minetest/src/server.h
Jozef Behran eb2bda7d0b Optimize string (mis)handling (#8128)
* Optimize statbar drawing

The texture name of the statbar is a string passed by value.
That slows down the client and creates litter in the heap
as the content of the string is allocated there. Convert the
offending parameter to a const reference to avoid the
performance hit.

* Optimize texture cache

There is an unnecessary temporary created when the texture
path is being generated. This slows down the cache each time
a new texture is encountered and it needs to be loaded into
the cache. Additionally, the heap litter created by this
unnecessary temporary is particularly troublesome here as
the following code then piles another string (the resulting
full path of the texture) on top of it, followed by the
texture itself, which both are quite long term objects as
they are subsequently inserted into the cache where they can
remain for quite a while (especially if the texture turns
out to be a common one like dirt, grass or stone).

Use std::string.append to get rid of the temporary which
solves both issues (speed and heap fragmentation).

* Optimize animations in client

Each time an animated node is updated, an unnecessary copy of
the texture name is created, littering the heap with lots of
fragments. This can be specifically troublesome when looking
at oceans or large lava lakes as both of these nodes are
usually animated (the lava animation is pretty visible).
Convert the parameter of GenericCAO::updateTextures to a
const reference to get rid of the unnecessary copy.

There is a comment stating "std::string copy is mandatory as
mod can be a class member and there is a swap on those class
members ... do NOT pass by reference", reinforcing the
belief that the unnecessary copy is in fact necessary.
However one of the first things the code of the method does
is to assign the parameter to its class member, creating
another copy. By rearranging the code a little bit this
"another copy" can then be used by the subsequent code,
getting rid of the need to pass the parameter by value and
thus saving that copying effort.

* Optimize chat console history handling

The GUIChatConsole::replaceAndAddToHistory was getting the
line to work on by value which turns out to be unnecessary.
Get rid of that unnecessary copy by converting the parameter
to a const reference.

* Optimize gui texture setting

The code used to set the texture for GUI components was
getting the name of the texture by value, creating
unnecessary performance bottleneck for mods/games with
heavily textured GUIs. Get rid of the bottleneck by passing
the texture name as a const reference.

* Optimize sound playing code in GUIEngine

The GUIEngine's code receives the specification of the sound
to be played by value, which turns out to be most likely a
mistake as the underlying sound manager interface receives
the same thing by reference. Convert the offending parameter
to a const reference to get rid of the rather bulky copying
effort and the associated performance hit.

* Silence CLANG TIDY warnings for unit tests

Change "std::string" to "const std::string &" to avoid an
unnecessary local value copy, silencing the CLANG TIDY
process.

* Optimize formspec handling

The "formspec prepend" parameter was passed to the formspec
handling code by value, creating unnecessary copy of
std::string and slowing down the game if mods add things like
textured backgrounds for the player inventory and/or other
forms. Get rid of that performance bottleneck by converting
the parameter to a const reference.

* Optimize hotbar image handling

The code that sets the background images for the hotbar is
getting the name of the image by value, creating an
unnecessary std::string copying effort. Fix that by
converting the relevant parameters to const references.

* Optimize inventory deserialization

The inventory manager deserialization code gets the
serialized version of the inventory by value, slowing the
server and the client down when there are inventory updates.
This can get particularly troublesome with pipeworks which
adds nodes that can mess around with inventories
automatically or with mods that have mobs with inventories
that actively use them.

* Optimize texture scaling cache

There is an io::path parameter passed by value in the
procedure used to add images converted from textures,
leading to slowdown when the image is not yet created and
the conversion is thus needed. The performance hit is
quite significant as io::path is similar to std::string
so convert the parameter to a const reference to get rid of
it.

* Optimize translation file loader

Use "std::string::append" when calculating the final index
for the translation table to avoid unnecessary temporary
strings. This speeds the translation file loader up
significantly as std::string uses heap allocation which
tends to be rather slow. Additionally, the heap is no
longer being littered by these unnecessary string
temporaries, increasing performance of code that gets
executed after the translation file loader finishes.

* Optimize server map saving

When the directory structure for the world data is created
during server map saving, an unnecessary value passing of
the directory name slows things down. Remove that overhead
by converting the offending parameter to a const reference.
2019-05-18 17:19:13 +02:00

