mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-16 14:25:19 -05:00
802 lines
18 KiB
C++
802 lines
18 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef SERVER_HEADER
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#define SERVER_HEADER
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#include "connection.h"
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#include "environment.h"
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#include "common_irrlicht.h"
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#include <string>
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#include "porting.h"
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#include "map.h"
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#include "inventory.h"
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#include "auth.h"
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#include "ban.h"
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#include "gamedef.h"
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#include "serialization.h" // For SER_FMT_VER_INVALID
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#include "serverremoteplayer.h"
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#include "mods.h"
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#include "inventorymanager.h"
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#include "subgame.h"
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struct LuaState;
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typedef struct lua_State lua_State;
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class IWritableItemDefManager;
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class IWritableNodeDefManager;
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class IWritableCraftDefManager;
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class ServerError : public std::exception
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{
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public:
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ServerError(const std::string &s)
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{
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m_s = "ServerError: ";
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m_s += s;
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}
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virtual ~ServerError() throw()
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{}
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virtual const char * what() const throw()
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{
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return m_s.c_str();
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}
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std::string m_s;
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};
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/*
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Some random functions
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*/
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v3f findSpawnPos(ServerMap &map);
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/*
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A structure containing the data needed for queueing the fetching
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of blocks.
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*/
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struct QueuedBlockEmerge
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{
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v3s16 pos;
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// key = peer_id, value = flags
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core::map<u16, u8> peer_ids;
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};
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/*
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This is a thread-safe class.
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*/
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class BlockEmergeQueue
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{
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public:
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BlockEmergeQueue()
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{
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m_mutex.Init();
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}
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~BlockEmergeQueue()
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{
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JMutexAutoLock lock(m_mutex);
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core::list<QueuedBlockEmerge*>::Iterator i;
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for(i=m_queue.begin(); i!=m_queue.end(); i++)
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{
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QueuedBlockEmerge *q = *i;
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delete q;
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}
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}
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/*
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peer_id=0 adds with nobody to send to
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*/
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void addBlock(u16 peer_id, v3s16 pos, u8 flags)
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{
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DSTACK(__FUNCTION_NAME);
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JMutexAutoLock lock(m_mutex);
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if(peer_id != 0)
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{
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/*
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Find if block is already in queue.
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If it is, update the peer to it and quit.
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*/
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core::list<QueuedBlockEmerge*>::Iterator i;
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for(i=m_queue.begin(); i!=m_queue.end(); i++)
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{
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QueuedBlockEmerge *q = *i;
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if(q->pos == pos)
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{
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q->peer_ids[peer_id] = flags;
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return;
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}
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}
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}
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/*
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Add the block
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*/
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QueuedBlockEmerge *q = new QueuedBlockEmerge;
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q->pos = pos;
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if(peer_id != 0)
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q->peer_ids[peer_id] = flags;
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m_queue.push_back(q);
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}
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// Returned pointer must be deleted
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// Returns NULL if queue is empty
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QueuedBlockEmerge * pop()
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{
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JMutexAutoLock lock(m_mutex);
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core::list<QueuedBlockEmerge*>::Iterator i = m_queue.begin();
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if(i == m_queue.end())
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return NULL;
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QueuedBlockEmerge *q = *i;
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m_queue.erase(i);
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return q;
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}
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u32 size()
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{
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JMutexAutoLock lock(m_mutex);
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return m_queue.size();
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}
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u32 peerItemCount(u16 peer_id)
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{
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JMutexAutoLock lock(m_mutex);
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u32 count = 0;
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core::list<QueuedBlockEmerge*>::Iterator i;
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for(i=m_queue.begin(); i!=m_queue.end(); i++)
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{
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QueuedBlockEmerge *q = *i;
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if(q->peer_ids.find(peer_id) != NULL)
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count++;
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}
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return count;
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}
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private:
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core::list<QueuedBlockEmerge*> m_queue;
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JMutex m_mutex;
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};
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class Server;
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class ServerThread : public SimpleThread
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{
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Server *m_server;
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public:
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ServerThread(Server *server):
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SimpleThread(),
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m_server(server)
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{
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}
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void * Thread();
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};
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class EmergeThread : public SimpleThread
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{
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Server *m_server;
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public:
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EmergeThread(Server *server):
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SimpleThread(),
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m_server(server)
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{
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}
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void * Thread();
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void trigger()
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{
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setRun(true);
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if(IsRunning() == false)
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{
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Start();
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}
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}
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};
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struct PlayerInfo
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{
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u16 id;
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char name[PLAYERNAME_SIZE];
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v3f position;
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Address address;
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float avg_rtt;
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PlayerInfo();
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void PrintLine(std::ostream *s);
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};
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/*
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Used for queueing and sorting block transfers in containers
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Lower priority number means higher priority.
