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minetest/src/environment.cpp

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/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include <fstream>
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#include "environment.h"
#include "filesys.h"
#include "porting.h"
#include "collision.h"
#include "content_mapnode.h"
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#include "mapblock.h"
#include "serverobject.h"
#include "content_sao.h"
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#include "settings.h"
#include "log.h"
#include "profiler.h"
#include "scripting_game.h"
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#include "nodedef.h"
#include "nodemetadata.h"
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#include "gamedef.h"
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#ifndef SERVER
#include "clientmap.h"
#include "localplayer.h"
#include "mapblock_mesh.h"
#include "event.h"
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#endif
#include "server.h"
#include "daynightratio.h"
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#include "map.h"
#include "emerge.h"
#include "util/serialize.h"
#include "jthread/jmutexautolock.h"
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
Environment::Environment():
m_time_of_day(9000),
m_time_of_day_f(9000./24000),
m_time_of_day_speed(0),
m_time_counter(0),
m_enable_day_night_ratio_override(false),
m_day_night_ratio_override(0.0f)
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{
m_cache_enable_shaders = g_settings->getBool("enable_shaders");
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}
Environment::~Environment()
{
// Deallocate players
for(std::vector<Player*>::iterator i = m_players.begin();
i != m_players.end(); ++i) {
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delete (*i);
}
}
void Environment::addPlayer(Player *player)
{
DSTACK(__FUNCTION_NAME);
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/*
Check that peer_ids are unique.
Also check that names are unique.
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Exception: there can be multiple players with peer_id=0
*/
// If peer id is non-zero, it has to be unique.
if(player->peer_id != 0)
FATAL_ERROR_IF(getPlayer(player->peer_id) != NULL, "Peer id not unique");
// Name has to be unique.
FATAL_ERROR_IF(getPlayer(player->getName()) != NULL, "Player name not unique");
// Add.
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m_players.push_back(player);
}
void Environment::removePlayer(u16 peer_id)
{
DSTACK(__FUNCTION_NAME);
for(std::vector<Player*>::iterator i = m_players.begin();
i != m_players.end();)
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{
Player *player = *i;
if(player->peer_id == peer_id) {
delete player;
i = m_players.erase(i);
} else {
++i;
}
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}
}
void Environment::removePlayer(const char *name)
{
for (std::vector<Player*>::iterator it = m_players.begin();
it != m_players.end(); ++it) {
if (strcmp((*it)->getName(), name) == 0) {
delete *it;
m_players.erase(it);
return;
}
}
}
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Player * Environment::getPlayer(u16 peer_id)
{
for(std::vector<Player*>::iterator i = m_players.begin();
i != m_players.end(); ++i) {
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Player *player = *i;
if(player->peer_id == peer_id)
return player;
}
return NULL;
}
Player * Environment::getPlayer(const char *name)
{
for(std::vector<Player*>::iterator i = m_players.begin();
i != m_players.end(); ++i) {
Player *player = *i;
if(strcmp(player->getName(), name) == 0)
return player;
}
return NULL;
}
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Player * Environment::getRandomConnectedPlayer()
{
std::vector<Player*> connected_players = getPlayers(true);
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u32 chosen_one = myrand() % connected_players.size();
u32 j = 0;
for(std::vector<Player*>::iterator
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i = connected_players.begin();
i != connected_players.end(); ++i) {
if(j == chosen_one) {
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Player *player = *i;
return player;
}
j++;
}
return NULL;
}
Player * Environment::getNearestConnectedPlayer(v3f pos)
{
std::vector<Player*> connected_players = getPlayers(true);
f32 nearest_d = 0;
Player *nearest_player = NULL;
for(std::vector<Player*>::iterator
i = connected_players.begin();
i != connected_players.end(); ++i) {
Player *player = *i;
f32 d = player->getPosition().getDistanceFrom(pos);
if(d < nearest_d || nearest_player == NULL) {
nearest_d = d;
nearest_player = player;
}
}
return nearest_player;
}
std::vector<Player*> Environment::getPlayers()
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{
return m_players;
}
std::vector<Player*> Environment::getPlayers(bool ignore_disconnected)
{
std::vector<Player*> newlist;
for(std::vector<Player*>::iterator
i = m_players.begin();
i != m_players.end(); ++i) {
Player *player = *i;
if(ignore_disconnected) {
// Ignore disconnected players
if(player->peer_id == 0)
continue;
}
newlist.push_back(player);
}
return newlist;
}
u32 Environment::getDayNightRatio()
{
if(m_enable_day_night_ratio_override)
return m_day_night_ratio_override;
return time_to_daynight_ratio(m_time_of_day_f*24000, m_cache_enable_shaders);
}
void Environment::setTimeOfDaySpeed(float speed)
{
JMutexAutoLock(this->m_timeofday_lock);
m_time_of_day_speed = speed;
}
float Environment::getTimeOfDaySpeed()
{
JMutexAutoLock(this->m_timeofday_lock);
float retval = m_time_of_day_speed;
return retval;
}
void Environment::setTimeOfDay(u32 time)
{
JMutexAutoLock(this->m_time_lock);
m_time_of_day = time;
m_time_of_day_f = (float)time / 24000.0;
}
u32 Environment::getTimeOfDay()
{
JMutexAutoLock(this->m_time_lock);
u32 retval = m_time_of_day;
return retval;
}
float Environment::getTimeOfDayF()
{
JMutexAutoLock(this->m_time_lock);
float retval = m_time_of_day_f;
return retval;
}
void Environment::stepTimeOfDay(float dtime)
{
// getTimeOfDaySpeed lock the value we need to prevent MT problems
float day_speed = getTimeOfDaySpeed();
m_time_counter += dtime;
f32 speed = day_speed * 24000./(24.*3600);
u32 units = (u32)(m_time_counter*speed);
bool sync_f = false;
if(units > 0){
// Sync at overflow
if(m_time_of_day + units >= 24000)
sync_f = true;
m_time_of_day = (m_time_of_day + units) % 24000;
if(sync_f)
m_time_of_day_f = (float)m_time_of_day / 24000.0;
}
if (speed > 0) {
m_time_counter -= (f32)units / speed;
}
if(!sync_f){
m_time_of_day_f += day_speed/24/3600*dtime;
if(m_time_of_day_f > 1.0)
m_time_of_day_f -= 1.0;
if(m_time_of_day_f < 0.0)
m_time_of_day_f += 1.0;
}
}
/*
ABMWithState
*/
ABMWithState::ABMWithState(ActiveBlockModifier *abm_):
abm(abm_),
timer(0)
{
// Initialize timer to random value to spread processing
float itv = abm->getTriggerInterval();
itv = MYMAX(0.001, itv); // No less than 1ms
int minval = MYMAX(-0.51*itv, -60); // Clamp to
int maxval = MYMIN(0.51*itv, 60); // +-60 seconds
timer = myrand_range(minval, maxval);
}
/*
ActiveBlockList
*/
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void fillRadiusBlock(v3s16 p0, s16 r, std::set<v3s16> &list)
{
v3s16 p;
for(p.X=p0.X-r; p.X<=p0.X+r; p.X++)
for(p.Y=p0.Y-r; p.Y<=p0.Y+r; p.Y++)
for(p.Z=p0.Z-r; p.Z<=p0.Z+r; p.Z++)
{
// Set in list
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list.insert(p);
}
}
void ActiveBlockList::update(std::vector<v3s16> &active_positions,
s16 radius,
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std::set<v3s16> &blocks_removed,
std::set<v3s16> &blocks_added)
{
/*
Create the new list
*/
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std::set<v3s16> newlist = m_forceloaded_list;
for(std::vector<v3s16>::iterator i = active_positions.begin();
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i != active_positions.end(); ++i)
{
fillRadiusBlock(*i, radius, newlist);
}
/*
Find out which blocks on the old list are not on the new list
*/
// Go through old list
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for(std::set<v3s16>::iterator i = m_list.begin();
i != m_list.end(); ++i)
{
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v3s16 p = *i;
// If not on new list, it's been removed
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if(newlist.find(p) == newlist.end())
blocks_removed.insert(p);
}
/*
Find out which blocks on the new list are not on the old list
*/
// Go through new list
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for(std::set<v3s16>::iterator i = newlist.begin();
i != newlist.end(); ++i)
{
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v3s16 p = *i;
// If not on old list, it's been added
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if(m_list.find(p) == m_list.end())
blocks_added.insert(p);
}
/*
Update m_list
*/
m_list.clear();
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for(std::set<v3s16>::iterator i = newlist.begin();
i != newlist.end(); ++i)
{
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v3s16 p = *i;
m_list.insert(p);
}
}
/*
ServerEnvironment
*/
ServerEnvironment::ServerEnvironment(ServerMap *map,
GameScripting *scriptIface, IGameDef *gamedef,
const std::string &path_world) :
m_map(map),
m_script(scriptIface),
m_gamedef(gamedef),
m_path_world(path_world),
m_send_recommended_timer(0),
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m_active_block_interval_overload_skip(0),
m_game_time(0),
m_game_time_fraction_counter(0),
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m_recommended_send_interval(0.1),
m_max_lag_estimate(0.1)
{
}
ServerEnvironment::~ServerEnvironment()
{
// Clear active block list.
