// Luanti // SPDX-License-Identifier: LGPL-2.1-or-later // Copyright (C) 2010-2017 celeron55, Perttu Ahola #pragma once #include #include #include "activeobject.h" #include "environment.h" #include "servermap.h" #include "settings.h" #include "server/activeobjectmgr.h" #include "server/blockmodifier.h" #include "util/numeric.h" #include "util/metricsbackend.h" class IGameDef; struct GameParams; class RemotePlayer; class PlayerDatabase; class AuthDatabase; class PlayerSAO; class ServerEnvironment; struct StaticObject; class ServerActiveObject; class Server; class ServerScripting; enum AccessDeniedCode : u8; typedef u16 session_t; /* List of active blocks, used by ServerEnvironment */ class ActiveBlockList { public: void update(std::vector &active_players, s16 active_block_range, s16 active_object_range, std::set &blocks_removed, std::set &blocks_added, std::set &extra_blocks_added); bool contains(v3s16 p) const { return (m_list.find(p) != m_list.end()); } auto size() const { return m_list.size(); } void clear() { m_list.clear(); } /// @return true if block was newly added bool add(v3s16 p) { if (m_list.insert(p).second) { m_abm_list.insert(p); return true; } return false; } void remove(v3s16 p) { m_list.erase(p); m_abm_list.erase(p); } // list of all active blocks std::set m_list; // list of blocks for ABM processing // subset of `m_list` that does not contain view cone affected blocks std::set m_abm_list; // list of blocks that are always active, not modified by this class std::set m_forceloaded_list; }; /* ServerEnvironment::m_on_mapblocks_changed_receiver */ struct OnMapblocksChangedReceiver : public MapEventReceiver { std::unordered_set modified_blocks; bool receiving = false; void onMapEditEvent(const MapEditEvent &event) override; }; /* Operation mode for ServerEnvironment::clearObjects() */ enum ClearObjectsMode { // Load and go through every mapblock, clearing objects CLEAR_OBJECTS_MODE_FULL, // Clear objects immediately in loaded mapblocks; // clear objects in unloaded mapblocks only when the mapblocks are next activated. CLEAR_OBJECTS_MODE_QUICK, }; class ServerEnvironment final : public Environment { public: ServerEnvironment(std::unique_ptr map, Server *server, MetricsBackend *mb); ~ServerEnvironment(); void init(); Map & getMap(); ServerMap & getServerMap(); //TODO find way to remove this fct! ServerScripting* getScriptIface() { return m_script; } Server *getGameDef() { return m_server; } float getSendRecommendedInterval() { return m_recommended_send_interval; } // Save players void saveLoadedPlayers(bool force = false); void savePlayer(RemotePlayer *player); std::unique_ptr loadPlayer(RemotePlayer *player, session_t peer_id); void addPlayer(RemotePlayer *player); void removePlayer(RemotePlayer *player); bool removePlayerFromDatabase(const std::string &name); /* Save and load time of day and game timer */ void saveMeta(); void loadMeta(); u32 addParticleSpawner(float exptime); u32 addParticleSpawner(float exptime, u16 attached_id); void deleteParticleSpawner(u32 id, bool remove_from_object = true); /* External ActiveObject interface ------------------------------------------- */ ServerActiveObject* getActiveObject(u16 id) { return m_ao_manager.getActiveObject(id); } /* Add an active object to the environment. Environment handles deletion of object. Object may be deleted by environment immediately. If id of object is 0, assigns a free id to it. Returns the id of the object. Returns 0 if not added and thus deleted. */ u16 addActiveObject(std::unique_ptr object); void invalidateActiveObjectObserverCaches(); /* Find out what new objects have been added to inside a radius around a position */ void getAddedActiveObjects(PlayerSAO *playersao, s16 radius, s16 player_radius, const std::set ¤t_objects, std::vector &added_objects); /* Find out what new objects have been removed from inside a radius around a position */ void getRemovedActiveObjects(PlayerSAO *playersao, s16 radius, s16 player_radius, const std::set ¤t_objects, std::vector> &removed_objects); /* Get the next message emitted by some active object. Returns false if no messages are available, true otherwise. */ bool getActiveObjectMessage(ActiveObjectMessage *dest); virtual void getSelectedActiveObjects( const core::line3d &shootline_on_map, std::vector &objects, const std::optional &pointabilities ); /* Force a block to become active. It will probably be deactivated the next time active blocks are re-calculated. */ void forceActivateBlock(MapBlock *block); /* {Active,Loading}BlockModifiers ------------------------------------------- */ void addActiveBlockModifier(ActiveBlockModifier *abm); void addLoadingBlockModifierDef(LoadingBlockModifierDef *lbm); /* Other stuff ------------------------------------------- */ // Script-aware node setters bool setNode(v3s16 p, const MapNode &n); bool removeNode(v3s16 p); bool swapNode(v3s16 p, const MapNode &n); // Find the daylight value at pos with a Depth First Search u8 findSunlight(v3s16 pos) const; void updateObjectPos(u16 id, v3f pos) { return m_ao_manager.updateObjectPos(id, pos); } // Find all active objects inside a radius around a point void getObjectsInsideRadius(std::vector &objects, const v3f &pos, float radius, std::function include_obj_cb) { return m_ao_manager.getObjectsInsideRadius(pos, radius, objects, include_obj_cb); } // Find all active objects inside a box void getObjectsInArea(std::vector &objects, const aabb3f &box, std::function include_obj_cb) { return m_ao_manager.getObjectsInArea(box, objects, include_obj_cb); } // Clear objects, loading and going through every MapBlock void clearObjects(ClearObjectsMode mode); // to be called before destructor void deactivateBlocksAndObjects(); // This makes stuff happen void step(f32 dtime); u32 getGameTime() const { return m_game_time; } void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; } float getMaxLagEstimate() const { return m_max_lag_estimate; } std::set* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; } // Sorted by how ready a mapblock is enum BlockStatus { BS_UNKNOWN, BS_EMERGING, BS_LOADED, BS_ACTIVE // always highest value }; BlockStatus getBlockStatus(v3s16 blockpos); // Sets the static object status all the active objects in the specified block // This is only really needed for deleting blocks from the map void setStaticForActiveObjectsInBlock(v3s16 blockpos, bool static_exists, v3s16 static_block=v3s16(0,0,0)); RemotePlayer *getPlayer(const session_t peer_id); RemotePlayer *getPlayer(const std::string &name, bool match_invalid_peer = false); const std::vector getPlayers() const { return m_players; } u32 getPlayerCount() const { return m_players.size(); } static bool migratePlayersDatabase(const GameParams &game_params, const Settings &cmd_args); AuthDatabase *getAuthDatabase() { return m_auth_database; } static bool migrateAuthDatabase(const GameParams &game_params, const Settings &cmd_args); private: /** * called if env_meta.txt doesn't exist (e.g. new world) */ void loadDefaultMeta(); static PlayerDatabase *openPlayerDatabase(const std::string &name, const std::string &savedir, const Settings &conf); static AuthDatabase *openAuthDatabase(const std::string &name, const std::string &savedir, const Settings &conf); void activateBlock(MapBlock *block); /* Internal ActiveObject interface ------------------------------------------- */ /* Add an active object to the environment. Called by addActiveObject. Object may be deleted by environment immediately. If id of object is 0, assigns a free id to it. Returns the id of the object. Returns 0 if not added and thus deleted. */ u16 addActiveObjectRaw(std::unique_ptr object, const StaticObject *from_static, u32 dtime_s); /* Remove all objects that satisfy (isGone() && m_known_by_count==0) */ void removeRemovedObjects(); /* Convert stored objects from block to active */ void activateObjects(MapBlock *block, u32 dtime_s); /* Convert objects that are not in active blocks to static. If m_known_by_count != 0, active object is not deleted, but static data is still updated. If force_delete is set, active object is deleted nevertheless. It shall only be set so in the destructor of the environment. */ void deactivateFarObjects(bool force_delete); /* A few helpers used by the three above methods */ void deleteStaticFromBlock( ServerActiveObject *obj, u16 id, u32 mod_reason, bool no_emerge); bool saveStaticToBlock(v3s16 blockpos, u16 store_id, ServerActiveObject *obj, const StaticObject &s_obj, u32 mod_reason); void processActiveObjectRemove(ServerActiveObject *obj); /* Member variables */ // The map std::unique_ptr m_map; // Lua state ServerScripting* m_script; // Server definition Server *m_server; // Active Object Manager server::ActiveObjectMgr m_ao_manager; // on_mapblocks_changed map event receiver OnMapblocksChangedReceiver m_on_mapblocks_changed_receiver; // Outgoing network message buffer for active objects std::queue m_active_object_messages; // Some timers float m_send_recommended_timer = 0.0f; IntervalLimiter m_object_management_interval; // List of active blocks ActiveBlockList m_active_blocks; int m_fast_active_block_divider = 1; IntervalLimiter m_active_blocks_mgmt_interval; IntervalLimiter m_active_block_modifier_interval; IntervalLimiter m_active_blocks_nodemetadata_interval; // Whether the variables below have been read from file yet bool m_meta_loaded = false; // Time from the beginning of the game in seconds. // Incremented in step(). u32 m_game_time = 0; // A helper variable for incrementing the latter float m_game_time_fraction_counter = 0.0f; // Time of last clearObjects call (game time). // When a mapblock older than this is loaded, its objects are cleared. u32 m_last_clear_objects_time = 0; // Active block modifiers std::vector m_abms; LBMManager m_lbm_mgr; // An interval for generally sending object positions and stuff float m_recommended_send_interval = 0.1f; // Estimate for general maximum lag as determined by server. // Can raise to high values like 15s with eg. map generation mods. float m_max_lag_estimate = 0.1f; /* * TODO: Add a callback function so these can be updated when a setting * changes. */ float m_cache_active_block_mgmt_interval; float m_cache_abm_interval; float m_cache_nodetimer_interval; float m_cache_abm_time_budget; // peer_ids in here should be unique, except that there may be many 0s std::vector m_players; PlayerDatabase *m_player_database = nullptr; AuthDatabase *m_auth_database = nullptr; // Particles IntervalLimiter m_particle_management_interval; std::unordered_map m_particle_spawners; u32 m_particle_spawners_id_last_used = 0; std::unordered_map m_particle_spawner_attachments; // Environment metrics MetricCounterPtr m_step_time_counter; MetricGaugePtr m_active_block_gauge; MetricGaugePtr m_active_object_gauge; std::unique_ptr createSAO(ActiveObjectType type, v3f pos, const std::string &data); };