_env->getPlayer(loc.name.c_str());
if (!player)
return;
player->setModified(true);
player->inventory.setModified(true);
// Updates are sent in ServerEnvironment::step()
}
break;
case InventoryLocation::NODEMETA:
{
MapEditEvent event;
event.type = MEET_BLOCK_NODE_METADATA_CHANGED;
event.p = loc.p;
m_env->getMap().dispatchEvent(event);
}
break;
case InventoryLocation::DETACHED:
{
// Updates are sent in ServerEnvironment::step()
}
break;
default:
sanity_check(false); // abort
break;
}
}
void Server::SetBlocksNotSent(std::map<v3s16, MapBlock *>& block)
{
std::vector<session_t> clients = m_clients.getClientIDs();
@ -2712,40 +2640,20 @@ void Server::sendRequestedMedia(session_t peer_id,
}
}
void Server::sendDetachedInventory(const std::string &name, session_t peer_id)
void Server::sendDetachedInventory(Inventory *inventory, const std::string &name, session_t peer_id)
{
const auto &inv_it = m_detached_inventories.find(name);
const auto &player_it = m_detached_inventories_player.find(name);
if (player_it == m_detached_inventories_player.end() ||
player_it->second.empty()) {
// OK. Send to everyone
} else {
if (!m_env)
return; // Mods are not done loading
RemotePlayer *p = m_env->getPlayer(player_it->second.c_str());
if (!p)
return; // Player is offline
if (peer_id != PEER_ID_INEXISTENT && peer_id != p->getPeerId())
return; // Caller requested send to a different player, so don't send.
peer_id = p->getPeerId();
}
NetworkPacket pkt(TOCLIENT_DETACHED_INVENTORY, 0, peer_id);
pkt << name;
if (inv_it == m_detached_inventories.end()) {
if (!inventory) {
pkt << false; // Remove inventory
} else {
pkt << true; // Update inventory
// Serialization & NetworkPacket isn't a love story
std::ostringstream os(std::ios_base::binary);
inv_it->second->serialize(os);
inv_it->second->setModified(false);
inventory->serialize(os);
inventory->setModified(false);
const std::string &os_str = os.str();
pkt << static_cast<u16>(os_str.size()); // HACK: to keep compatibility with 5.0.0 clients
@ -2760,16 +2668,17 @@ void Server::sendDetachedInventory(const std::string &name, session_t peer_id)
void Server::sendDetachedInventories(session_t peer_id, bool incremental)
{
for (const auto &detached_inventory : m_detached_inventories) {
const std::string &name = detached_inventory.first;
if (incremental) {
Inventory *inv = detached_inventory.second;
if (!inv || !inv->checkModified())
continue;
}
sendDetachedInventory(name, peer_id);
// Lookup player name, to filter detached inventories just after
std::string peer_name;
if (peer_id != PEER_ID_INEXISTENT) {
peer_name = getClient(peer_id, CS_Created)->getName();
}
auto send_cb = [this, peer_id](const std::string &name, Inventory *inv) {
sendDetachedInventory(inv, name, peer_id);
};
m_inventory_mgr->sendDetachedInventories(peer_name, incremental, send_cb);
}
/*
@ -3442,15 +3351,12 @@ void Server::setClouds(RemotePlayer *player, const CloudParams &params)
SendCloudParams(player->getPeerId(), params);
}
bool Server::overrideDayNightRatio(RemotePlayer *player, bool do_override,
void Server::overrideDayNightRatio(RemotePlayer *player, bool do_override,
float ratio)
{
if (!player)
return false;
sanity_check(player);
player->overrideDayNightRatio(do_override, ratio);
SendOverrideDayNightRatio(player->getPeerId(), do_override, ratio);
return true;
}
void Server::notifyPlayers(const std::wstring &msg)
@ -3541,52 +3447,6 @@ void Server::deleteParticleSpawner(const std::string &playername, u32 id)
SendDeleteParticleSpawner(peer_id, id);
}
Inventory* Server::createDetachedInventory(const std::string &name, const std::string &player)
{
if(m_detached_inventories.count(name) > 0){
infostream<<"Server clearing detached inventory \""<<name<<"\""<<std::endl;
delete m_detached_inventories[name];
} else {
infostream<<"Server creating detached inventory \""<<name<<"\""<<std::endl;
}
Inventory *inv = new Inventory(m_itemdef);
sanity_check(inv);
m_detached_inventories[name] = inv;
if (!player.empty())
m_detached_inventories_player[name] = player;
//TODO find a better way to do this
sendDetachedInventory(name,PEER_ID_INEXISTENT);
return inv;
}
bool Server::removeDetachedInventory(const std::string &name)
{
const auto &inv_it = m_detached_inventories.find(name);
if (inv_it == m_detached_inventories.end())
return false;
delete inv_it->second;
m_detached_inventories.erase(inv_it);
if (!m_env) // Mods are not done loading
return true;
const auto &player_it = m_detached_inventories_player.find(name);
if (player_it != m_detached_inventories_player.end()) {
RemotePlayer *player = m_env->getPlayer(player_it->second.c_str());
if (player && player->getPeerId() != PEER_ID_INEXISTENT)
sendDetachedInventory(name, player->getPeerId());
m_detached_inventories_player.erase(player_it);
} else {
// Notify all players about the change
sendDetachedInventory(name, PEER_ID_INEXISTENT);
}
return true;
}
// actions: time-reversed list
// Return value: success/failure
bool Server::rollbackRevertActions(const std::list<RollbackAction> &actions,
@ -3607,7 +3467,7 @@ bool Server::rollbackRevertActions(const std::list<RollbackAction> &actions,
for (const RollbackAction &action : actions) {
num_tried++;
bool success = action.applyRevert(map, this, this);
bool success = action.applyRevert(map, m_inventory_mgr.get(), this);
if(!success){
num_failed++;
std::ostringstream os;