// This makes the next one delete all active objects.
m_active_blocks.clear();
// Convert all objects to static and delete the active objects
deactivateFarObjects(true);
// Drop/delete map
m_map->drop();
// Delete ActiveBlockModifiers
for(std::vector<ABMWithState>::iterator
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i = m_abms.begin(); i != m_abms.end(); ++i){
delete i->abm;
}
}
Map & ServerEnvironment::getMap()
{
return *m_map;
}
ServerMap & ServerEnvironment::getServerMap()
{
return *m_map;
}
bool ServerEnvironment::line_of_sight(v3f pos1, v3f pos2, float stepsize, v3s16 *p)
{
float distance = pos1.getDistanceFrom(pos2);
//calculate normalized direction vector
v3f normalized_vector = v3f((pos2.X - pos1.X)/distance,
(pos2.Y - pos1.Y)/distance,
(pos2.Z - pos1.Z)/distance);
//find out if there's a node on path between pos1 and pos2
for (float i = 1; i < distance; i += stepsize) {
v3s16 pos = floatToInt(v3f(normalized_vector.X * i,
normalized_vector.Y * i,
normalized_vector.Z * i) +pos1,BS);
MapNode n = getMap().getNodeNoEx(pos);
if(n.param0 != CONTENT_AIR) {
if (p) {
*p = pos;
}
return false;
}
}
return true;
}
void ServerEnvironment::kickAllPlayers(const std::string &reason)
{
std::wstring wreason = utf8_to_wide(reason);
for (std::vector<Player*>::iterator it = m_players.begin();
it != m_players.end();
++it) {
((Server*)m_gamedef)->DenyAccess_Legacy((*it)->peer_id, wreason);
}
}
void ServerEnvironment::saveLoadedPlayers()
{
std::string players_path = m_path_world + DIR_DELIM "players";
fs::CreateDir(players_path);
for (std::vector<Player*>::iterator it = m_players.begin();
it != m_players.end();
++it) {
RemotePlayer *player = static_cast<RemotePlayer*>(*it);
if (player->checkModified()) {
player->save(players_path);
}
}
}
void ServerEnvironment::savePlayer(const std::string &playername)
{
std::string players_path = m_path_world + DIR_DELIM "players";
fs::CreateDir(players_path);
RemotePlayer *player = static_cast<RemotePlayer*>(getPlayer(playername.c_str()));
if (player) {
player->save(players_path);
}
}
Player *ServerEnvironment::loadPlayer(const std::string &playername)
{
bool newplayer = false;
bool found = false;
std::string players_path = m_path_world + DIR_DELIM "players" DIR_DELIM;
std::string path = players_path + playername;
RemotePlayer *player = static_cast<RemotePlayer *>(getPlayer(playername.c_str()));
if (!player) {
player = new RemotePlayer(m_gamedef, "");
newplayer = true;
}
for (u32 i = 0; i < PLAYER_FILE_ALTERNATE_TRIES; i++) {
//// Open file and deserialize
std::ifstream is(path.c_str(), std::ios_base::binary);
if (!is.good())
continue;
player->deSerialize(is, path);
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is.close();
if (player->getName() == playername) {
found = true;
break;
}
path = players_path + playername + itos(i);
}
if (!found) {
infostream << "Player file for player " << playername
<< " not found" << std::endl;
if (newplayer)
delete player;
return NULL;
}
if (newplayer)
addPlayer(player);
player->setModified(false);
return player;
}
void ServerEnvironment::saveMeta()
{
std::string path = m_path_world + DIR_DELIM "env_meta.txt";
// Open file and serialize
std::ostringstream ss(std::ios_base::binary);
Settings args;
args.setU64("game_time", m_game_time);
args.setU64("time_of_day", getTimeOfDay());
args.writeLines(ss);
ss<<"EnvArgsEnd\n";
if(!fs::safeWriteToFile(path, ss.str()))
{
infostream<<"ServerEnvironment::saveMeta(): Failed to write "
<<path<<std::endl;
throw SerializationError("Couldn't save env meta");
}
}
void ServerEnvironment::loadMeta()
{
std::string path = m_path_world + DIR_DELIM "env_meta.txt";
// Open file and deserialize
std::ifstream is(path.c_str(), std::ios_base::binary);
if (!is.good()) {
infostream << "ServerEnvironment::loadMeta(): Failed to open "
<< path << std::endl;
throw SerializationError("Couldn't load env meta");
}
Settings args;
if (!args.parseConfigLines(is, "EnvArgsEnd")) {
throw SerializationError("ServerEnvironment::loadMeta(): "
"EnvArgsEnd not found!");
}
try {
m_game_time = args.getU64("game_time");
} catch (SettingNotFoundException &e) {
// Getting this is crucial, otherwise timestamps are useless
throw SerializationError("Couldn't load env meta game_time");
}
try {
m_time_of_day = args.getU64("time_of_day");
} catch (SettingNotFoundException &e) {
// This is not as important
m_time_of_day = 9000;
}
}
struct ActiveABM
{
ActiveBlockModifier *abm;
int chance;
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std::set<content_t> required_neighbors;
};
class ABMHandler
{
private:
ServerEnvironment *m_env;
std::map<content_t, std::vector<ActiveABM> > m_aabms;
public:
ABMHandler(std::vector<ABMWithState> &abms,
float dtime_s, ServerEnvironment *env,
bool use_timers):
m_env(env)
{
if(dtime_s < 0.001)
return;
INodeDefManager *ndef = env->getGameDef()->ndef();
for(std::vector<ABMWithState>::iterator
i = abms.begin(); i != abms.end(); ++i) {
ActiveBlockModifier *abm = i->abm;
float trigger_interval = abm->getTriggerInterval();
if(trigger_interval < 0.001)
trigger_interval = 0.001;
float actual_interval = dtime_s;
if(use_timers){
i->timer += dtime_s;
if(i->timer < trigger_interval)
continue;
i->timer -= trigger_interval;
actual_interval = trigger_interval;
}
float intervals = actual_interval / trigger_interval;
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if(intervals == 0)
continue;
float chance = abm->getTriggerChance();
if(chance == 0)
chance = 1;
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ActiveABM aabm;
aabm.abm = abm;
aabm.chance = chance / intervals;
if(aabm.chance == 0)
aabm.chance = 1;
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// Trigger neighbors
std::set<std::string> required_neighbors_s
= abm->getRequiredNeighbors();
for(std::set<std::string>::iterator
i = required_neighbors_s.begin();
i != required_neighbors_s.end(); i++)
{
ndef->getIds(*i, aabm.required_neighbors);
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}
// Trigger contents
std::set<std::string> contents_s = abm->getTriggerContents();
for(std::set<std::string>::iterator
i = contents_s.begin(); i != contents_s.end(); i++)
{
std::set<content_t> ids;
ndef->getIds(*i, ids);
for(std::set<content_t>::const_iterator k = ids.begin();
k != ids.end(); k++)
{
content_t c = *k;
std::map<content_t, std::vector<ActiveABM> >::iterator j;
j = m_aabms.find(c);
if(j == m_aabms.end()){
std::vector<ActiveABM> aabmlist;
m_aabms[c] = aabmlist;
j = m_aabms.find(c);
}
j->second.push_back(aabm);
}
}
}
}
// Find out how many objects the given block and its neighbours contain.
// Returns the number of objects in the block, and also in 'wider' the
// number of objects in the block and all its neighbours. The latter
// may an estimate if any neighbours are unloaded.
