clientobject: add null checks
[waspsaliva.git] / src / serverenvironment.h
blobcfd5b8f3eb7e3b6f5426ea0de4aa7a6b0bcaacde
1 /*
2 Minetest
3 Copyright (C) 2010-2017 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #pragma once
22 #include "activeobject.h"
23 #include "environment.h"
24 #include "mapnode.h"
25 #include "settings.h"
26 #include "server/activeobjectmgr.h"
27 #include "util/numeric.h"
28 #include <set>
29 #include <random>
31 class IGameDef;
32 class ServerMap;
33 struct GameParams;
34 class MapBlock;
35 class RemotePlayer;
36 class PlayerDatabase;
37 class AuthDatabase;
38 class PlayerSAO;
39 class ServerEnvironment;
40 class ActiveBlockModifier;
41 struct StaticObject;
42 class ServerActiveObject;
43 class Server;
44 class ServerScripting;
47 {Active, Loading} block modifier interface.
49 These are fed into ServerEnvironment at initialization time;
50 ServerEnvironment handles deleting them.
53 class ActiveBlockModifier
55 public:
56 ActiveBlockModifier() = default;
57 virtual ~ActiveBlockModifier() = default;
59 // Set of contents to trigger on
60 virtual const std::vector<std::string> &getTriggerContents() const = 0;
61 // Set of required neighbors (trigger doesn't happen if none are found)
62 // Empty = do not check neighbors
63 virtual const std::vector<std::string> &getRequiredNeighbors() const = 0;
64 // Trigger interval in seconds
65 virtual float getTriggerInterval() = 0;
66 // Random chance of (1 / return value), 0 is disallowed
67 virtual u32 getTriggerChance() = 0;
68 // Whether to modify chance to simulate time lost by an unnattended block
69 virtual bool getSimpleCatchUp() = 0;
70 // This is called usually at interval for 1/chance of the nodes
71 virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
72 virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n,
73 u32 active_object_count, u32 active_object_count_wider){};
76 struct ABMWithState
78 ActiveBlockModifier *abm;
79 float timer = 0.0f;
81 ABMWithState(ActiveBlockModifier *abm_);
84 struct LoadingBlockModifierDef
86 // Set of contents to trigger on
87 std::set<std::string> trigger_contents;
88 std::string name;
89 bool run_at_every_load = false;
91 virtual ~LoadingBlockModifierDef() = default;
93 virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
96 struct LBMContentMapping
98 typedef std::unordered_map<content_t, std::vector<LoadingBlockModifierDef *>> lbm_map;
99 lbm_map map;
101 std::vector<LoadingBlockModifierDef *> lbm_list;
103 // Needs to be separate method (not inside destructor),
104 // because the LBMContentMapping may be copied and destructed
105 // many times during operation in the lbm_lookup_map.
106 void deleteContents();
107 void addLBM(LoadingBlockModifierDef *lbm_def, IGameDef *gamedef);
108 const std::vector<LoadingBlockModifierDef *> *lookup(content_t c) const;
111 class LBMManager
113 public:
114 LBMManager() = default;
115 ~LBMManager();
117 // Don't call this after loadIntroductionTimes() ran.
118 void addLBMDef(LoadingBlockModifierDef *lbm_def);
120 void loadIntroductionTimes(const std::string &times,
121 IGameDef *gamedef, u32 now);
123 // Don't call this before loadIntroductionTimes() ran.
124 std::string createIntroductionTimesString();
126 // Don't call this before loadIntroductionTimes() ran.
127 void applyLBMs(ServerEnvironment *env, MapBlock *block, u32 stamp);
129 // Warning: do not make this std::unordered_map, order is relevant here
130 typedef std::map<u32, LBMContentMapping> lbm_lookup_map;
132 private:
133 // Once we set this to true, we can only query,
134 // not modify
135 bool m_query_mode = false;
137 // For m_query_mode == false:
138 // The key of the map is the LBM def's name.
139 // TODO make this std::unordered_map
140 std::map<std::string, LoadingBlockModifierDef *> m_lbm_defs;
142 // For m_query_mode == true:
143 // The key of the map is the LBM def's first introduction time.
144 lbm_lookup_map m_lbm_lookup;
146 // Returns an iterator to the LBMs that were introduced
147 // after the given time. This is guaranteed to return
148 // valid values for everything
149 lbm_lookup_map::const_iterator getLBMsIntroducedAfter(u32 time)
150 { return m_lbm_lookup.lower_bound(time); }
154 List of active blocks, used by ServerEnvironment
157 class ActiveBlockList
159 public:
160 void update(std::vector<PlayerSAO*> &active_players,
161 s16 active_block_range,
162 s16 active_object_range,
163 std::set<v3s16> &blocks_removed,
164 std::set<v3s16> &blocks_added);
166 bool contains(v3s16 p){
167 return (m_list.find(p) != m_list.end());
170 void clear(){
171 m_list.clear();
174 std::set<v3s16> m_list;
175 std::set<v3s16> m_abm_list;
176 std::set<v3s16> m_forceloaded_list;
178 private:
182 Operation mode for ServerEnvironment::clearObjects()
184 enum ClearObjectsMode {
185 // Load and go through every mapblock, clearing objects
186 CLEAR_OBJECTS_MODE_FULL,
188 // Clear objects immediately in loaded mapblocks;
189 // clear objects in unloaded mapblocks only when the mapblocks are next activated.