675 lines
22 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.
*/
#pragma once
#include "irr_v3d.h"
#include "map.h"
#include "hud.h"
#include "gamedef.h"
#include "serialization.h" // For SER_FMT_VER_INVALID
#include "content/mods.h"
#include "inventorymanager.h"
#include "content/subgames.h"
#include "tileanimation.h" // struct TileAnimationParams
#include "network/peerhandler.h"
#include "network/address.h"
#include "util/numeric.h"
#include "util/thread.h"
#include "util/basic_macros.h"
#include "serverenvironment.h"
#include "clientiface.h"
#include "chatmessage.h"
#include <string>
#include <list>
#include <map>
#include <vector>
class ChatEvent;
struct ChatEventChat;
struct ChatInterface;
class IWritableItemDefManager;
class NodeDefManager;
class IWritableCraftDefManager;
class BanManager;
class EventManager;
class Inventory;
class ModChannelMgr;
class RemotePlayer;
class PlayerSAO;
struct PlayerHPChangeReason;
class IRollbackManager;
struct RollbackAction;
class EmergeManager;
class ServerScripting;
class ServerEnvironment;
struct SimpleSoundSpec;
struct CloudParams;
class ServerThread;
class ServerModManager;
enum ClientDeletionReason {
CDR_LEAVE,
CDR_TIMEOUT,
CDR_DENY
};
struct MediaInfo
{
std::string path;
std::string sha1_digest;
MediaInfo(const std::string &path_="",
const std::string &sha1_digest_=""):
path(path_),
sha1_digest(sha1_digest_)
{
}
};
struct ServerSoundParams
{
enum Type {
SSP_LOCAL,
SSP_POSITIONAL,
SSP_OBJECT
} type = SSP_LOCAL;
float gain = 1.0f;
float fade = 0.0f;
float pitch = 1.0f;
bool loop = false;
float max_hear_distance = 32 * BS;
v3f pos;
u16 object = 0;
std::string to_player = "";
v3f getPos(ServerEnvironment *env, bool *pos_exists) const;
};
struct ServerPlayingSound
{
ServerSoundParams params;
SimpleSoundSpec spec;
std::unordered_set<session_t> clients; // peer ids
};
class Server : public con::PeerHandler, public MapEventReceiver,
public InventoryManager, public IGameDef
{
public:
/*
NOTE: Every public method should be thread-safe
*/
Server(
const std::string &path_world,
const SubgameSpec &gamespec,
bool simple_singleplayer_mode,
Address bind_addr,
bool dedicated,
ChatInterface *iface = nullptr
);
~Server();
DISABLE_CLASS_COPY(Server);
void init();
void start();
void stop();
// This is mainly a way to pass the time to the server.
// Actual processing is done in an another thread.
void step(float dtime);
// This is run by ServerThread and does the actual processing
void AsyncRunStep(bool initial_step=false);
void Receive();
PlayerSAO* StageTwoClientInit(session_t peer_id);
/*
* Command Handlers
*/
void handleCommand(NetworkPacket* pkt);
void handleCommand_Null(NetworkPacket* pkt) {};
void handleCommand_Deprecated(NetworkPacket* pkt);
void handleCommand_Init(NetworkPacket* pkt);
void handleCommand_Init2(NetworkPacket* pkt);
void handleCommand_ModChannelJoin(NetworkPacket *pkt);
void handleCommand_ModChannelLeave(NetworkPacket *pkt);
void handleCommand_ModChannelMsg(NetworkPacket *pkt);
void handleCommand_RequestMedia(NetworkPacket* pkt);
void handleCommand_ClientReady(NetworkPacket* pkt);
void handleCommand_GotBlocks(NetworkPacket* pkt);
void handleCommand_PlayerPos(NetworkPacket* pkt);
void handleCommand_DeletedBlocks(NetworkPacket* pkt);
void handleCommand_InventoryAction(NetworkPacket* pkt);
void handleCommand_ChatMessage(NetworkPacket* pkt);
void handleCommand_Damage(NetworkPacket* pkt);
void handleCommand_Password(NetworkPacket* pkt);
void handleCommand_PlayerItem(NetworkPacket* pkt);
void handleCommand_Respawn(NetworkPacket* pkt);
void handleCommand_Interact(NetworkPacket* pkt);
void handleCommand_RemovedSounds(NetworkPacket* pkt);
void handleCommand_NodeMetaFields(NetworkPacket* pkt);
void handleCommand_InventoryFields(NetworkPacket* pkt);
void handleCommand_FirstSrp(NetworkPacket* pkt);
void handleCommand_SrpBytesA(NetworkPacket* pkt);
void handleCommand_SrpBytesM(NetworkPacket* pkt);
void ProcessData(NetworkPacket *pkt);
void Send(NetworkPacket *pkt);
void Send(session_t peer_id, NetworkPacket *pkt);
// Helper for handleCommand_PlayerPos and handleCommand_Interact
void process_PlayerPos(RemotePlayer *player, PlayerSAO *playersao,
NetworkPacket *pkt);
// Both setter and getter need no envlock,
// can be called freely from threads
void setTimeOfDay(u32 time);
/*
Shall be called with the environment locked.
This is accessed by the map, which is inside the environment,
so it shouldn't be a problem.
*/
void onMapEditEvent(MapEditEvent *event);
/*
Shall be called with the environment and the connection locked.
*/
Inventory* getInventory(const InventoryLocation &loc);
void setInventoryModified(const InventoryLocation &loc, bool playerSend = true);