u32 countObjects(MapBlock *block, ServerMap * map, u32 &wider)
{
wider = 0;
u32 wider_unknown_count = 0;
for(s16 x=-1; x<=1; x++)
for(s16 y=-1; y<=1; y++)
for(s16 z=-1; z<=1; z++)
{
MapBlock *block2 = map->getBlockNoCreateNoEx(
block->getPos() + v3s16(x,y,z));
if(block2==NULL){
wider_unknown_count++;
continue;
}
wider += block2->m_static_objects.m_active.size()
+ block2->m_static_objects.m_stored.size();
}
// Extrapolate
u32 active_object_count = block->m_static_objects.m_active.size();
u32 wider_known_count = 3*3*3 - wider_unknown_count;
wider += wider_unknown_count * wider / wider_known_count;
return active_object_count;
}
void apply(MapBlock *block)
{
if(m_aabms.empty())
return;
ServerMap *map = &m_env->getServerMap();
u32 active_object_count_wider;
u32 active_object_count = this->countObjects(block, map, active_object_count_wider);
m_env->m_added_objects = 0;
v3s16 p0;
for(p0.X=0; p0.X<MAP_BLOCKSIZE; p0.X++)
for(p0.Y=0; p0.Y<MAP_BLOCKSIZE; p0.Y++)
for(p0.Z=0; p0.Z<MAP_BLOCKSIZE; p0.Z++)
{
MapNode n = block->getNodeNoEx(p0);
content_t c = n.getContent();
v3s16 p = p0 + block->getPosRelative();
std::map<content_t, std::vector<ActiveABM> >::iterator j;
j = m_aabms.find(c);
if(j == m_aabms.end())
continue;
for(std::vector<ActiveABM>::iterator
i = j->second.begin(); i != j->second.end(); i++) {
if(myrand() % i->chance != 0)
continue;
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// Check neighbors
if(!i->required_neighbors.empty())
{
v3s16 p1;
for(p1.X = p.X-1; p1.X <= p.X+1; p1.X++)
for(p1.Y = p.Y-1; p1.Y <= p.Y+1; p1.Y++)
for(p1.Z = p.Z-1; p1.Z <= p.Z+1; p1.Z++)
{
if(p1 == p)
continue;
MapNode n = map->getNodeNoEx(p1);
content_t c = n.getContent();
std::set<content_t>::const_iterator k;
k = i->required_neighbors.find(c);
if(k != i->required_neighbors.end()){
goto neighbor_found;
}
}
// No required neighbor found
continue;
}
neighbor_found:
// Call all the trigger variations
i->abm->trigger(m_env, p, n);
i->abm->trigger(m_env, p, n,
active_object_count, active_object_count_wider);
// Count surrounding objects again if the abms added any
if(m_env->m_added_objects > 0) {
active_object_count = countObjects(block, map, active_object_count_wider);
m_env->m_added_objects = 0;
}
}
}
}
};
void ServerEnvironment::activateBlock(MapBlock *block, u32 additional_dtime)
{
// Reset usage timer immediately, otherwise a block that becomes active
// again at around the same time as it would normally be unloaded will
// get unloaded incorrectly. (I think this still leaves a small possibility
// of a race condition between this and server::AsyncRunStep, which only
// some kind of synchronisation will fix, but it at least reduces the window
// of opportunity for it to break from seconds to nanoseconds)
block->resetUsageTimer();
// Get time difference
u32 dtime_s = 0;
u32 stamp = block->getTimestamp();
if(m_game_time > stamp && stamp != BLOCK_TIMESTAMP_UNDEFINED)
dtime_s = m_game_time - block->getTimestamp();
dtime_s += additional_dtime;
/*infostream<<"ServerEnvironment::activateBlock(): block timestamp: "
<<stamp<<", game time: "<<m_game_time<<std::endl;*/
// Set current time as timestamp
block->setTimestampNoChangedFlag(m_game_time);
/*infostream<<"ServerEnvironment::activateBlock(): block is "
<<dtime_s<<" seconds old."<<std::endl;*/
// Activate stored objects
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activateObjects(block, dtime_s);
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// Run node timers
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std::map<v3s16, NodeTimer> elapsed_timers =
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block->m_node_timers.step((float)dtime_s);
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if(!elapsed_timers.empty()){
MapNode n;
for(std::map<v3s16, NodeTimer>::iterator
i = elapsed_timers.begin();
i != elapsed_timers.end(); i++){
n = block->getNodeNoEx(i->first);
v3s16 p = i->first + block->getPosRelative();
if(m_script->node_on_timer(p,n,i->second.elapsed))
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block->setNodeTimer(i->first,NodeTimer(i->second.timeout,0));
}
}
/* Handle ActiveBlockModifiers */
ABMHandler abmhandler(m_abms, dtime_s, this, false);
abmhandler.apply(block);
}
void ServerEnvironment::addActiveBlockModifier(ActiveBlockModifier *abm)
{
m_abms.push_back(ABMWithState(abm));
}
bool ServerEnvironment::setNode(v3s16 p, const MapNode &n)
{
INodeDefManager *ndef = m_gamedef->ndef();
MapNode n_old = m_map->getNodeNoEx(p);
// Call destructor
if (ndef->get(n_old).has_on_destruct)
m_script->node_on_destruct(p, n_old);
// Replace node
if (!m_map->addNodeWithEvent(p, n))
return false;
// Update active VoxelManipulator if a mapgen thread
m_map->updateVManip(p);
// Call post-destructor
if (ndef->get(n_old).has_after_destruct)
m_script->node_after_destruct(p, n_old);
// Call constructor
if (ndef->get(n).has_on_construct)
m_script->node_on_construct(p, n);
return true;
}
bool ServerEnvironment::removeNode(v3s16 p)
{
INodeDefManager *ndef = m_gamedef->ndef();
MapNode n_old = m_map->getNodeNoEx(p);
// Call destructor
if (ndef->get(n_old).has_on_destruct)
m_script->node_on_destruct(p, n_old);
// Replace with air
// This is slightly optimized compared to addNodeWithEvent(air)
if (!m_map->removeNodeWithEvent(p))
return false;
// Update active VoxelManipulator if a mapgen thread
m_map->updateVManip(p);
// Call post-destructor
if (ndef->get(n_old).has_after_destruct)
m_script->node_after_destruct(p, n_old);
// Air doesn't require constructor
return true;
}
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bool ServerEnvironment::swapNode(v3s16 p, const MapNode &n)
{
if (!m_map->addNodeWithEvent(p, n, false))
return false;
// Update active VoxelManipulator if a mapgen thread
m_map->updateVManip(p);
return true;
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}
void ServerEnvironment::getObjectsInsideRadius(std::vector<u16> &objects, v3f pos, float radius)
{
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for(std::map<u16, ServerActiveObject*>::iterator
i = m_active_objects.begin();
i != m_active_objects.end(); ++i)
{
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ServerActiveObject* obj = i->second;
u16 id = i->first;
v3f objectpos = obj->getBasePosition();
if(objectpos.getDistanceFrom(pos) > radius)
continue;
objects.push_back(id);
}
}
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void ServerEnvironment::clearAllObjects()
{
infostream<<"ServerEnvironment::clearAllObjects(): "
<<"Removing all active objects"<<std::endl;
std::vector<u16> objects_to_remove;
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for(std::map<u16, ServerActiveObject*>::iterator
i = m_active_objects.begin();
i != m_active_objects.end(); ++i) {
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ServerActiveObject* obj = i->second;
if(obj->getType() == ACTIVEOBJECT_TYPE_PLAYER)
continue;
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u16 id = i->first;
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// Delete static object if block is loaded
if(obj->m_static_exists){
MapBlock *block = m_map->getBlockNoCreateNoEx(obj->m_static_block);
if(block){
block->m_static_objects.remove(id);
block->raiseModified(MOD_STATE_WRITE_NEEDED,
MOD_REASON_CLEAR_ALL_OBJECTS);
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obj->m_static_exists = false;
}
}
// If known by some client, don't delete immediately
if(obj->m_known_by_count > 0){
obj->m_pending_deactivation = true;
obj->m_removed = true;
continue;
}
// Tell the object about removal
obj->removingFromEnvironment();
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// Deregister in scripting api
m_script->removeObjectReference(obj);
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// Delete active object
if(obj->environmentDeletes())
delete obj;
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// Id to be removed from m_active_objects
objects_to_remove.push_back(id);
}
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// Remove references from m_active_objects
for(std::vector<u16>::iterator i = objects_to_remove.begin();
i != objects_to_remove.end(); ++i) {
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m_active_objects.erase(*i);
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}
// Get list of loaded blocks
std::vector<v3s16> loaded_blocks;
infostream<<"ServerEnvironment::clearAllObjects(): "
<<"Listing all loaded blocks"<<std::endl;
m_map->listAllLoadedBlocks(loaded_blocks);
infostream<<"ServerEnvironment::clearAllObjects(): "
<<"Done listing all loaded blocks: "
<<loaded_blocks.size()<<std::endl;
// Get list of loadable blocks
std::vector<v3s16> loadable_blocks;
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infostream<<"ServerEnvironment::clearAllObjects(): "
<<"Listing all loadable blocks"<<std::endl;
m_map->listAllLoadableBlocks(loadable_blocks);
infostream<<"ServerEnvironment::clearAllObjects(): "
<<"Done listing all loadable blocks: "
<<loadable_blocks.size()
<<", now clearing"<<std::endl;
// Grab a reference on each loaded block to avoid unloading it
for(std::vector<v3s16>::iterator i = loaded_blocks.begin();
i != loaded_blocks.end(); ++i) {
v3s16 p = *i;
MapBlock *block = m_map->getBlockNoCreateNoEx(p);
assert(block != NULL);
block->refGrab();
}
// Remove objects in all loadable blocks
u32 unload_interval = g_settings->getS32("max_clearobjects_extra_loaded_blocks");
unload_interval = MYMAX(unload_interval, 1);
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u32 report_interval = loadable_blocks.size() / 10;
u32 num_blocks_checked = 0;
u32 num_blocks_cleared = 0;
u32 num_objs_cleared = 0;
for(std::vector<v3s16>::iterator i = loadable_blocks.begin();
i != loadable_blocks.end(); ++i) {
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v3s16 p = *i;
MapBlock *block = m_map->emergeBlock(p, false);
if(!block){
errorstream<<"ServerEnvironment::clearAllObjects(): "
<<"Failed to emerge block "<<PP(p)<<std::endl;
continue;
}
u32 num_stored = block->m_static_objects.m_stored.size();
u32 num_active = block->m_static_objects.m_active.size();
if(num_stored != 0 || num_active != 0){
block->m_static_objects.m_stored.clear();
block->m_static_objects.m_active.clear();
block->raiseModified(MOD_STATE_WRITE_NEEDED,
MOD_REASON_CLEAR_ALL_OBJECTS);
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num_objs_cleared += num_stored + num_active;
num_blocks_cleared++;
}
num_blocks_checked++;
if(report_interval != 0 &&
num_blocks_checked % report_interval == 0){
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float percent = 100.0 * (float)num_blocks_checked /
loadable_blocks.size();
infostream<<"ServerEnvironment::clearAllObjects(): "
<<"Cleared "<<num_objs_cleared<<" objects"
<<" in "<<num_blocks_cleared<<" blocks ("
<<percent<<"%)"<<std::endl;
}
if(num_blocks_checked % unload_interval == 0){
m_map->unloadUnreferencedBlocks();
}
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}
m_map->unloadUnreferencedBlocks();
// Drop references that were added above
for(std::vector<v3s16>::iterator i = loaded_blocks.begin();
i != loaded_blocks.end(); ++i) {
v3s16 p = *i;
MapBlock *block = m_map->getBlockNoCreateNoEx(p);
assert(block);
block->refDrop();
}
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infostream<<"ServerEnvironment::clearAllObjects(): "
<<"Finished: Cleared "<<num_objs_cleared<<" objects"
<<" in "<<num_blocks_cleared<<" blocks"<<std::endl;
}
void ServerEnvironment::step(float dtime)
{
DSTACK(__FUNCTION_NAME);
//TimeTaker timer("ServerEnv step");
/* Step time of day */
stepTimeOfDay(dtime);
// Update this one
// NOTE: This is kind of funny on a singleplayer game, but doesn't
// really matter that much.