190 CLEAR_OBJECTS_MODE_QUICK,
194 The server-side environment.
196 This is not thread-safe. Server uses an environment mutex.
199 typedef std::unordered_map<u16, ServerActiveObject *> ServerActiveObjectMap;
201 class ServerEnvironment : public Environment
203 public:
204 ServerEnvironment(ServerMap *map, ServerScripting *scriptIface,
205 Server *server, const std::string &path_world);
206 ~ServerEnvironment();
208 Map & getMap();
210 ServerMap & getServerMap();
212 //TODO find way to remove this fct!
213 ServerScripting* getScriptIface()
214 { return m_script; }
216 Server *getGameDef()
217 { return m_server; }
219 float getSendRecommendedInterval()
220 { return m_recommended_send_interval; }
222 void kickAllPlayers(AccessDeniedCode reason,
223 const std::string &str_reason, bool reconnect);
224 // Save players
225 void saveLoadedPlayers(bool force = false);
226 void savePlayer(RemotePlayer *player);
227 PlayerSAO *loadPlayer(RemotePlayer *player, bool *new_player, session_t peer_id,
228 bool is_singleplayer);
229 void addPlayer(RemotePlayer *player);
230 void removePlayer(RemotePlayer *player);
231 bool removePlayerFromDatabase(const std::string &name);
234 Save and load time of day and game timer
236 void saveMeta();
237 void loadMeta();
239 u32 addParticleSpawner(float exptime);
240 u32 addParticleSpawner(float exptime, u16 attached_id);
241 void deleteParticleSpawner(u32 id, bool remove_from_object = true);
244 External ActiveObject interface
245 -------------------------------------------
248 ServerActiveObject* getActiveObject(u16 id)
250 return m_ao_manager.getActiveObject(id);
254 Add an active object to the environment.
255 Environment handles deletion of object.
256 Object may be deleted by environment immediately.
257 If id of object is 0, assigns a free id to it.
258 Returns the id of the object.
259 Returns 0 if not added and thus deleted.
261 u16 addActiveObject(ServerActiveObject *object);
264 Add an active object as a static object to the corresponding
265 MapBlock.
266 Caller allocates memory, ServerEnvironment frees memory.
267 Return value: true if succeeded, false if failed.
268 (note: not used, pending removal from engine)
270 //bool addActiveObjectAsStatic(ServerActiveObject *object);
273 Find out what new objects have been added to
274 inside a radius around a position
276 void getAddedActiveObjects(PlayerSAO *playersao, s16 radius,
277 s16 player_radius,
278 std::set<u16> &current_objects,
279 std::queue<u16> &added_objects);
282 Find out what new objects have been removed from
283 inside a radius around a position
285 void getRemovedActiveObjects(PlayerSAO *playersao, s16 radius,
286 s16 player_radius,
287 std::set<u16> &current_objects,
288 std::queue<u16> &removed_objects);