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*/
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struct PrioritySortedBlockTransfer
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{
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PrioritySortedBlockTransfer(float a_priority, v3s16 a_pos, u16 a_peer_id)
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{
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priority = a_priority;
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pos = a_pos;
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peer_id = a_peer_id;
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}
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bool operator < (PrioritySortedBlockTransfer &other)
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{
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return priority < other.priority;
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}
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float priority;
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v3s16 pos;
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u16 peer_id;
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};
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struct TextureRequest
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{
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std::string name;
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TextureRequest(const std::string &name_=""):
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name(name_)
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{}
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};
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struct TextureInformation
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{
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std::string path;
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std::string sha1_digest;
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TextureInformation(const std::string path_="",
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const std::string sha1_digest_=""):
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path(path_),
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sha1_digest(sha1_digest_)
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{
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}
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};
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class RemoteClient
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{
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public:
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// peer_id=0 means this client has no associated peer
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// NOTE: If client is made allowed to exist while peer doesn't,
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// this has to be set to 0 when there is no peer.
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// Also, the client must be moved to some other container.
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u16 peer_id;
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// The serialization version to use with the client
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u8 serialization_version;
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//
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u16 net_proto_version;
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// Version is stored in here after INIT before INIT2
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u8 pending_serialization_version;
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bool definitions_sent;
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RemoteClient():
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m_time_from_building(9999),
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m_excess_gotblocks(0)
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{
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peer_id = 0;
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serialization_version = SER_FMT_VER_INVALID;
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net_proto_version = 0;
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pending_serialization_version = SER_FMT_VER_INVALID;
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definitions_sent = false;
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m_nearest_unsent_d = 0;
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m_nearest_unsent_reset_timer = 0.0;
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m_nothing_to_send_counter = 0;
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m_nothing_to_send_pause_timer = 0;
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}
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~RemoteClient()
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{
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}
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/*
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Finds block that should be sent next to the client.
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Environment should be locked when this is called.
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dtime is used for resetting send radius at slow interval
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*/
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void GetNextBlocks(Server *server, float dtime,
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core::array<PrioritySortedBlockTransfer> &dest);
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void GotBlock(v3s16 p);
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void SentBlock(v3s16 p);
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void SetBlockNotSent(v3s16 p);
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void SetBlocksNotSent(core::map<v3s16, MapBlock*> &blocks);
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s32 SendingCount()
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{
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return m_blocks_sending.size();
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}
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// Increments timeouts and removes timed-out blocks from list
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// NOTE: This doesn't fix the server-not-sending-block bug
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// because it is related to emerging, not sending.
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//void RunSendingTimeouts(float dtime, float timeout);
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void PrintInfo(std::ostream &o)
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{
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o<<"RemoteClient "<<peer_id<<": "
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<<"m_blocks_sent.size()="<<m_blocks_sent.size()
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<<", m_blocks_sending.size()="<<m_blocks_sending.size()
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<<", m_nearest_unsent_d="<<m_nearest_unsent_d
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<<", m_excess_gotblocks="<<m_excess_gotblocks
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<<std::endl;
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m_excess_gotblocks = 0;
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}
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// Time from last placing or removing blocks
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float m_time_from_building;
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/*JMutex m_dig_mutex;
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float m_dig_time_remaining;
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// -1 = not digging
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s16 m_dig_tool_item;
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v3s16 m_dig_position;*/
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/*
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List of active objects that the client knows of.
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Value is dummy.
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*/
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core::map<u16, bool> m_known_objects;
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private:
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/*
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Blocks that have been sent to client.
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- These don't have to be sent again.
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- A block is cleared from here when client says it has
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deleted it from it's memory
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Key is position, value is dummy.
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No MapBlock* is stored here because the blocks can get deleted.
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*/
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core::map<v3s16, bool> m_blocks_sent;
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s16 m_nearest_unsent_d;
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v3s16 m_last_center;
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float m_nearest_unsent_reset_timer;
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/*
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Blocks that are currently on the line.
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This is used for throttling the sending of blocks.
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- The size of this list is limited to some value
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Block is added when it is sent with BLOCKDATA.
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Block is removed when GOTBLOCKS is received.