m_recommended_send_interval = g_settings->getFloat("dedicated_server_step");
/*
Increment game time
*/
{
m_game_time_fraction_counter += dtime;
u32 inc_i = (u32)m_game_time_fraction_counter;
m_game_time += inc_i;
m_game_time_fraction_counter -= (float)inc_i;
}
/*
Handle players
*/
{
ScopeProfiler sp(g_profiler, "SEnv: handle players avg", SPT_AVG);
for(std::vector<Player*>::iterator i = m_players.begin();
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i != m_players.end(); ++i)
{
Player *player = *i;
// Ignore disconnected players
if(player->peer_id == 0)
continue;
// Move
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player->move(dtime, this, 100*BS);
}
}
/*
Manage active block list
*/
if(m_active_blocks_management_interval.step(dtime, 2.0))
{
ScopeProfiler sp(g_profiler, "SEnv: manage act. block list avg /2s", SPT_AVG);
/*
Get player block positions
*/
std::vector<v3s16> players_blockpos;
for(std::vector<Player*>::iterator
i = m_players.begin();
i != m_players.end(); ++i) {
Player *player = *i;
// Ignore disconnected players
if(player->peer_id == 0)
continue;
v3s16 blockpos = getNodeBlockPos(
floatToInt(player->getPosition(), BS));
players_blockpos.push_back(blockpos);
}
/*
Update list of active blocks, collecting changes
*/
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const s16 active_block_range = g_settings->getS16("active_block_range");
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std::set<v3s16> blocks_removed;
std::set<v3s16> blocks_added;
m_active_blocks.update(players_blockpos, active_block_range,
blocks_removed, blocks_added);
/*
Handle removed blocks
*/
// Convert active objects that are no more in active blocks to static
deactivateFarObjects(false);
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for(std::set<v3s16>::iterator
i = blocks_removed.begin();
i != blocks_removed.end(); ++i)
{
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v3s16 p = *i;
/* infostream<<"Server: Block " << PP(p)
<< " became inactive"<<std::endl; */
MapBlock *block = m_map->getBlockNoCreateNoEx(p);
if(block==NULL)
continue;
// Set current time as timestamp (and let it set ChangedFlag)
block->setTimestamp(m_game_time);
}
/*
Handle added blocks
*/
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for(std::set<v3s16>::iterator
i = blocks_added.begin();
i != blocks_added.end(); ++i)
{
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v3s16 p = *i;
MapBlock *block = m_map->getBlockOrEmerge(p);
if(block==NULL){
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m_active_blocks.m_list.erase(p);
continue;
}
activateBlock(block);
/* infostream<<"Server: Block " << PP(p)
<< " became active"<<std::endl; */
}
}
/*
Mess around in active blocks
*/
if(m_active_blocks_nodemetadata_interval.step(dtime, 1.0))
{
ScopeProfiler sp(g_profiler, "SEnv: mess in act. blocks avg /1s", SPT_AVG);
float dtime = 1.0;
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for(std::set<v3s16>::iterator
i = m_active_blocks.m_list.begin();
i != m_active_blocks.m_list.end(); ++i)
{
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v3s16 p = *i;
/*infostream<<"Server: Block ("<<p.X<<","<<p.Y<<","<<p.Z
<<") being handled"<<std::endl;*/
MapBlock *block = m_map->getBlockNoCreateNoEx(p);
if(block==NULL)
continue;
// Reset block usage timer
block->resetUsageTimer();
// Set current time as timestamp
block->setTimestampNoChangedFlag(m_game_time);
// If time has changed much from the one on disk,
// set block to be saved when it is unloaded
if(block->getTimestamp() > block->getDiskTimestamp() + 60)
block->raiseModified(MOD_STATE_WRITE_AT_UNLOAD,
MOD_REASON_BLOCK_EXPIRED);
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// Run node timers
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std::map<v3s16, NodeTimer> elapsed_timers =
block->m_node_timers.step((float)dtime);
if(!elapsed_timers.empty()){
MapNode n;
for(std::map<v3s16, NodeTimer>::iterator
i = elapsed_timers.begin();
i != elapsed_timers.end(); i++){
n = block->getNodeNoEx(i->first);
p = i->first + block->getPosRelative();
if(m_script->node_on_timer(p,n,i->second.elapsed))
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block->setNodeTimer(i->first,NodeTimer(i->second.timeout,0));
}
}
}
}
const float abm_interval = 1.0;
if(m_active_block_modifier_interval.step(dtime, abm_interval))
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do{ // breakable
if(m_active_block_interval_overload_skip > 0){
ScopeProfiler sp(g_profiler, "SEnv: ABM overload skips");
m_active_block_interval_overload_skip--;
break;
}
ScopeProfiler sp(g_profiler, "SEnv: modify in blocks avg /1s", SPT_AVG);
TimeTaker timer("modify in active blocks");
// Initialize handling of ActiveBlockModifiers
ABMHandler abmhandler(m_abms, abm_interval, this, true);
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for(std::set<v3s16>::iterator
i = m_active_blocks.m_list.begin();
i != m_active_blocks.m_list.end(); ++i)
{
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v3s16 p = *i;
/*infostream<<"Server: Block ("<<p.X<<","<<p.Y<<","<<p.Z
<<") being handled"<<std::endl;*/
MapBlock *block = m_map->getBlockNoCreateNoEx(p);
if(block == NULL)
continue;
// Set current time as timestamp
block->setTimestampNoChangedFlag(m_game_time);
/* Handle ActiveBlockModifiers */
abmhandler.apply(block);
}
u32 time_ms = timer.stop(true);
u32 max_time_ms = 200;
if(time_ms > max_time_ms){
infostream<<"WARNING: active block modifiers took "
<<time_ms<<"ms (longer than "
<<max_time_ms<<"ms)"<<std::endl;
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m_active_block_interval_overload_skip = (time_ms / max_time_ms) + 1;
}
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}while(0);
/*
Step script environment (run global on_step())
*/
m_script->environment_Step(dtime);
/*
Step active objects
*/
{
ScopeProfiler sp(g_profiler, "SEnv: step act. objs avg", SPT_AVG);
//TimeTaker timer("Step active objects");
g_profiler->avg("SEnv: num of objects", m_active_objects.size());
// This helps the objects to send data at the same time
bool send_recommended = false;
m_send_recommended_timer += dtime;
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if(m_send_recommended_timer > getSendRecommendedInterval())
{
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m_send_recommended_timer -= getSendRecommendedInterval();
send_recommended = true;
}
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for(std::map<u16, ServerActiveObject*>::iterator
i = m_active_objects.begin();
i != m_active_objects.end(); ++i)
{
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ServerActiveObject* obj = i->second;
// Don't step if is to be removed or stored statically
if(obj->m_removed || obj->m_pending_deactivation)
continue;
// Step object
obj->step(dtime, send_recommended);
// Read messages from object
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while(!obj->m_messages_out.empty())
{
m_active_object_messages.push(
obj->m_messages_out.front());
obj->m_messages_out.pop();
}
}
}
/*
Manage active objects
*/
if(m_object_management_interval.step(dtime, 0.5))
{
ScopeProfiler sp(g_profiler, "SEnv: remove removed objs avg /.5s", SPT_AVG);
/*
Remove objects that satisfy (m_removed && m_known_by_count==0)
*/
removeRemovedObjects();
}
}
ServerActiveObject* ServerEnvironment::getActiveObject(u16 id)
{
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std::map<u16, ServerActiveObject*>::iterator n;
n = m_active_objects.find(id);
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if(n == m_active_objects.end())
return NULL;
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return n->second;
}
bool isFreeServerActiveObjectId(u16 id,
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std::map<u16, ServerActiveObject*> &objects)
{
if(id == 0)
return false;
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return objects.find(id) == objects.end();
}
u16 getFreeServerActiveObjectId(
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std::map<u16, ServerActiveObject*> &objects)
{
//try to reuse id's as late as possible
static u16 last_used_id = 0;
u16 startid = last_used_id;
for(;;)
{
last_used_id ++;
if(isFreeServerActiveObjectId(last_used_id, objects))
return last_used_id;
if(last_used_id == startid)
return 0;
}
}
u16 ServerEnvironment::addActiveObject(ServerActiveObject *object)
{
assert(object); // Pre-condition
m_added_objects++;
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u16 id = addActiveObjectRaw(object, true, 0);
return id;
}
#if 0
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bool ServerEnvironment::addActiveObjectAsStatic(ServerActiveObject *obj)
{
assert(obj);
v3f objectpos = obj->getBasePosition();
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// The block in which the object resides in
v3s16 blockpos_o = getNodeBlockPos(floatToInt(objectpos, BS));
/*
Update the static data
*/
// Create new static object
std::string staticdata = obj->getStaticData();
StaticObject s_obj(obj->getType(), objectpos, staticdata);
// Add to the block where the object is located in
v3s16 blockpos = getNodeBlockPos(floatToInt(objectpos, BS));
// Get or generate the block
MapBlock *block = m_map->emergeBlock(blockpos);
bool succeeded = false;
if(block)
{
block->m_static_objects.insert(0, s_obj);
block->raiseModified(MOD_STATE_WRITE_AT_UNLOAD,
"addActiveObjectAsStatic");
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succeeded = true;
}
else{
infostream<<"ServerEnvironment::addActiveObjectAsStatic: "
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<<"Could not find or generate "
<<"a block for storing static object"<<std::endl;
succeeded = false;
}
if(obj->environmentDeletes())
delete obj;
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return succeeded;
}
#endif
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/*
Finds out what new objects have been added to
inside a radius around a position
*/
void ServerEnvironment::getAddedActiveObjects(v3s16 pos, s16 radius,
s16 player_radius,
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std::set<u16> &current_objects,
std::set<u16> &added_objects)
{
v3f pos_f = intToFloat(pos, BS);
f32 radius_f = radius * BS;
f32 player_radius_f = player_radius * BS;
if (player_radius_f < 0)
player_radius_f = 0;
/*
Go through the object list,
- discard m_removed objects,
- discard objects that are too far away,
- discard objects that are found in current_objects.