291 Get the next message emitted by some active object.
292 Returns false if no messages are available, true otherwise.
294 bool getActiveObjectMessage(ActiveObjectMessage *dest);
296 virtual void getSelectedActiveObjects(
297 const core::line3d<f32> &shootline_on_map,
298 std::vector<PointedThing> &objects
302 Activate objects and dynamically modify for the dtime determined
303 from timestamp and additional_dtime
305 void activateBlock(MapBlock *block, u32 additional_dtime=0);
308 {Active,Loading}BlockModifiers
309 -------------------------------------------
312 void addActiveBlockModifier(ActiveBlockModifier *abm);
313 void addLoadingBlockModifierDef(LoadingBlockModifierDef *lbm);
316 Other stuff
317 -------------------------------------------
320 // Script-aware node setters
321 bool setNode(v3s16 p, const MapNode &n);
322 bool removeNode(v3s16 p);
323 bool swapNode(v3s16 p, const MapNode &n);
325 // Find the daylight value at pos with a Depth First Search
326 u8 findSunlight(v3s16 pos) const;
328 // Find all active objects inside a radius around a point
329 void getObjectsInsideRadius(std::vector<ServerActiveObject *> &objects, const v3f &pos, float radius,
330 std::function<bool(ServerActiveObject *obj)> include_obj_cb)
332 return m_ao_manager.getObjectsInsideRadius(pos, radius, objects, include_obj_cb);
335 // Clear objects, loading and going through every MapBlock
336 void clearObjects(ClearObjectsMode mode);
338 // This makes stuff happen
339 void step(f32 dtime);
341 u32 getGameTime() const { return m_game_time; }
343 void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
344 float getMaxLagEstimate() { return m_max_lag_estimate; }
346 std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };
348 // Sets the static object status all the active objects in the specified block
349 // This is only really needed for deleting blocks from the map
350 void setStaticForActiveObjectsInBlock(v3s16 blockpos,
351 bool static_exists, v3s16 static_block=v3s16(0,0,0));
353 RemotePlayer *getPlayer(const session_t peer_id);
354 RemotePlayer *getPlayer(const char* name);
355 const std::vector<RemotePlayer *> getPlayers() const { return m_players; }
356 u32 getPlayerCount() const { return m_players.size(); }
358 static bool migratePlayersDatabase(const GameParams &game_params,
359 const Settings &cmd_args);
361 AuthDatabase *getAuthDatabase() { return m_auth_database; }
362 static bool migrateAuthDatabase(const GameParams &game_params,
363 const Settings &cmd_args);
364 private:
367 * called if env_meta.txt doesn't exist (e.g. new world)
369 void loadDefaultMeta();
371 static PlayerDatabase *openPlayerDatabase(const std::string &name,
372 const std::string &savedir, const Settings &conf);
373 static AuthDatabase *openAuthDatabase(const std::string &name,
374 const std::string &savedir, const Settings &conf);
376 Internal ActiveObject interface
377 -------------------------------------------
381 Add an active object to the environment.
383 Called by addActiveObject.
385 Object may be deleted by environment immediately.
386 If id of object is 0, assigns a free id to it.
387 Returns the id of the object.
388 Returns 0 if not added and thus deleted.
390 u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s);
393 Remove all objects that satisfy (isGone() && m_known_by_count==0)
395 void removeRemovedObjects();
398 Convert stored objects from block to active
400 void activateObjects(MapBlock *block, u32 dtime_s);
403 Convert objects that are not in active blocks to static.
405 If m_known_by_count != 0, active object is not deleted, but static
406 data is still updated.
408 If force_delete is set, active object is deleted nevertheless. It
409 shall only be set so in the destructor of the environment.
411 void deactivateFarObjects(bool force_delete);
414 A few helpers used by the three above methods
416 void deleteStaticFromBlock(
417 ServerActiveObject *obj, u16 id, u32 mod_reason, bool no_emerge);
418 bool saveStaticToBlock(v3s16 blockpos, u16 store_id,
419 ServerActiveObject *obj, const StaticObject &s_obj, u32 mod_reason);
422 Member variables
425 // The map
426 ServerMap *m_map;
427 // Lua state
428 ServerScripting* m_script;
429 // Server definition
430 Server *m_server;
431 // Active Object Manager
432 server::ActiveObjectMgr m_ao_manager;
433 // World path
434 const std::string m_path_world;
435 // Outgoing network message buffer for active objects
436 std::queue<ActiveObjectMessage> m_active_object_messages;
437 // Some timers
438 float m_send_recommended_timer = 0.0f;
439 IntervalLimiter m_object_management_interval;
440 // List of active blocks
441 ActiveBlockList m_active_blocks;
442 IntervalLimiter m_active_blocks_management_interval;
443 IntervalLimiter m_active_block_modifier_interval;
444 IntervalLimiter m_active_blocks_nodemetadata_interval;
445 // Whether the variables below have been read from file yet
446 bool m_meta_loaded = false;
447 // Time from the beginning of the game in seconds.
448 // Incremented in step().
449 u32 m_game_time = 0;
450 // A helper variable for incrementing the latter
451 float m_game_time_fraction_counter = 0.0f;
452 // Time of last clearObjects call (game time).
453 // When a mapblock older than this is loaded, its objects are cleared.
454 u32 m_last_clear_objects_time = 0;
455 // Active block modifiers
456 std::vector<ABMWithState> m_abms;
457 LBMManager m_lbm_mgr;
458 // An interval for generally sending object positions and stuff
459 float m_recommended_send_interval = 0.1f;
460 // Estimate for general maximum lag as determined by server.
461 // Can raise to high values like 15s with eg. map generation mods.
462 float m_max_lag_estimate = 0.1f;
464 // peer_ids in here should be unique, except that there may be many 0s
465 std::vector<RemotePlayer*> m_players;
467 PlayerDatabase *m_player_database = nullptr;
468 AuthDatabase *m_auth_database = nullptr;
470 // Pseudo random generator for shuffling, etc.
471 std::mt19937 m_rgen;
473 // Particles
474 IntervalLimiter m_particle_management_interval;
475 std::unordered_map<u32, float> m_particle_spawners;
476 std::unordered_map<u32, u16> m_particle_spawner_attachments;
478 ServerActiveObject* createSAO(ActiveObjectType type, v3f pos, const std::string &data);