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Value is time from sending. (not used at the moment)
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*/
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core::map<v3s16, float> m_blocks_sending;
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/*
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Count of excess GotBlocks().
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There is an excess amount because the client sometimes
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gets a block so late that the server sends it again,
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and the client then sends two GOTBLOCKs.
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This is resetted by PrintInfo()
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*/
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u32 m_excess_gotblocks;
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// CPU usage optimization
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u32 m_nothing_to_send_counter;
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float m_nothing_to_send_pause_timer;
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};
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class Server : public con::PeerHandler, public MapEventReceiver,
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public InventoryManager, public IGameDef,
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public IBackgroundBlockEmerger
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{
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public:
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/*
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NOTE: Every public method should be thread-safe
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*/
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Server(
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const std::string &path_world,
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const std::string &path_config,
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const SubgameSpec &gamespec
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);
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~Server();
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void start(unsigned short port);
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void stop();
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// This is mainly a way to pass the time to the server.
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// Actual processing is done in an another thread.
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void step(float dtime);
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// This is run by ServerThread and does the actual processing
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void AsyncRunStep();
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void Receive();
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void ProcessData(u8 *data, u32 datasize, u16 peer_id);
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core::list<PlayerInfo> getPlayerInfo();
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/*u32 getDayNightRatio()
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{
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return time_to_daynight_ratio(m_time_of_day.get());
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}*/
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// Environment must be locked when called
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void setTimeOfDay(u32 time)
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{
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m_env->setTimeOfDay(time);
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m_time_of_day_send_timer = 0;
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}
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bool getShutdownRequested()
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{
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return m_shutdown_requested;
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}
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/*
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Shall be called with the environment locked.
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This is accessed by the map, which is inside the environment,
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so it shouldn't be a problem.
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*/
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void onMapEditEvent(MapEditEvent *event);
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/*
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Shall be called with the environment and the connection locked.
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*/
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Inventory* getInventory(const InventoryLocation &loc);
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std::string getInventoryOwner(const InventoryLocation &loc);
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void setInventoryModified(const InventoryLocation &loc);
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// Connection must be locked when called
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std::wstring getStatusString();
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void requestShutdown(void)
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{
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m_shutdown_requested = true;
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}
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// Envlock and conlock should be locked when calling this
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void SendMovePlayer(Player *player);
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u64 getPlayerAuthPrivs(const std::string &name)
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{
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try{
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return m_authmanager.getPrivs(name);
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}
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catch(AuthNotFoundException &e)
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{
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dstream<<"WARNING: Auth not found for "<<name<<std::endl;
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return 0;
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}
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}
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void setPlayerAuthPrivs(const std::string &name, u64 privs)
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{
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try{
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return m_authmanager.setPrivs(name, privs);
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}
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catch(AuthNotFoundException &e)
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{
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dstream<<"WARNING: Auth not found for "<<name<<std::endl;
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}
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}
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// Changes a player's password, password must be given as plaintext
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// If the player doesn't exist, a new entry is added to the auth manager
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void setPlayerPassword(const std::string &name, const std::wstring &password);
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// Saves g_settings to configpath given at initialization
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void saveConfig();
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void setIpBanned(const std::string &ip, const std::string &name)
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{
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m_banmanager.add(ip, name);
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return;
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}
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void unsetIpBanned(const std::string &ip_or_name)
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{
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m_banmanager.remove(ip_or_name);
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return;
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}
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std::string getBanDescription(const std::string &ip_or_name)
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{
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return m_banmanager.getBanDescription(ip_or_name);
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}
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Address getPeerAddress(u16 peer_id)
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{
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return m_con.GetPeerAddress(peer_id);
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}
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// Envlock and conlock should be locked when calling this
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void notifyPlayer(const char *name, const std::wstring msg);
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void notifyPlayers(const std::wstring msg);
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void queueBlockEmerge(v3s16 blockpos, bool allow_generate);
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// Envlock and conlock should be locked when using Lua
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lua_State *getLua(){ return m_lua; }
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// IGameDef interface
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// Under envlock
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virtual IItemDefManager* getItemDefManager();
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virtual INodeDefManager* getNodeDefManager();
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virtual ICraftDefManager* getCraftDefManager();
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virtual ITextureSource* getTextureSource();
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virtual u16 allocateUnknownNodeId(const std::string &name);
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IWritableItemDefManager* getWritableItemDefManager();
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IWritableNodeDefManager* getWritableNodeDefManager();
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IWritableCraftDefManager* getWritableCraftDefManager();
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const ModSpec* getModSpec(const std::string &modname);
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std::string getWorldPath(){ return m_path_world; }
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private:
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// con::PeerHandler implementation.