- add remaining objects to added_objects
*/
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for(std::map<u16, ServerActiveObject*>::iterator
i = m_active_objects.begin();
i != m_active_objects.end(); ++i)
{
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u16 id = i->first;
// Get object
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ServerActiveObject *object = i->second;
if(object == NULL)
continue;
// Discard if removed or deactivating
if(object->m_removed || object->m_pending_deactivation)
continue;
f32 distance_f = object->getBasePosition().getDistanceFrom(pos_f);
if (object->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
// Discard if too far
if (distance_f > player_radius_f && player_radius_f != 0)
continue;
} else if (distance_f > radius_f)
continue;
// Discard if already on current_objects
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std::set<u16>::iterator n;
n = current_objects.find(id);
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if(n != current_objects.end())
continue;
// Add to added_objects
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added_objects.insert(id);
}
}
/*
Finds out what objects have been removed from
inside a radius around a position
*/
void ServerEnvironment::getRemovedActiveObjects(v3s16 pos, s16 radius,
s16 player_radius,
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std::set<u16> &current_objects,
std::set<u16> &removed_objects)
{
v3f pos_f = intToFloat(pos, BS);
f32 radius_f = radius * BS;
f32 player_radius_f = player_radius * BS;
if (player_radius_f < 0)
player_radius_f = 0;
/*
Go through current_objects; object is removed if:
- object is not found in m_active_objects (this is actually an
error condition; objects should be set m_removed=true and removed
only after all clients have been informed about removal), or
- object has m_removed=true, or
- object is too far away
*/
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for(std::set<u16>::iterator
i = current_objects.begin();
i != current_objects.end(); ++i)
{
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u16 id = *i;
ServerActiveObject *object = getActiveObject(id);
if(object == NULL){
infostream<<"ServerEnvironment::getRemovedActiveObjects():"
<<" object in current_objects is NULL"<<std::endl;
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removed_objects.insert(id);
continue;
}
if(object->m_removed || object->m_pending_deactivation)
{
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removed_objects.insert(id);
continue;
}
f32 distance_f = object->getBasePosition().getDistanceFrom(pos_f);
if (object->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
if (distance_f <= player_radius_f || player_radius_f == 0)
continue;
} else if (distance_f <= radius_f)
continue;
// Object is no longer visible
removed_objects.insert(id);
}
}
ActiveObjectMessage ServerEnvironment::getActiveObjectMessage()
{
if(m_active_object_messages.empty())
return ActiveObjectMessage(0);
ActiveObjectMessage message = m_active_object_messages.front();
m_active_object_messages.pop();
return message;
}
/*
************ Private methods *************
*/
u16 ServerEnvironment::addActiveObjectRaw(ServerActiveObject *object,
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bool set_changed, u32 dtime_s)
{
assert(object); // Pre-condition
if(object->getId() == 0){
u16 new_id = getFreeServerActiveObjectId(m_active_objects);
if(new_id == 0)
{
errorstream<<"ServerEnvironment::addActiveObjectRaw(): "
<<"no free ids available"<<std::endl;
if(object->environmentDeletes())
delete object;
return 0;
}
object->setId(new_id);
}
else{
verbosestream<<"ServerEnvironment::addActiveObjectRaw(): "
<<"supplied with id "<<object->getId()<<std::endl;
}
if(isFreeServerActiveObjectId(object->getId(), m_active_objects) == false)
{
errorstream<<"ServerEnvironment::addActiveObjectRaw(): "
<<"id is not free ("<<object->getId()<<")"<<std::endl;
if(object->environmentDeletes())
delete object;
return 0;
}
/*infostream<<"ServerEnvironment::addActiveObjectRaw(): "
<<"added (id="<<object->getId()<<")"<<std::endl;*/
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m_active_objects[object->getId()] = object;
verbosestream<<"ServerEnvironment::addActiveObjectRaw(): "
<<"Added id="<<object->getId()<<"; there are now "
<<m_active_objects.size()<<" active objects."
<<std::endl;
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// Register reference in scripting api (must be done before post-init)
m_script->addObjectReference(object);
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// Post-initialize object
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object->addedToEnvironment(dtime_s);
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// Add static data to block
if(object->isStaticAllowed())
{
// Add static object to active static list of the block
v3f objectpos = object->getBasePosition();
std::string staticdata = object->getStaticData();
StaticObject s_obj(object->getType(), objectpos, staticdata);
// Add to the block where the object is located in
v3s16 blockpos = getNodeBlockPos(floatToInt(objectpos, BS));
MapBlock *block = m_map->emergeBlock(blockpos);
if(block){
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block->m_static_objects.m_active[object->getId()] = s_obj;
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object->m_static_exists = true;
object->m_static_block = blockpos;
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if(set_changed)
block->raiseModified(MOD_STATE_WRITE_NEEDED,
MOD_REASON_ADD_ACTIVE_OBJECT_RAW);
} else {
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v3s16 p = floatToInt(objectpos, BS);
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errorstream<<"ServerEnvironment::addActiveObjectRaw(): "
<<"could not emerge block for storing id="<<object->getId()
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<<" statically (pos="<<PP(p)<<")"<<std::endl;
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}
}
return object->getId();
}
/*
Remove objects that satisfy (m_removed && m_known_by_count==0)
*/
void ServerEnvironment::removeRemovedObjects()
{
std::vector<u16> objects_to_remove;
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for(std::map<u16, ServerActiveObject*>::iterator
i = m_active_objects.begin();
i != m_active_objects.end(); ++i) {
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u16 id = i->first;
ServerActiveObject* obj = i->second;
// This shouldn't happen but check it
if(obj == NULL)
{
infostream<<"NULL object found in ServerEnvironment"
<<" while finding removed objects. id="<<id<<std::endl;
// Id to be removed from m_active_objects
objects_to_remove.push_back(id);
continue;
}
/*
We will delete objects that are marked as removed or thatare
waiting for deletion after deactivation
*/
if(obj->m_removed == false && obj->m_pending_deactivation == false)
continue;
/*
Delete static data from block if is marked as removed
*/
if(obj->m_static_exists && obj->m_removed)
{
MapBlock *block = m_map->emergeBlock(obj->m_static_block, false);
if (block) {
block->m_static_objects.remove(id);
block->raiseModified(MOD_STATE_WRITE_NEEDED,
MOD_REASON_REMOVE_OBJECTS_REMOVE);
obj->m_static_exists = false;
} else {
infostream<<"Failed to emerge block from which an object to "
<<"be removed was loaded from. id="<<id<<std::endl;
}
}
// If m_known_by_count > 0, don't actually remove. On some future
// invocation this will be 0, which is when removal will continue.
if(obj->m_known_by_count > 0)
continue;
/*
Move static data from active to stored if not marked as removed
*/
if(obj->m_static_exists && !obj->m_removed){
MapBlock *block = m_map->emergeBlock(obj->m_static_block, false);
if (block) {
std::map<u16, StaticObject>::iterator i =
block->m_static_objects.m_active.find(id);
if(i != block->m_static_objects.m_active.end()){
block->m_static_objects.m_stored.push_back(i->second);
block->m_static_objects.m_active.erase(id);
block->raiseModified(MOD_STATE_WRITE_NEEDED,
MOD_REASON_REMOVE_OBJECTS_DEACTIVATE);
}
} else {
infostream<<"Failed to emerge block from which an object to "
<<"be deactivated was loaded from. id="<<id<<std::endl;
}
}
// Tell the object about removal
obj->removingFromEnvironment();
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// Deregister in scripting api
m_script->removeObjectReference(obj);
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// Delete
if(obj->environmentDeletes())
delete obj;
// Id to be removed from m_active_objects
objects_to_remove.push_back(id);
}
// Remove references from m_active_objects
for(std::vector<u16>::iterator i = objects_to_remove.begin();
i != objects_to_remove.end(); ++i) {
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m_active_objects.erase(*i);
}
}
static void print_hexdump(std::ostream &o, const std::string &data)
{
const int linelength = 16;
for(int l=0; ; l++){
int i0 = linelength * l;
bool at_end = false;
int thislinelength = linelength;
if(i0 + thislinelength > (int)data.size()){
thislinelength = data.size() - i0;
at_end = true;
}
for(int di=0; di<linelength; di++){
int i = i0 + di;
char buf[4];
if(di<thislinelength)
snprintf(buf, 4, "%.2x ", data[i]);
else
snprintf(buf, 4, " ");
o<<buf;
}
o<<" ";
for(int di=0; di<thislinelength; di++){
int i = i0 + di;
if(data[i] >= 32)
o<<data[i];
else
o<<".";
}
o<<std::endl;
if(at_end)
break;
}
}
/*
Convert stored objects from blocks near the players to active.
