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Only keep players loaded while they're connected

This commit is contained in:
ShadowNinja 2014-05-30 16:04:07 -04:00
parent 50127510e7
commit 7e6db1b803
6 changed files with 188 additions and 249 deletions

View file

@ -344,7 +344,7 @@ Server::Server(
// Initialize Environment
ServerMap *servermap = new ServerMap(path_world, this, m_emerge);
m_env = new ServerEnvironment(servermap, m_script, this);
m_env = new ServerEnvironment(servermap, m_script, this, m_path_world);
m_clients.setEnv(m_env);
@ -361,19 +361,13 @@ Server::Server(
servermap->addEventReceiver(this);
// If file exists, load environment metadata
if(fs::PathExists(m_path_world+DIR_DELIM+"env_meta.txt"))
if(fs::PathExists(m_path_world + DIR_DELIM "env_meta.txt"))
{
infostream<<"Server: Loading environment metadata"<<std::endl;
m_env->loadMeta(m_path_world);
m_env->loadMeta();
}
// Load players
infostream<<"Server: Loading players"<<std::endl;
m_env->deSerializePlayers(m_path_world);
/*
Add some test ActiveBlockModifiers to environment
*/
// Add some test ActiveBlockModifiers to environment
add_legacy_abms(m_env, m_nodedef);
m_liquid_transform_every = g_settings->getFloat("liquid_update");
@ -383,42 +377,23 @@ Server::~Server()
{
infostream<<"Server destructing"<<std::endl;
/*
Send shutdown message
*/
{
std::wstring line = L"*** Server shutting down";
SendChatMessage(PEER_ID_INEXISTENT, line);
}
// Send shutdown message
SendChatMessage(PEER_ID_INEXISTENT, L"*** Server shutting down");
{
JMutexAutoLock envlock(m_env_mutex);
/*
Execute script shutdown hooks
*/
// Execute script shutdown hooks
m_script->on_shutdown();
}
{
JMutexAutoLock envlock(m_env_mutex);
/*
Save players
*/
infostream<<"Server: Saving players"<<std::endl;
m_env->serializePlayers(m_path_world);
m_env->saveLoadedPlayers();
/*
Save environment metadata
*/
infostream<<"Server: Saving environment metadata"<<std::endl;
m_env->saveMeta(m_path_world);
m_env->saveMeta();
}
/*
Stop threads
*/
// Stop threads
stop();
delete m_thread;
@ -444,12 +419,10 @@ Server::~Server()
delete m_script;
// Delete detached inventories
{
for(std::map<std::string, Inventory*>::iterator
i = m_detached_inventories.begin();
i != m_detached_inventories.end(); i++){
delete i->second;
}
for (std::map<std::string, Inventory*>::iterator
i = m_detached_inventories.begin();
i != m_detached_inventories.end(); i++) {
delete i->second;
}
}
@ -1141,18 +1114,19 @@ void Server::AsyncRunStep(bool initial_step)
ScopeProfiler sp(g_profiler, "Server: saving stuff");
//Ban stuff
if(m_banmanager->isModified())
// Save ban file
if (m_banmanager->isModified()) {
m_banmanager->save();
}
// Save changed parts of map
m_env->getMap().save(MOD_STATE_WRITE_NEEDED);
// Save players
m_env->serializePlayers(m_path_world);
m_env->saveLoadedPlayers();
// Save environment metadata
m_env->saveMeta(m_path_world);
m_env->saveMeta();
}
}
}
@ -1178,27 +1152,16 @@ void Server::Receive()
"SerializationError: what()="
<<e.what()<<std::endl;
}
catch(con::PeerNotFoundException &e)
{
//NOTE: This is not needed anymore
// The peer has been disconnected.
// Find the associated player and remove it.
/*JMutexAutoLock envlock(m_env_mutex);
infostream<<"ServerThread: peer_id="<<peer_id
<<" has apparently closed connection. "
<<"Removing player."<<std::endl;
m_env->removePlayer(peer_id);*/
}
catch(ClientStateError &e)
{
errorstream << "ProcessData: peer=" << peer_id << e.what() << std::endl;
DenyAccess(peer_id, L"Your client sent something server didn't expect."
L"Try reconnecting or updating your client");
}
catch(con::PeerNotFoundException &e)
{
// Do nothing
}
}
PlayerSAO* Server::StageTwoClientInit(u16 peer_id)
@ -5032,15 +4995,16 @@ PlayerSAO* Server::emergePlayer(const char *name, u16 peer_id)
return NULL;
}
/*
Create a new player if it doesn't exist yet
*/
if(player == NULL)
{
// Load player if it isn't already loaded
if (!player) {
player = static_cast<RemotePlayer*>(m_env->loadPlayer(name));
}
// Create player if it doesn't exist
if (!player) {
newplayer = true;
player = new RemotePlayer(this);
player->updateName(name);
/* Set player position */
infostream<<"Server: Finding spawn place for player \""
<<name<<"\""<<std::endl;
@ -5051,9 +5015,7 @@ PlayerSAO* Server::emergePlayer(const char *name, u16 peer_id)
m_env->addPlayer(player);
}
/*
Create a new player active object
*/
// Create a new player active object
PlayerSAO *playersao = new PlayerSAO(m_env, player, peer_id,
getPlayerEffectivePrivs(player->getName()),
isSingleplayer());
@ -5065,8 +5027,9 @@ PlayerSAO* Server::emergePlayer(const char *name, u16 peer_id)
m_env->addActiveObject(playersao);
/* Run scripts */
if(newplayer)
if (newplayer) {
m_script->on_newplayer(playersao);
}
return playersao;
}