minetest/src/environment.h
Auke Kok c5c727d627 Allow NodeTimer, ABM and block mgmt interval changes.
ABM's are hardcoded to run every 1.0s, NodeTimers are hard coded to
run at every 1.0s. Block mgmt is running every 2.0sec.

However, these timers can be better tuned for both higher and lower
values by server owners. Some server owners want to, and have the
resources to send more packets per second to clients, and so they
may wish to send smaller updates sooner. Right now all ABM's are
coalesced into 1.0 second intervals, resulting in large send queues
to all clients. By reducing the amount of possible timers, one can
get a far better response rate and lower the perception of lag.

On the other side of the camp, some servers may want to increase
these values, which again isn't easily doable.

The global settings abm_interval and nodetimer_interval are set to
current values by default. I've tested with 0.2/0.5 type values
and noticed a greatly improved response and better scattering of
nodetimers, as well as enjoying not faceplanting into doors with
pressure plates anymore.
2016-03-19 17:56:26 +00:00

658 lines
17 KiB
C++

/*
Minetest
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.
*/
#ifndef ENVIRONMENT_HEADER
#define ENVIRONMENT_HEADER
/*
This class is the game's environment.
It contains:
- The map
- Players
- Other objects
- The current time in the game
- etc.
*/
#include <set>
#include <list>
#include <queue>
#include <map>
#include "irr_v3d.h"
#include "activeobject.h"
#include "util/numeric.h"
#include "mapnode.h"
#include "mapblock.h"
#include "threading/mutex.h"
#include "threading/atomic.h"
#include "network/networkprotocol.h" // for AccessDeniedCode
class ServerEnvironment;
class ActiveBlockModifier;
class ServerActiveObject;
class ITextureSource;
class IGameDef;
class Map;
class ServerMap;
class ClientMap;
class GameScripting;
class Player;
class RemotePlayer;
class Environment
{
public:
// Environment will delete the map passed to the constructor
Environment();
virtual ~Environment();
/*
Step everything in environment.
- Move players
- Step mobs
- Run timers of map
*/
virtual void step(f32 dtime) = 0;
virtual Map & getMap() = 0;
virtual void addPlayer(Player *player);
void removePlayer(Player *player);
Player * getPlayer(u16 peer_id);
Player * getPlayer(const char *name);
Player * getRandomConnectedPlayer();
Player * getNearestConnectedPlayer(v3f pos);
std::vector<Player*> getPlayers();
std::vector<Player*> getPlayers(bool ignore_disconnected);
u32 getDayNightRatio();
// 0-23999
virtual void setTimeOfDay(u32 time);
u32 getTimeOfDay();
float getTimeOfDayF();
void stepTimeOfDay(float dtime);
void setTimeOfDaySpeed(float speed);
float getTimeOfDaySpeed();
void setDayNightRatioOverride(bool enable, u32 value);
u32 getDayCount();
// counter used internally when triggering ABMs
u32 m_added_objects;
protected:
// peer_ids in here should be unique, except that there may be many 0s
std::vector<Player*> m_players;
GenericAtomic<float> m_time_of_day_speed;
/*
* Below: values managed by m_time_lock
*/
// Time of day in milli-hours (0-23999); determines day and night
u32 m_time_of_day;
// Time of day in 0...1
float m_time_of_day_f;
// Stores the skew created by the float -> u32 conversion
// to be applied at next conversion, so that there is no real skew.
float m_time_conversion_skew;
// Overriding the day-night ratio is useful for custom sky visuals
bool m_enable_day_night_ratio_override;
u32 m_day_night_ratio_override;
// Days from the server start, accounts for time shift
// in game (e.g. /time or bed usage)
Atomic<u32> m_day_count;
/*
* Above: values managed by m_time_lock
*/
/* TODO: Add a callback function so these can be updated when a setting
* changes. At this point in time it doesn't matter (e.g. /set
* is documented to change server settings only)
*
* TODO: Local caching of settings is not optimal and should at some stage
* be updated to use a global settings object for getting thse values
* (as opposed to the this local caching). This can be addressed in
* a later release.
*/
bool m_cache_enable_shaders;
float m_cache_active_block_mgmt_interval;
float m_cache_abm_interval;
float m_cache_nodetimer_interval;
private:
Mutex m_time_lock;
DISABLE_CLASS_COPY(Environment);
};
/*
{Active, Loading} block modifier interface.