*/
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void ServerEnvironment::activateObjects(MapBlock *block, u32 dtime_s)
{
if(block == NULL)
return;
// Ignore if no stored objects (to not set changed flag)
if(block->m_static_objects.m_stored.empty())
return;
verbosestream<<"ServerEnvironment::activateObjects(): "
<<"activating objects of block "<<PP(block->getPos())
<<" ("<<block->m_static_objects.m_stored.size()
<<" objects)"<<std::endl;
bool large_amount = (block->m_static_objects.m_stored.size() > g_settings->getU16("max_objects_per_block"));
if (large_amount) {
errorstream<<"suspiciously large amount of objects detected: "
<<block->m_static_objects.m_stored.size()<<" in "
<<PP(block->getPos())
<<"; removing all of them."<<std::endl;
// Clear stored list
block->m_static_objects.m_stored.clear();
block->raiseModified(MOD_STATE_WRITE_NEEDED,
MOD_REASON_TOO_MANY_OBJECTS);
return;
}
// Activate stored objects
std::vector<StaticObject> new_stored;
for (std::vector<StaticObject>::iterator
i = block->m_static_objects.m_stored.begin();
i != block->m_static_objects.m_stored.end(); ++i) {
StaticObject &s_obj = *i;
// Create an active object from the data
ServerActiveObject *obj = ServerActiveObject::create
((ActiveObjectType) s_obj.type, this, 0, s_obj.pos, s_obj.data);
// If couldn't create object, store static data back.
if(obj == NULL) {
errorstream<<"ServerEnvironment::activateObjects(): "
<<"failed to create active object from static object "
<<"in block "<<PP(s_obj.pos/BS)
<<" type="<<(int)s_obj.type<<" data:"<<std::endl;
print_hexdump(verbosestream, s_obj.data);
new_stored.push_back(s_obj);
continue;
}
verbosestream<<"ServerEnvironment::activateObjects(): "
<<"activated static object pos="<<PP(s_obj.pos/BS)
<<" type="<<(int)s_obj.type<<std::endl;
// This will also add the object to the active static list
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addActiveObjectRaw(obj, false, dtime_s);
}
// Clear stored list
block->m_static_objects.m_stored.clear();
// Add leftover failed stuff to stored list
for(std::vector<StaticObject>::iterator
i = new_stored.begin();
i != new_stored.end(); ++i) {
StaticObject &s_obj = *i;
block->m_static_objects.m_stored.push_back(s_obj);
}
// Turn the active counterparts of activated objects not pending for
// deactivation
for(std::map<u16, StaticObject>::iterator
i = block->m_static_objects.m_active.begin();
i != block->m_static_objects.m_active.end(); ++i)
{
u16 id = i->first;
ServerActiveObject *object = getActiveObject(id);
assert(object);
object->m_pending_deactivation = false;
}
/*
Note: Block hasn't really been modified here.
The objects have just been activated and moved from the stored
static list to the active static list.
As such, the block is essentially the same.
Thus, do not call block->raiseModified(MOD_STATE_WRITE_NEEDED).
Otherwise there would be a huge amount of unnecessary I/O.
*/
}
/*
Convert objects that are not standing inside 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.
If block wasn't generated (not in memory or on disk),
*/
void ServerEnvironment::deactivateFarObjects(bool force_delete)
{
std::vector<u16> objects_to_remove;
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for(std::map<u16, ServerActiveObject*>::iterator
i = m_active_objects.begin();
i != m_active_objects.end(); ++i) {
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ServerActiveObject* obj = i->second;
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assert(obj);
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// Do not deactivate if static data creation not allowed
if(!force_delete && !obj->isStaticAllowed())
continue;
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// If pending deactivation, let removeRemovedObjects() do it
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if(!force_delete && obj->m_pending_deactivation)
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continue;
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u16 id = i->first;
v3f objectpos = obj->getBasePosition();
// The block in which the object resides in
v3s16 blockpos_o = getNodeBlockPos(floatToInt(objectpos, BS));
// If object's static data is stored in a deactivated block and object
// is actually located in an active block, re-save to the block in
// which the object is actually located in.
if(!force_delete &&
obj->m_static_exists &&
!m_active_blocks.contains(obj->m_static_block) &&
m_active_blocks.contains(blockpos_o))
{
v3s16 old_static_block = obj->m_static_block;
// Save to block where object is located
MapBlock *block = m_map->emergeBlock(blockpos_o, false);
if(!block){
errorstream<<"ServerEnvironment::deactivateFarObjects(): "
<<"Could not save object id="<<id
<<" to it's current block "<<PP(blockpos_o)
<<std::endl;
continue;
}
std::string staticdata_new = obj->getStaticData();
StaticObject s_obj(obj->getType(), objectpos, staticdata_new);
block->m_static_objects.insert(id, s_obj);
obj->m_static_block = blockpos_o;
block->raiseModified(MOD_STATE_WRITE_NEEDED,
MOD_REASON_STATIC_DATA_ADDED);
// Delete from block where object was located
block = m_map->emergeBlock(old_static_block, false);
if(!block){
errorstream<<"ServerEnvironment::deactivateFarObjects(): "
<<"Could not delete object id="<<id
<<" from it's previous block "<<PP(old_static_block)
<<std::endl;
continue;
}
block->m_static_objects.remove(id);
block->raiseModified(MOD_STATE_WRITE_NEEDED,
MOD_REASON_STATIC_DATA_REMOVED);
continue;
}
// If block is active, don't remove
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if(!force_delete && m_active_blocks.contains(blockpos_o))
continue;
verbosestream<<"ServerEnvironment::deactivateFarObjects(): "
<<"deactivating object id="<<id<<" on inactive block "
<<PP(blockpos_o)<<std::endl;
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// If known by some client, don't immediately delete.
bool pending_delete = (obj->m_known_by_count > 0 && !force_delete);
/*
Update the static data
*/
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if(obj->isStaticAllowed())
{
// Create new static object
std::string staticdata_new = obj->getStaticData();
StaticObject s_obj(obj->getType(), objectpos, staticdata_new);
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bool stays_in_same_block = false;
bool data_changed = true;
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if(obj->m_static_exists){
if(obj->m_static_block == blockpos_o)
stays_in_same_block = true;
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MapBlock *block = m_map->emergeBlock(obj->m_static_block, false);
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std::map<u16, StaticObject>::iterator n =
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block->m_static_objects.m_active.find(id);
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if(n != block->m_static_objects.m_active.end()){
StaticObject static_old = n->second;
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float save_movem = obj->getMinimumSavedMovement();
if(static_old.data == staticdata_new &&
(static_old.pos - objectpos).getLength() < save_movem)
data_changed = false;
} else {
errorstream<<"ServerEnvironment::deactivateFarObjects(): "
<<"id="<<id<<" m_static_exists=true but "
<<"static data doesn't actually exist in "
<<PP(obj->m_static_block)<<std::endl;
}
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}
2011-11-12 08:14:24 -05:00
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bool shall_be_written = (!stays_in_same_block || data_changed);
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// Delete old static object
if(obj->m_static_exists)
{
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MapBlock *block = m_map->emergeBlock(obj->m_static_block, false);
if(block)
{
block->m_static_objects.remove(id);
obj->m_static_exists = false;
// Only mark block as modified if data changed considerably
if(shall_be_written)
block->raiseModified(MOD_STATE_WRITE_NEEDED,
MOD_REASON_STATIC_DATA_CHANGED);
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}
}
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// Add to the block where the object is located in
v3s16 blockpos = getNodeBlockPos(floatToInt(objectpos, BS));
// Get or generate the block
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MapBlock *block = NULL;
try{
block = m_map->emergeBlock(blockpos);
} catch(InvalidPositionException &e){
// Handled via NULL pointer
// NOTE: emergeBlock's failure is usually determined by it
// actually returning NULL
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}
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if(block)
{
if(block->m_static_objects.m_stored.size() >= g_settings->getU16("max_objects_per_block")){
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errorstream<<"ServerEnv: Trying to store id="<<obj->getId()
<<" statically but block "<<PP(blockpos)
<<" already contains "
<<block->m_static_objects.m_stored.size()
<<" objects."
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<<" Forcing delete."<<std::endl;
force_delete = true;
} else {
// If static counterpart already exists in target block,
// remove it first.