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// These queue stuff to be processed by handlePeerChanges().
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// As of now, these create and remove clients and players.
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void peerAdded(con::Peer *peer);
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void deletingPeer(con::Peer *peer, bool timeout);
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/*
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Static send methods
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*/
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static void SendHP(con::Connection &con, u16 peer_id, u8 hp);
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static void SendAccessDenied(con::Connection &con, u16 peer_id,
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const std::wstring &reason);
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static void SendDeathscreen(con::Connection &con, u16 peer_id,
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bool set_camera_point_target, v3f camera_point_target);
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static void SendItemDef(con::Connection &con, u16 peer_id,
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IItemDefManager *itemdef);
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static void SendNodeDef(con::Connection &con, u16 peer_id,
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INodeDefManager *nodedef);
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/*
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Non-static send methods.
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Conlock should be always used.
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Envlock usage is documented badly but it's easy to figure out
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which ones access the environment.
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*/
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// Envlock and conlock should be locked when calling these
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void SendInventory(u16 peer_id);
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// send wielded item info about player to all
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void SendWieldedItem(const ServerRemotePlayer *srp);
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// send wielded item info about all players to all players
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void SendPlayerItems();
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void SendChatMessage(u16 peer_id, const std::wstring &message);
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void BroadcastChatMessage(const std::wstring &message);
|
|
void SendPlayerHP(Player *player);
|
|
/*
|
|
Send a node removal/addition event to all clients except ignore_id.
|
|
Additionally, if far_players!=NULL, players further away than
|
|
far_d_nodes are ignored and their peer_ids are added to far_players
|
|
*/
|
|
// Envlock and conlock should be locked when calling these
|
|
void sendRemoveNode(v3s16 p, u16 ignore_id=0,
|
|
core::list<u16> *far_players=NULL, float far_d_nodes=100);
|
|
void sendAddNode(v3s16 p, MapNode n, u16 ignore_id=0,
|
|
core::list<u16> *far_players=NULL, float far_d_nodes=100);
|
|
void setBlockNotSent(v3s16 p);
|
|
|
|
// Environment and Connection must be locked when called
|
|
void SendBlockNoLock(u16 peer_id, MapBlock *block, u8 ver);
|
|
|
|
// Sends blocks to clients (locks env and con on its own)
|
|
void SendBlocks(float dtime);
|
|
|
|
void PrepareTextures();
|
|
|
|
void SendTextureAnnouncement(u16 peer_id);
|
|
|
|
void SendTexturesRequested(u16 peer_id,core::list<TextureRequest> tosend);
|
|
|
|
/*
|
|
Something random
|
|
*/
|
|
|
|
void DiePlayer(Player *player);
|
|
void RespawnPlayer(Player *player);
|
|
|
|
void UpdateCrafting(u16 peer_id);
|
|
|
|
// When called, connection mutex should be locked
|
|
RemoteClient* getClient(u16 peer_id);
|
|
|
|
// When called, environment mutex should be locked
|
|
std::string getPlayerName(u16 peer_id)
|
|
{
|
|
Player *player = m_env->getPlayer(peer_id);
|
|
if(player == NULL)
|
|
return "[id="+itos(peer_id)+"]";
|
|
return player->getName();
|
|
}
|
|
|
|
/*
|
|
Get a player from memory or creates one.
|
|
If player is already connected, return NULL
|
|
Does not verify/modify auth info and password.
|
|
|
|
Call with env and con locked.
|
|
*/
|
|
ServerRemotePlayer *emergePlayer(const char *name, u16 peer_id);
|
|
|
|
// Locks environment and connection by its own
|
|
struct PeerChange;
|
|
void handlePeerChange(PeerChange &c);
|
|
void handlePeerChanges();
|
|
|
|
u64 getPlayerPrivs(Player *player);
|
|
|
|
/*
|
|
Variables
|
|
*/
|
|
|
|
// World directory
|
|
std::string m_path_world;
|
|
// Path to user's configuration file ("" = no configuration file)
|
|
std::string m_path_config;
|
|
// Subgame specification
|
|
SubgameSpec m_gamespec;
|
|
|
|
// Equivalent of /usr/share/minetest/server
|
|
std::string m_path_share;
|
|
|
|
// Some timers
|
|
float m_liquid_transform_timer;
|
|
float m_print_info_timer;
|
|
float m_objectdata_timer;
|
|
float m_emergethread_trigger_timer;
|
|
float m_savemap_timer;
|
|
IntervalLimiter m_map_timer_and_unload_interval;
|
|
|
|
// NOTE: If connection and environment are both to be locked,
|
|
// environment shall be locked first.