These are fed into ServerEnvironment at initialization time;
ServerEnvironment handles deleting them.
*/
class ActiveBlockModifier
{
public:
ActiveBlockModifier(){};
virtual ~ActiveBlockModifier(){};
// Set of contents to trigger on
virtual std::set<std::string> getTriggerContents()=0;
// Set of required neighbors (trigger doesn't happen if none are found)
// Empty = do not check neighbors
virtual std::set<std::string> getRequiredNeighbors()
{ return std::set<std::string>(); }
// Trigger interval in seconds
virtual float getTriggerInterval() = 0;
// Random chance of (1 / return value), 0 is disallowed
virtual u32 getTriggerChance() = 0;
// Whether to modify chance to simulate time lost by an unnattended block
virtual bool getSimpleCatchUp() = 0;
// This is called usually at interval for 1/chance of the nodes
virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n,
u32 active_object_count, u32 active_object_count_wider){};
};
struct ABMWithState
{
ActiveBlockModifier *abm;
float timer;
ABMWithState(ActiveBlockModifier *abm_);
};
struct LoadingBlockModifierDef
{
// Set of contents to trigger on
std::set<std::string> trigger_contents;
std::string name;
bool run_at_every_load;
virtual ~LoadingBlockModifierDef() {}
virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
};
struct LBMContentMapping
{
typedef std::map<content_t, std::vector<LoadingBlockModifierDef *> > container_map;
container_map map;
std::vector<LoadingBlockModifierDef *> lbm_list;
// Needs to be separate method (not inside destructor),
// because the LBMContentMapping may be copied and destructed
// many times during operation in the lbm_lookup_map.
void deleteContents();
void addLBM(LoadingBlockModifierDef *lbm_def, IGameDef *gamedef);
const std::vector<LoadingBlockModifierDef *> *lookup(content_t c) const;
};
class LBMManager
{
public:
LBMManager():
m_query_mode(false)
{}
~LBMManager();
// Don't call this after loadIntroductionTimes() ran.
void addLBMDef(LoadingBlockModifierDef *lbm_def);
void loadIntroductionTimes(const std::string &times,
IGameDef *gamedef, u32 now);
// Don't call this before loadIntroductionTimes() ran.
std::string createIntroductionTimesString();
// Don't call this before loadIntroductionTimes() ran.
void applyLBMs(ServerEnvironment *env, MapBlock *block, u32 stamp);
// Warning: do not make this std::unordered_map, order is relevant here
typedef std::map<u32, LBMContentMapping> lbm_lookup_map;
private:
// Once we set this to true, we can only query,
// not modify
bool m_query_mode;
// For m_query_mode == false:
// The key of the map is the LBM def's name.
// TODO make this std::unordered_map
std::map<std::string, LoadingBlockModifierDef *> m_lbm_defs;
// For m_query_mode == true:
// The key of the map is the LBM def's first introduction time.
lbm_lookup_map m_lbm_lookup;
// Returns an iterator to the LBMs that were introduced
// after the given time. This is guaranteed to return
// valid values for everything
lbm_lookup_map::const_iterator getLBMsIntroducedAfter(u32 time)
{ return m_lbm_lookup.lower_bound(time); }
};
/*
List of active blocks, used by ServerEnvironment
*/
class ActiveBlockList
{
public:
void update(std::vector<v3s16> &active_positions,
s16 radius,
std::set<v3s16> &blocks_removed,
std::set<v3s16> &blocks_added);
bool contains(v3s16 p){
return (m_list.find(p) != m_list.end());
}
void clear(){
m_list.clear();
}
std::set<v3s16> m_list;
std::set<v3s16> m_forceloaded_list;
private:
};
/*
Operation mode for ServerEnvironment::clearObjects()
*/
enum ClearObjectsMode {
// Load and go through every mapblock, clearing objects
CLEAR_OBJECTS_MODE_FULL,
// Clear objects immediately in loaded mapblocks;
// clear objects in unloaded mapblocks only when the mapblocks are next activated.
CLEAR_OBJECTS_MODE_QUICK,
};
/*
The server-side environment.
This is not thread-safe. Server uses an environment mutex.
*/
class ServerEnvironment : public Environment
{
public:
ServerEnvironment(ServerMap *map, GameScripting *scriptIface,
IGameDef *gamedef, const std::string &path_world);
~ServerEnvironment();
Map & getMap();
ServerMap & getServerMap();
//TODO find way to remove this fct!
