1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-06-27 16:36:03 +00:00
luanti/src/serverenvironment.h
2025-04-08 08:44:53 +02:00

419 lines
12 KiB
C++

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2010-2017 celeron55, Perttu Ahola <celeron55@gmail.com>
#pragma once
#include <set>
#include <utility>
#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<PlayerSAO*> &active_players,
s16 active_block_range,
s16 active_object_range,
std::set<v3s16> &blocks_removed,
std::set<v3s16> &blocks_added,
std::set<v3s16> &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<v3s16> m_list;
// list of blocks for ABM processing
// subset of `m_list` that does not contain view cone affected blocks
std::set<v3s16> m_abm_list;
// list of blocks that are always active, not modified by this class
std::set<v3s16> m_forceloaded_list;
};
/*
ServerEnvironment::m_on_mapblocks_changed_receiver
*/
struct OnMapblocksChangedReceiver : public MapEventReceiver {
std::unordered_set<v3s16> 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<ServerMap> 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<PlayerSAO> 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<ServerActiveObject> 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<u16> &current_objects,
std::vector<u16> &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<u16> &current_objects,
std::vector<std::pair<bool /* gone? */, u16>> &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<f32> &shootline_on_map,
std::vector<PointedThing> &objects,
const std::optional<Pointabilities> &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<ServerActiveObject *> &objects, const v3f &pos, float radius,
std::function<bool(ServerActiveObject *obj)> 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<ServerActiveObject *> &objects, const aabb3f &box,
std::function<bool(ServerActiveObject *obj)> 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<v3s16>* 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<RemotePlayer *> 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<ServerActiveObject> 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<ServerMap> 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<ActiveObjectMessage> 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<ABMWithState> 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<RemotePlayer*> m_players;
PlayerDatabase *m_player_database = nullptr;
AuthDatabase *m_auth_database = nullptr;
// Particles
IntervalLimiter m_particle_management_interval;
std::unordered_map<u32, float> m_particle_spawners;
u32 m_particle_spawners_id_last_used = 0;
std::unordered_map<u32, u16> m_particle_spawner_attachments;
// Environment metrics
MetricCounterPtr m_step_time_counter;
MetricGaugePtr m_active_block_gauge;
MetricGaugePtr m_active_object_gauge;
std::unique_ptr<ServerActiveObject> createSAO(ActiveObjectType type, v3f pos,
const std::string &data);
};