// This shouldn't happen because the object is removed from
// the previous block before this according to
// obj->m_static_block, but happens rarely for some unknown
// reason. Unsuccessful attempts have been made to find
// said reason.
if(id && block->m_static_objects.m_active.find(id) != block->m_static_objects.m_active.end()){
infostream<<"ServerEnv: WARNING: Performing hack #83274"
<<std::endl;
block->m_static_objects.remove(id);
}
// Store static data
u16 store_id = pending_delete ? id : 0;
block->m_static_objects.insert(store_id, s_obj);
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// Only mark block as modified if data changed considerably
if(shall_be_written)
block->raiseModified(MOD_STATE_WRITE_NEEDED,
MOD_REASON_STATIC_DATA_CHANGED);
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obj->m_static_exists = true;
obj->m_static_block = block->getPos();
}
}
else{
if(!force_delete){
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v3s16 p = floatToInt(objectpos, BS);
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errorstream<<"ServerEnv: Could not find or generate "
<<"a block for storing id="<<obj->getId()
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<<" statically (pos="<<PP(p)<<")"<<std::endl;
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continue;
}
}
}
/*
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If known by some client, set pending deactivation.
Otherwise delete it immediately.
*/
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if(pending_delete && !force_delete)
{
verbosestream<<"ServerEnvironment::deactivateFarObjects(): "
<<"object id="<<id<<" is known by clients"
<<"; not deleting yet"<<std::endl;
obj->m_pending_deactivation = true;
continue;
}
verbosestream<<"ServerEnvironment::deactivateFarObjects(): "
<<"object id="<<id<<" is not known by clients"
<<"; deleting"<<std::endl;
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// Tell the object about removal
obj->removingFromEnvironment();
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// Deregister in scripting api
m_script->removeObjectReference(obj);
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// Delete active object
if(obj->environmentDeletes())
delete obj;
// Id to be removed from m_active_objects
objects_to_remove.push_back(id);
}
// Remove references from m_active_objects
for(std::vector<u16>::iterator i = objects_to_remove.begin();
i != objects_to_remove.end(); ++i) {
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m_active_objects.erase(*i);
}
}
#ifndef SERVER
#include "clientsimpleobject.h"
/*
ClientEnvironment
*/
ClientEnvironment::ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
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ITextureSource *texturesource, IGameDef *gamedef,
IrrlichtDevice *irr):
m_map(map),
m_smgr(smgr),
m_texturesource(texturesource),
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m_gamedef(gamedef),
m_irr(irr)
{
char zero = 0;
memset(attachement_parent_ids, zero, sizeof(attachement_parent_ids));
}
ClientEnvironment::~ClientEnvironment()
{
// delete active objects
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for(std::map<u16, ClientActiveObject*>::iterator
i = m_active_objects.begin();
i != m_active_objects.end(); ++i)
{
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delete i->second;
}
for(std::vector<ClientSimpleObject*>::iterator
i = m_simple_objects.begin(); i != m_simple_objects.end(); ++i) {
delete *i;
}
// Drop/delete map
m_map->drop();
}
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Map & ClientEnvironment::getMap()
{
return *m_map;
}
ClientMap & ClientEnvironment::getClientMap()
{
return *m_map;
}
void ClientEnvironment::addPlayer(Player *player)
{
DSTACK(__FUNCTION_NAME);
/*
It is a failure if player is local and there already is a local
player
*/
FATAL_ERROR_IF(player->isLocal() == true && getLocalPlayer() != NULL,
"Player is local but there is already a local player");
Environment::addPlayer(player);
}
LocalPlayer * ClientEnvironment::getLocalPlayer()
{
for(std::vector<Player*>::iterator i = m_players.begin();
i != m_players.end(); ++i) {
Player *player = *i;
if(player->isLocal())
return (LocalPlayer*)player;
}
return NULL;
}
void ClientEnvironment::step(float dtime)
{
DSTACK(__FUNCTION_NAME);
/* Step time of day */
stepTimeOfDay(dtime);
// Get some settings
bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
bool free_move = fly_allowed && g_settings->getBool("free_move");
// Get local player
LocalPlayer *lplayer = getLocalPlayer();
assert(lplayer);
// collision info queue
std::vector<CollisionInfo> player_collisions;
/*
Get the speed the player is going
*/
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bool is_climbing = lplayer->is_climbing;
f32 player_speed = lplayer->getSpeed().getLength();
/*
Maximum position increment
*/
//f32 position_max_increment = 0.05*BS;
f32 position_max_increment = 0.1*BS;
// Maximum time increment (for collision detection etc)
// time = distance / speed
f32 dtime_max_increment = 1;
if(player_speed > 0.001)
dtime_max_increment = position_max_increment / player_speed;
// Maximum time increment is 10ms or lower
if(dtime_max_increment > 0.01)
dtime_max_increment = 0.01;
// Don't allow overly huge dtime
if(dtime > 0.5)
dtime = 0.5;
f32 dtime_downcount = dtime;
/*
Stuff that has a maximum time increment
*/
u32 loopcount = 0;
do
{
loopcount++;
f32 dtime_part;
if(dtime_downcount > dtime_max_increment)
{
dtime_part = dtime_max_increment;
dtime_downcount -= dtime_part;
}
else
{
dtime_part = dtime_downcount;
/*
Setting this to 0 (no -=dtime_part) disables an infinite loop
when dtime_part is so small that dtime_downcount -= dtime_part
does nothing
*/
dtime_downcount = 0;
}
/*
Handle local player
*/
{
// Apply physics
if(free_move == false && is_climbing == false)
{
// Gravity
v3f speed = lplayer->getSpeed();
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if(lplayer->in_liquid == false)
speed.Y -= lplayer->movement_gravity * lplayer->physics_override_gravity * dtime_part * 2;
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// Liquid floating / sinking
if(lplayer->in_liquid && !lplayer->swimming_vertical)
speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2;
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// Liquid resistance
if(lplayer->in_liquid_stable || lplayer->in_liquid)
{
// How much the node's viscosity blocks movement, ranges between 0 and 1
// Should match the scale at which viscosity increase affects other liquid attributes
const f32 viscosity_factor = 0.3;
v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
f32 dl = d_wanted.getLength();
if(dl > lplayer->movement_liquid_fluidity_smooth)
dl = lplayer->movement_liquid_fluidity_smooth;
dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor);
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v3f d = d_wanted.normalize() * dl;
speed += d;
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#if 0 // old code
if(speed.X > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth) speed.X -= lplayer->movement_liquid_fluidity_smooth;
if(speed.X < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth) speed.X += lplayer->movement_liquid_fluidity_smooth;
if(speed.Y > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth) speed.Y -= lplayer->movement_liquid_fluidity_smooth;
if(speed.Y < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth) speed.Y += lplayer->movement_liquid_fluidity_smooth;
if(speed.Z > lplayer->movement_liquid_fluidity + lplayer->movement_liquid_fluidity_smooth) speed.Z -= lplayer->movement_liquid_fluidity_smooth;
if(speed.Z < -lplayer->movement_liquid_fluidity - lplayer->movement_liquid_fluidity_smooth) speed.Z += lplayer->movement_liquid_fluidity_smooth;
#endif
}
lplayer->setSpeed(speed);
}
/*
Move the lplayer.
This also does collision detection.