GameScripting* getScriptIface()
{ return m_script; }
IGameDef *getGameDef()
{ return m_gamedef; }
float getSendRecommendedInterval()
{ return m_recommended_send_interval; }
void kickAllPlayers(AccessDeniedCode reason,
const std::string &str_reason, bool reconnect);
// Save players
void saveLoadedPlayers();
void savePlayer(RemotePlayer *player);
Player *loadPlayer(const std::string &playername);
/*
Save and load time of day and game timer
*/
void saveMeta();
void loadMeta();
// to be called instead of loadMeta if
// env_meta.txt doesn't exist (e.g. new world)
void loadDefaultMeta();
/*
External ActiveObject interface
-------------------------------------------
*/
ServerActiveObject* getActiveObject(u16 id);
/*
Add an active object to the environment.
Environment handles deletion of object.
Object may be deleted by environment immediately.
If id of object is 0, assigns a free id to it.
Returns the id of the object.
Returns 0 if not added and thus deleted.
*/
u16 addActiveObject(ServerActiveObject *object);
/*
Add an active object as a static object to the corresponding
MapBlock.
Caller allocates memory, ServerEnvironment frees memory.
Return value: true if succeeded, false if failed.
(note: not used, pending removal from engine)
*/
//bool addActiveObjectAsStatic(ServerActiveObject *object);
/*
Find out what new objects have been added to
inside a radius around a position
*/
void getAddedActiveObjects(Player *player, s16 radius,
s16 player_radius,
std::set<u16> &current_objects,
std::queue<u16> &added_objects);
/*
Find out what new objects have been removed from
inside a radius around a position
*/
void getRemovedActiveObjects(Player* player, s16 radius,
s16 player_radius,
std::set<u16> &current_objects,
std::queue<u16> &removed_objects);
/*
Get the next message emitted by some active object.
Returns a message with id=0 if no messages are available.
*/
ActiveObjectMessage getActiveObjectMessage();
/*
Activate objects and dynamically modify for the dtime determined
from timestamp and additional_dtime
*/
void activateBlock(MapBlock *block, u32 additional_dtime=0);
/*
{Active,Loading}BlockModifiers
-------------------------------------------
*/
void addActiveBlockModifier(ActiveBlockModifier *abm);
void addLoadingBlockModifierDef(LoadingBlockModifierDef *lbm);
/*
Other stuff
-------------------------------------------
*/
// Script-aware node setters
bool setNode(v3s16 p, const MapNode &n);
bool removeNode(v3s16 p);
bool swapNode(v3s16 p, const MapNode &n);
// Find all active objects inside a radius around a point
void getObjectsInsideRadius(std::vector<u16> &objects, v3f pos, float radius);
// Clear objects, loading and going through every MapBlock
void clearObjects(ClearObjectsMode mode);
// This makes stuff happen
void step(f32 dtime);
//check if there's a line of sight between two positions
bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0, v3s16 *p=NULL);
u32 getGameTime() { return m_game_time; }
void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
float getMaxLagEstimate() { return m_max_lag_estimate; }
std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };
// Sets the static object status all the active objects in the specified block
// This is only really needed for deleting blocks from the map
void setStaticForActiveObjectsInBlock(v3s16 blockpos,
bool static_exists, v3s16 static_block=v3s16(0,0,0));
private:
/*
Internal ActiveObject interface
-------------------------------------------
*/
/*
Add an active object to the environment.
Called by addActiveObject.
Object may be deleted by environment immediately.
If id of object is 0, assigns a free id to it.
Returns the id of the object.
Returns 0 if not added and thus deleted.
*/
u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s);
/*
Remove all objects that satisfy (m_removed && m_known_by_count==0)
*/
void removeRemovedObjects();
/*
Convert stored objects from block to active
*/
void activateObjects(MapBlock *block, u32 dtime_s);
/*
Convert objects that are not in active blocks to static.
If m_known_by_count != 0, active object is not deleted, but static
data is still updated.
If force_delete is set, active object is deleted nevertheless. It
shall only be set so in the destructor of the environment.