|
|
|
|
// Environment
|
|
ServerEnvironment *m_env;
|
|
JMutex m_env_mutex;
|
|
|
|
// Connection
|
|
con::Connection m_con;
|
|
JMutex m_con_mutex;
|
|
// Connected clients (behind the con mutex)
|
|
core::map<u16, RemoteClient*> m_clients;
|
|
|
|
// User authentication
|
|
AuthManager m_authmanager;
|
|
|
|
// Bann checking
|
|
BanManager m_banmanager;
|
|
|
|
// Scripting
|
|
// Envlock and conlock should be locked when using Lua
|
|
lua_State *m_lua;
|
|
|
|
// Item definition manager
|
|
IWritableItemDefManager *m_itemdef;
|
|
|
|
// Node definition manager
|
|
IWritableNodeDefManager *m_nodedef;
|
|
|
|
// Craft definition manager
|
|
IWritableCraftDefManager *m_craftdef;
|
|
|
|
// Mods
|
|
core::list<ModSpec> m_mods;
|
|
|
|
/*
|
|
Threads
|
|
*/
|
|
|
|
// A buffer for time steps
|
|
// step() increments and AsyncRunStep() run by m_thread reads it.
|
|
float m_step_dtime;
|
|
JMutex m_step_dtime_mutex;
|
|
|
|
// The server mainly operates in this thread
|
|
ServerThread m_thread;
|
|
// This thread fetches and generates map
|
|
EmergeThread m_emergethread;
|
|
// Queue of block coordinates to be processed by the emerge thread
|
|
BlockEmergeQueue m_emerge_queue;
|
|
|
|
/*
|
|
Time related stuff
|
|
*/
|
|
|
|
// 0-23999
|
|
//MutexedVariable<u32> m_time_of_day;
|
|
// Used to buffer dtime for adding to m_time_of_day
|
|
float m_time_counter;
|
|
// Timer for sending time of day over network
|
|
float m_time_of_day_send_timer;
|
|
// Uptime of server in seconds
|
|
MutexedVariable<double> m_uptime;
|
|
|
|
/*
|
|
Peer change queue.
|
|
Queues stuff from peerAdded() and deletingPeer() to
|
|
handlePeerChanges()
|
|
*/
|
|
enum PeerChangeType
|
|
{
|
|
PEER_ADDED,
|
|
PEER_REMOVED
|
|
};
|
|
struct PeerChange
|
|
{
|
|
PeerChangeType type;
|
|
u16 peer_id;
|
|
bool timeout;
|
|
};
|
|
Queue<PeerChange> m_peer_change_queue;
|
|
|
|
/*
|
|
Random stuff
|
|
*/
|
|
|
|
// Mod parent directory paths
|
|
core::list<std::string> m_modspaths;
|
|
|
|
bool m_shutdown_requested;
|
|
|
|
/*
|
|
Map edit event queue. Automatically receives all map edits.
|
|
The constructor of this class registers us to receive them through
|
|
onMapEditEvent
|
|
|
|
NOTE: Should these be moved to actually be members of
|
|
ServerEnvironment?
|
|
*/
|
|
|
|
/*
|
|
Queue of map edits from the environment for sending to the clients
|
|
This is behind m_env_mutex
|
|
*/
|
|
Queue<MapEditEvent*> m_unsent_map_edit_queue;
|
|
/*
|
|
Set to true when the server itself is modifying the map and does
|
|
all sending of information by itself.
|
|
This is behind m_env_mutex
|
|
*/
|
|
bool m_ignore_map_edit_events;
|
|
/*
|
|
If set to !=0, the incoming MapEditEvents are modified to have
|
|
this peed id as the disabled recipient
|
|
This is behind m_env_mutex
|
|
*/
|
|
u16 m_ignore_map_edit_events_peer_id;
|
|
|
|
friend class EmergeThread;
|
|
friend class RemoteClient;
|
|
|
|
std::map<std::string,TextureInformation> m_Textures;
|
|
};
|
|
|
|
/*
|
|
Runs a simple dedicated server loop.
|
|
|
|
Shuts down when run is set to false.
|
|
*/
|
|
void dedicated_server_loop(Server &server, bool &run);
|
|
|
|
#endif
|
|
|