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https://github.com/luanti-org/luanti.git
synced 2025-08-11 17:51:04 +00:00
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.
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parent
650168cada
commit
454dbf83a9
12 changed files with 312 additions and 207 deletions
192
src/server.cpp
192
src/server.cpp
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@ -64,6 +64,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "chat_interface.h"
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#include "remoteplayer.h"
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#include "server/player_sao.h"
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#include "server/serverinventorymgr.h"
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#include "translation.h"
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class ClientNotFoundException : public BaseException
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@ -338,11 +339,6 @@ Server::~Server()
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infostream << "Server: Deinitializing scripting" << std::endl;
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delete m_script;
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// Delete detached inventories
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for (auto &detached_inventory : m_detached_inventories) {
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delete detached_inventory.second;
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}
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while (!m_unsent_map_edit_queue.empty()) {
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delete m_unsent_map_edit_queue.front();
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m_unsent_map_edit_queue.pop();
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@ -388,6 +384,9 @@ void Server::init()
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m_script = new ServerScripting(this);
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// Must be created before mod loading because we have some inventory creation
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m_inventory_mgr = std::unique_ptr<ServerInventoryManager>(new ServerInventoryManager());
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m_script->loadMod(getBuiltinLuaPath() + DIR_DELIM "init.lua", BUILTIN_MOD_NAME);
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m_modmgr->loadMods(m_script);
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@ -422,6 +421,7 @@ void Server::init()
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// Initialize Environment
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m_env = new ServerEnvironment(servermap, m_script, this, m_path_world);
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m_inventory_mgr->setEnv(m_env);
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m_clients.setEnv(m_env);
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if (!servermap->settings_mgr.makeMapgenParams())
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@ -443,6 +443,8 @@ void Server::init()
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m_env->loadMeta();
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// Those settings can be overwritten in world.mt, they are
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// intended to be cached after environment loading.
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m_liquid_transform_every = g_settings->getFloat("liquid_update");
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m_max_chatmessage_length = g_settings->getU16("chat_message_max_size");
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m_csm_restriction_flags = g_settings->getU64("csm_restriction_flags");
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@ -451,6 +453,8 @@ void Server::init()
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void Server::start()
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{
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init();
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infostream << "Starting server on " << m_bind_addr.serializeString()
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<< "..." << std::endl;
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@ -1180,82 +1184,6 @@ void Server::onMapEditEvent(const MapEditEvent &event)
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m_unsent_map_edit_queue.push(new MapEditEvent(event));
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}
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Inventory* Server::getInventory(const InventoryLocation &loc)
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{
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switch (loc.type) {
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case InventoryLocation::UNDEFINED:
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case InventoryLocation::CURRENT_PLAYER:
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break;
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case InventoryLocation::PLAYER:
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{
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RemotePlayer *player = m_env->getPlayer(loc.name.c_str());
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if(!player)
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return NULL;
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PlayerSAO *playersao = player->getPlayerSAO();
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if(!playersao)
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return NULL;
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return playersao->getInventory();
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}
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break;
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case InventoryLocation::NODEMETA:
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{
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NodeMetadata *meta = m_env->getMap().getNodeMetadata(loc.p);
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if(!meta)
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return NULL;
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return meta->getInventory();
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}
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break;
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case InventoryLocation::DETACHED:
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{
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if(m_detached_inventories.count(loc.name) == 0)
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return NULL;
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return m_detached_inventories[loc.name];
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}
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break;
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default:
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sanity_check(false); // abort
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break;
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}
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return NULL;
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}
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void Server::setInventoryModified(const InventoryLocation &loc)
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{
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switch(loc.type){
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case InventoryLocation::UNDEFINED:
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break;
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case InventoryLocation::PLAYER:
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{
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RemotePlayer *player = m_env->getPlayer(loc.name.c_str());
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if (!player)
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return;
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player->setModified(true);
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player->inventory.setModified(true);
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// Updates are sent in ServerEnvironment::step()
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}
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break;
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case InventoryLocation::NODEMETA:
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{
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MapEditEvent event;
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event.type = MEET_BLOCK_NODE_METADATA_CHANGED;
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event.p = loc.p;
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m_env->getMap().dispatchEvent(event);
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}
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break;
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case InventoryLocation::DETACHED:
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{
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// Updates are sent in ServerEnvironment::step()
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}
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break;
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default:
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sanity_check(false); // abort
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break;
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}
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}
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void Server::SetBlocksNotSent(std::map<v3s16, MapBlock *>& block)
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{
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std::vector<session_t> clients = m_clients.getClientIDs();
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@ -2712,40 +2640,20 @@ void Server::sendRequestedMedia(session_t peer_id,
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}
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}
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void Server::sendDetachedInventory(const std::string &name, session_t peer_id)
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void Server::sendDetachedInventory(Inventory *inventory, const std::string &name, session_t peer_id)
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{
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const auto &inv_it = m_detached_inventories.find(name);
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const auto &player_it = m_detached_inventories_player.find(name);
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if (player_it == m_detached_inventories_player.end() ||
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player_it->second.empty()) {
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// OK. Send to everyone
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} else {
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if (!m_env)
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return; // Mods are not done loading
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RemotePlayer *p = m_env->getPlayer(player_it->second.c_str());
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if (!p)
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return; // Player is offline
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if (peer_id != PEER_ID_INEXISTENT && peer_id != p->getPeerId())
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return; // Caller requested send to a different player, so don't send.