*/
void deactivateFarObjects(bool force_delete);
/*
Member variables
*/
// The map
ServerMap *m_map;
// Lua state
GameScripting* m_script;
// Game definition
IGameDef *m_gamedef;
// World path
const std::string m_path_world;
// Active object list
std::map<u16, ServerActiveObject*> m_active_objects;
// Outgoing network message buffer for active objects
std::queue<ActiveObjectMessage> m_active_object_messages;
// Some timers
float m_send_recommended_timer;
IntervalLimiter m_object_management_interval;
// List of active blocks
ActiveBlockList m_active_blocks;
IntervalLimiter m_active_blocks_management_interval;
IntervalLimiter m_active_block_modifier_interval;
IntervalLimiter m_active_blocks_nodemetadata_interval;
int m_active_block_interval_overload_skip;
// Time from the beginning of the game in seconds.
// Incremented in step().
u32 m_game_time;
// A helper variable for incrementing the latter
float m_game_time_fraction_counter;
// Time of last clearObjects call (game time).
// When a mapblock older than this is loaded, its objects are cleared.
u32 m_last_clear_objects_time;
// Active block modifiers
std::vector<ABMWithState> m_abms;
LBMManager m_lbm_mgr;
// An interval for generally sending object positions and stuff
float m_recommended_send_interval;
// Estimate for general maximum lag as determined by server.
// Can raise to high values like 15s with eg. map generation mods.
float m_max_lag_estimate;
};
#ifndef SERVER
#include "clientobject.h"
#include "content_cao.h"
class ClientSimpleObject;
/*
The client-side environment.
This is not thread-safe.
Must be called from main (irrlicht) thread (uses the SceneManager)
Client uses an environment mutex.
*/
enum ClientEnvEventType
{
CEE_NONE,
CEE_PLAYER_DAMAGE,
CEE_PLAYER_BREATH
};
struct ClientEnvEvent
{
ClientEnvEventType type;
union {
//struct{
//} none;
struct{
u8 amount;
bool send_to_server;
} player_damage;
struct{
u16 amount;
} player_breath;
};
};
class ClientEnvironment : public Environment
{
public:
ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
ITextureSource *texturesource, IGameDef *gamedef,
IrrlichtDevice *device);
~ClientEnvironment();
Map & getMap();
ClientMap & getClientMap();
IGameDef *getGameDef()
{ return m_gamedef; }
void step(f32 dtime);
virtual void addPlayer(Player *player);
LocalPlayer * getLocalPlayer();
/*
ClientSimpleObjects
*/
void addSimpleObject(ClientSimpleObject *simple);
/*
ActiveObjects
*/
GenericCAO* getGenericCAO(u16 id);
ClientActiveObject* getActiveObject(u16 id);
/*
Adds an active object to the environment.
Environment handles deletion of object.
Object may be deleted by environment immediately.
If id of object is 0, assigns a free id to it.
Returns the id of the object.
Returns 0 if not added and thus deleted.
*/
u16 addActiveObject(ClientActiveObject *object);
void addActiveObject(u16 id, u8 type, const std::string &init_data);
void removeActiveObject(u16 id);
void processActiveObjectMessage(u16 id, const std::string &data);
/*
Callbacks for activeobjects
*/
void damageLocalPlayer(u8 damage, bool handle_hp=true);
void updateLocalPlayerBreath(u16 breath);
/*
Client likes to call these
*/
// Get all nearby objects
void getActiveObjects(v3f origin, f32 max_d,
std::vector<DistanceSortedActiveObject> &dest);
// Get event from queue. CEE_NONE is returned if queue is empty.
ClientEnvEvent getClientEvent();
u16 attachement_parent_ids[USHRT_MAX + 1];
std::list<std::string> getPlayerNames()
{ return m_player_names; }
void addPlayerName(std::string name)
{ m_player_names.push_back(name); }
void removePlayerName(std::string name)
{ m_player_names.remove(name); }
void updateCameraOffset(v3s16 camera_offset)
{ m_camera_offset = camera_offset; }
v3s16 getCameraOffset()
{ return m_camera_offset; }
private:
ClientMap *m_map;
scene::ISceneManager *m_smgr;
ITextureSource *m_texturesource;
IGameDef *m_gamedef;
IrrlichtDevice *m_irr;
std::map<u16, ClientActiveObject*> m_active_objects;
std::vector<ClientSimpleObject*> m_simple_objects;
std::queue<ClientEnvEvent> m_client_event_queue;
IntervalLimiter m_active_object_light_update_interval;
IntervalLimiter m_lava_hurt_interval;
IntervalLimiter m_drowning_interval;
IntervalLimiter m_breathing_interval;
std::list<std::string> m_player_names;
v3s16 m_camera_offset;
};
#endif
#endif