*/
lplayer->move(dtime_part, this, position_max_increment,
&player_collisions);
}
}
while(dtime_downcount > 0.001);
//std::cout<<"Looped "<<loopcount<<" times."<<std::endl;
for(std::vector<CollisionInfo>::iterator i = player_collisions.begin();
i != player_collisions.end(); ++i) {
CollisionInfo &info = *i;
v3f speed_diff = info.new_speed - info.old_speed;;
// Handle only fall damage
// (because otherwise walking against something in fast_move kills you)
if(speed_diff.Y < 0 || info.old_speed.Y >= 0)
continue;
// Get rid of other components
speed_diff.X = 0;
speed_diff.Z = 0;
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f32 pre_factor = 1; // 1 hp per node/s
f32 tolerance = BS*14; // 5 without damage
f32 post_factor = 1; // 1 hp per node/s
if(info.type == COLLISION_NODE)
{
const ContentFeatures &f = m_gamedef->ndef()->
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get(m_map->getNodeNoEx(info.node_p));
// Determine fall damage multiplier
int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
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pre_factor = 1.0 + (float)addp/100.0;
}
float speed = pre_factor * speed_diff.getLength();
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if(speed > tolerance)
{
f32 damage_f = (speed - tolerance)/BS * post_factor;
u16 damage = (u16)(damage_f+0.5);
if(damage != 0){
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damageLocalPlayer(damage, true);
MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage");
m_gamedef->event()->put(e);
}
}
}
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/*
A quick draft of lava damage
*/
if(m_lava_hurt_interval.step(dtime, 1.0))
{
v3f pf = lplayer->getPosition();
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// Feet, middle and head
v3s16 p1 = floatToInt(pf + v3f(0, BS*0.1, 0), BS);
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MapNode n1 = m_map->getNodeNoEx(p1);
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v3s16 p2 = floatToInt(pf + v3f(0, BS*0.8, 0), BS);
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MapNode n2 = m_map->getNodeNoEx(p2);
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v3s16 p3 = floatToInt(pf + v3f(0, BS*1.6, 0), BS);
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MapNode n3 = m_map->getNodeNoEx(p3);
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u32 damage_per_second = 0;
damage_per_second = MYMAX(damage_per_second,
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m_gamedef->ndef()->get(n1).damage_per_second);
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damage_per_second = MYMAX(damage_per_second,
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m_gamedef->ndef()->get(n2).damage_per_second);
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damage_per_second = MYMAX(damage_per_second,
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m_gamedef->ndef()->get(n3).damage_per_second);
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if(damage_per_second != 0)
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{
damageLocalPlayer(damage_per_second, true);
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}
}
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/*
Drowning
*/
if(m_drowning_interval.step(dtime, 2.0))
{
v3f pf = lplayer->getPosition();
// head
v3s16 p = floatToInt(pf + v3f(0, BS*1.6, 0), BS);
MapNode n = m_map->getNodeNoEx(p);
ContentFeatures c = m_gamedef->ndef()->get(n);
u8 drowning_damage = c.drowning;
if(drowning_damage > 0 && lplayer->hp > 0){
u16 breath = lplayer->getBreath();
if(breath > 10){
breath = 11;
}
if(breath > 0){
breath -= 1;
}
lplayer->setBreath(breath);
updateLocalPlayerBreath(breath);
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}
if(lplayer->getBreath() == 0 && drowning_damage > 0){
damageLocalPlayer(drowning_damage, true);
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}
}
if(m_breathing_interval.step(dtime, 0.5))
{
v3f pf = lplayer->getPosition();
// head
v3s16 p = floatToInt(pf + v3f(0, BS*1.6, 0), BS);
MapNode n = m_map->getNodeNoEx(p);
ContentFeatures c = m_gamedef->ndef()->get(n);
if (!lplayer->hp){
lplayer->setBreath(11);
}
else if(c.drowning == 0){
u16 breath = lplayer->getBreath();
if(breath <= 10){
breath += 1;
lplayer->setBreath(breath);
updateLocalPlayerBreath(breath);
}
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}
}
/*
Stuff that can be done in an arbitarily large dtime
*/
for(std::vector<Player*>::iterator i = m_players.begin();
i != m_players.end(); ++i) {
Player *player = *i;
/*
Handle non-local players
*/
if(player->isLocal() == false) {
// Move
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player->move(dtime, this, 100*BS);
}
}
// Update lighting on local player (used for wield item)
u32 day_night_ratio = getDayNightRatio();
{
// Get node at head
// On InvalidPositionException, use this as default
// (day: LIGHT_SUN, night: 0)
MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);
v3s16 p = lplayer->getLightPosition();
node_at_lplayer = m_map->getNodeNoEx(p);
u16 light = getInteriorLight(node_at_lplayer, 0, m_gamedef->ndef());
u8 day = light & 0xff;
u8 night = (light >> 8) & 0xff;
finalColorBlend(lplayer->light_color, day, night, day_night_ratio);
}
/*
Step active objects and update lighting of them
*/
g_profiler->avg("CEnv: num of objects", m_active_objects.size());
bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
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for(std::map<u16, ClientActiveObject*>::iterator
i = m_active_objects.begin();
i != m_active_objects.end(); ++i)
{
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ClientActiveObject* obj = i->second;
// Step object
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obj->step(dtime, this);
if(update_lighting)
{
// Update lighting
u8 light = 0;
bool pos_ok;
// Get node at head
v3s16 p = obj->getLightPosition();
MapNode n = m_map->getNodeNoEx(p, &pos_ok);
if (pos_ok)
light = n.getLightBlend(day_night_ratio, m_gamedef->ndef());
else
light = blend_light(day_night_ratio, LIGHT_SUN, 0);
obj->updateLight(light);
}
}
/*
Step and handle simple objects
*/
g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size());
for(std::vector<ClientSimpleObject*>::iterator
i = m_simple_objects.begin(); i != m_simple_objects.end();) {
std::vector<ClientSimpleObject*>::iterator cur = i;
ClientSimpleObject *simple = *cur;
simple->step(dtime);
if(simple->m_to_be_removed) {
delete simple;
i = m_simple_objects.erase(cur);
}
else {
++i;
}
}
}
void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
{
m_simple_objects.push_back(simple);
}
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GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
{
ClientActiveObject *obj = getActiveObject(id);
if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
return (GenericCAO*) obj;
else
return NULL;
}
ClientActiveObject* ClientEnvironment::getActiveObject(u16 id)
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{
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std::map<u16, ClientActiveObject*>::iterator n;
n = m_active_objects.find(id);
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if(n == m_active_objects.end())
return NULL;
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return n->second;
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}
bool isFreeClientActiveObjectId(u16 id,
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std::map<u16, ClientActiveObject*> &objects)
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{
if(id == 0)
return false;
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return objects.find(id) == objects.end();
}
u16 getFreeClientActiveObjectId(
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std::map<u16, ClientActiveObject*> &objects)
{
//try to reuse id's as late as possible
static u16 last_used_id = 0;
u16 startid = last_used_id;
for(;;)
{
last_used_id ++;
if(isFreeClientActiveObjectId(last_used_id, objects))
return last_used_id;
if(last_used_id == startid)
return 0;
}
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}
u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
{
assert(object); // Pre-condition
if(object->getId() == 0)
{
u16 new_id = getFreeClientActiveObjectId(m_active_objects);
if(new_id == 0)
{
infostream<<"ClientEnvironment::addActiveObject(): "
<<"no free ids available"<<std::endl;
delete object;
return 0;
}
object->setId(new_id);
}
if(isFreeClientActiveObjectId(object->getId(), m_active_objects) == false)
{
infostream<<"ClientEnvironment::addActiveObject(): "
<<"id is not free ("<<object->getId()<<")"<<std::endl;
delete object;
return 0;
}
infostream<<"ClientEnvironment::addActiveObject(): "
<<"added (id="<<object->getId()<<")"<<std::endl;
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m_active_objects[object->getId()] = object;
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object->addToScene(m_smgr, m_texturesource, m_irr);
{ // Update lighting immediately
u8 light = 0;
bool pos_ok;
// Get node at head
v3s16 p = object->getLightPosition();
MapNode n = m_map->getNodeNoEx(p, &pos_ok);
if (pos_ok)
light = n.getLightBlend(getDayNightRatio(), m_gamedef->ndef());
else
light = blend_light(getDayNightRatio(), LIGHT_SUN, 0);
object->updateLight(light);
}
return object->getId();
}
void ClientEnvironment::addActiveObject(u16 id, u8 type,
const std::string &init_data)
{
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ClientActiveObject* obj =
ClientActiveObject::create((ActiveObjectType) type, m_gamedef, this);
if(obj == NULL)
{
infostream<<"ClientEnvironment::addActiveObject(): "
<<"id="<<id<<" type="<<type<<": Couldn't create object"
<<std::endl;
return;
}
obj->setId(id);
try
{
obj->initialize(init_data);
}
catch(SerializationError &e)
{
errorstream<<"ClientEnvironment::addActiveObject():"
<<" id="<<id<<" type="<<type
<<": SerializationError in initialize(): "
<<e.what()
<<": init_data="<<serializeJsonString(init_data)
<<std::endl;
}
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addActiveObject(obj);
}
void ClientEnvironment::removeActiveObject(u16 id)
{
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verbosestream<<"ClientEnvironment::removeActiveObject(): "
<<"id="<<id<<std::endl;
ClientActiveObject* obj = getActiveObject(id);
if(obj == NULL)
{
infostream<<"ClientEnvironment::removeActiveObject(): "
<<"id="<<id<<" not found"<<std::endl;
return;
}
Send animations, bone overrides and attachments in entity initialization. Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
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obj->removeFromScene(true);
delete obj;
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m_active_objects.erase(id);
}
void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
{
ClientActiveObject *obj = getActiveObject(id);
if (obj == NULL) {
infostream << "ClientEnvironment::processActiveObjectMessage():"
<< " got message for id=" << id << ", which doesn't exist."
<< std::endl;
return;
}
try {
obj->processMessage(data);
} catch (SerializationError &e) {
errorstream<<"ClientEnvironment::processActiveObjectMessage():"
<< " id=" << id << " type=" << obj->getType()
<< " SerializationError in processMessage(): " << e.what()
<< std::endl;
}
}
/*
Callbacks for activeobjects
*/
void ClientEnvironment::damageLocalPlayer(u8 damage, bool handle_hp)
{
LocalPlayer *lplayer = getLocalPlayer();
assert(lplayer);
if (handle_hp) {
if (lplayer->hp > damage)
lplayer->hp -= damage;
else
lplayer->hp = 0;
}
ClientEnvEvent event;
event.type = CEE_PLAYER_DAMAGE;
event.player_damage.amount = damage;
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event.player_damage.send_to_server = handle_hp;
m_client_event_queue.push_back(event);
}
void ClientEnvironment::updateLocalPlayerBreath(u16 breath)
{
ClientEnvEvent event;
event.type = CEE_PLAYER_BREATH;
event.player_breath.amount = breath;
m_client_event_queue.push_back(event);
}
/*
Client likes to call these
*/
void ClientEnvironment::getActiveObjects(v3f origin, f32 max_d,
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std::vector<DistanceSortedActiveObject> &dest)
{
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for(std::map<u16, ClientActiveObject*>::iterator
i = m_active_objects.begin();
i != m_active_objects.end(); ++i)
{
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ClientActiveObject* obj = i->second;
f32 d = (obj->getPosition() - origin).getLength();
if(d > max_d)
continue;
DistanceSortedActiveObject dso(obj, d);
dest.push_back(dso);
}
}
ClientEnvEvent ClientEnvironment::getClientEvent()
{
ClientEnvEvent event;
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if(m_client_event_queue.empty())
event.type = CEE_NONE;
else {
event = m_client_event_queue.front();
m_client_event_queue.pop_front();
}
return event;
}
#endif // #ifndef SERVER