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peer_id = p->getPeerId();
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}
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NetworkPacket pkt(TOCLIENT_DETACHED_INVENTORY, 0, peer_id);
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pkt << name;
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if (inv_it == m_detached_inventories.end()) {
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if (!inventory) {
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pkt << false; // Remove inventory
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} else {
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pkt << true; // Update inventory
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// Serialization & NetworkPacket isn't a love story
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std::ostringstream os(std::ios_base::binary);
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inv_it->second->serialize(os);
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inv_it->second->setModified(false);
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inventory->serialize(os);
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inventory->setModified(false);
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const std::string &os_str = os.str();
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pkt << static_cast<u16>(os_str.size()); // HACK: to keep compatibility with 5.0.0 clients
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@ -2760,16 +2668,17 @@ void Server::sendDetachedInventory(const std::string &name, session_t peer_id)
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void Server::sendDetachedInventories(session_t peer_id, bool incremental)
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{
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for (const auto &detached_inventory : m_detached_inventories) {
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const std::string &name = detached_inventory.first;
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if (incremental) {
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Inventory *inv = detached_inventory.second;
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if (!inv || !inv->checkModified())
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continue;
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}
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sendDetachedInventory(name, peer_id);
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// Lookup player name, to filter detached inventories just after
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std::string peer_name;
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if (peer_id != PEER_ID_INEXISTENT) {
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peer_name = getClient(peer_id, CS_Created)->getName();
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}
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auto send_cb = [this, peer_id](const std::string &name, Inventory *inv) {
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sendDetachedInventory(inv, name, peer_id);
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};
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m_inventory_mgr->sendDetachedInventories(peer_name, incremental, send_cb);
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}
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/*
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@ -3442,15 +3351,12 @@ void Server::setClouds(RemotePlayer *player, const CloudParams ¶ms)
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SendCloudParams(player->getPeerId(), params);
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}
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bool Server::overrideDayNightRatio(RemotePlayer *player, bool do_override,
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void Server::overrideDayNightRatio(RemotePlayer *player, bool do_override,
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float ratio)
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{
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if (!player)
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return false;
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sanity_check(player);
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player->overrideDayNightRatio(do_override, ratio);
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SendOverrideDayNightRatio(player->getPeerId(), do_override, ratio);
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return true;
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}
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void Server::notifyPlayers(const std::wstring &msg)
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@ -3541,52 +3447,6 @@ void Server::deleteParticleSpawner(const std::string &playername, u32 id)
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SendDeleteParticleSpawner(peer_id, id);
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}
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Inventory* Server::createDetachedInventory(const std::string &name, const std::string &player)
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{
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if(m_detached_inventories.count(name) > 0){
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infostream<<"Server clearing detached inventory \""<<name<<"\""<<std::endl;
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delete m_detached_inventories[name];
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} else {
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infostream<<"Server creating detached inventory \""<<name<<"\""<<std::endl;
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}
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Inventory *inv = new Inventory(m_itemdef);
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sanity_check(inv);
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m_detached_inventories[name] = inv;
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if (!player.empty())
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m_detached_inventories_player[name] = player;
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//TODO find a better way to do this
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sendDetachedInventory(name,PEER_ID_INEXISTENT);
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return inv;
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}
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bool Server::removeDetachedInventory(const std::string &name)
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{
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const auto &inv_it = m_detached_inventories.find(name);
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if (inv_it == m_detached_inventories.end())
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return false;
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delete inv_it->second;
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m_detached_inventories.erase(inv_it);
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if (!m_env) // Mods are not done loading
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return true;
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const auto &player_it = m_detached_inventories_player.find(name);
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if (player_it != m_detached_inventories_player.end()) {
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RemotePlayer *player = m_env->getPlayer(player_it->second.c_str());
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if (player && player->getPeerId() != PEER_ID_INEXISTENT)
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sendDetachedInventory(name, player->getPeerId());
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m_detached_inventories_player.erase(player_it);
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} else {
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// Notify all players about the change
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sendDetachedInventory(name, PEER_ID_INEXISTENT);
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}
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return true;
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}
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// actions: time-reversed list
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// Return value: success/failure
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bool Server::rollbackRevertActions(const std::list<RollbackAction> &actions,
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@ -3607,7 +3467,7 @@ bool Server::rollbackRevertActions(const std::list<RollbackAction> &actions,
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for (const RollbackAction &action : actions) {
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num_tried++;
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bool success = action.applyRevert(map, this, this);
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bool success = action.applyRevert(map, m_inventory_mgr.get(), this);
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if(!success){
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num_failed++;
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std::ostringstream os;
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