// Connection must be locked when called
std::wstring getStatusString();
inline double getUptime() const { return m_uptime.m_value; }
// read shutdown state
inline bool isShutdownRequested() const { return m_shutdown_state.is_requested; }
// request server to shutdown
void requestShutdown(const std::string &msg, bool reconnect, float delay = 0.0f);
// Returns -1 if failed, sound handle on success
// Envlock
s32 playSound(const SimpleSoundSpec &spec, const ServerSoundParams &params);
void stopSound(s32 handle);
void fadeSound(s32 handle, float step, float gain);
// Envlock
std::set<std::string> getPlayerEffectivePrivs(const std::string &name);
bool checkPriv(const std::string &name, const std::string &priv);
void reportPrivsModified(const std::string &name=""); // ""=all
void reportInventoryFormspecModified(const std::string &name);
void reportFormspecPrependModified(const std::string &name);
void setIpBanned(const std::string &ip, const std::string &name);
void unsetIpBanned(const std::string &ip_or_name);
std::string getBanDescription(const std::string &ip_or_name);
void notifyPlayer(const char *name, const std::wstring &msg);
void notifyPlayers(const std::wstring &msg);
void spawnParticle(const std::string &playername,
v3f pos, v3f velocity, v3f acceleration,
float expirationtime, float size,
bool collisiondetection, bool collision_removal, bool object_collision,
bool vertical, const std::string &texture,
const struct TileAnimationParams &animation, u8 glow);
u32 addParticleSpawner(u16 amount, float spawntime,
v3f minpos, v3f maxpos,
v3f minvel, v3f maxvel,
v3f minacc, v3f maxacc,
float minexptime, float maxexptime,
float minsize, float maxsize,
bool collisiondetection, bool collision_removal, bool object_collision,
ServerActiveObject *attached,
bool vertical, const std::string &texture,
const std::string &playername, const struct TileAnimationParams &animation,
u8 glow);
void deleteParticleSpawner(const std::string &playername, u32 id);
// Creates or resets inventory
Inventory *createDetachedInventory(const std::string &name,
const std::string &player = "");
bool removeDetachedInventory(const std::string &name);
// Envlock and conlock should be locked when using scriptapi
ServerScripting *getScriptIface(){ return m_script; }
// actions: time-reversed list
// Return value: success/failure
bool rollbackRevertActions(const std::list<RollbackAction> &actions,
std::list<std::string> *log);
// IGameDef interface
// Under envlock
virtual IItemDefManager* getItemDefManager();
virtual const NodeDefManager* getNodeDefManager();
virtual ICraftDefManager* getCraftDefManager();
virtual u16 allocateUnknownNodeId(const std::string &name);
IRollbackManager *getRollbackManager() { return m_rollback; }
virtual EmergeManager *getEmergeManager() { return m_emerge; }
IWritableItemDefManager* getWritableItemDefManager();
NodeDefManager* getWritableNodeDefManager();
IWritableCraftDefManager* getWritableCraftDefManager();
virtual const std::vector<ModSpec> &getMods() const;
virtual const ModSpec* getModSpec(const std::string &modname) const;
void getModNames(std::vector<std::string> &modlist);
std::string getBuiltinLuaPath();
virtual std::string getWorldPath() const { return m_path_world; }
virtual std::string getModStoragePath() const;
inline bool isSingleplayer()
{ return m_simple_singleplayer_mode; }
inline void setAsyncFatalError(const std::string &error)
{ m_async_fatal_error.set(error); }
bool showFormspec(const char *name, const std::string &formspec, const std::string &formname);
Map & getMap() { return m_env->getMap(); }
ServerEnvironment & getEnv() { return *m_env; }
v3f findSpawnPos();
u32 hudAdd(RemotePlayer *player, HudElement *element);
bool hudRemove(RemotePlayer *player, u32 id);
bool hudChange(RemotePlayer *player, u32 id, HudElementStat stat, void *value);
bool hudSetFlags(RemotePlayer *player, u32 flags, u32 mask);
bool hudSetHotbarItemcount(RemotePlayer *player, s32 hotbar_itemcount);
void hudSetHotbarImage(RemotePlayer *player, const std::string &name);
void hudSetHotbarSelectedImage(RemotePlayer *player, const std::string &name);
Address getPeerAddress(session_t peer_id);
void setLocalPlayerAnimations(RemotePlayer *player, v2s32 animation_frames[4],
f32 frame_speed);
void setPlayerEyeOffset(RemotePlayer *player, const v3f &first, const v3f &third);
void setSky(RemotePlayer *player, const video::SColor &bgcolor,
const std::string &type, const std::vector<std::string> &params,
bool &clouds);
void setClouds(RemotePlayer *player, const CloudParams &params);
bool overrideDayNightRatio(RemotePlayer *player, bool do_override, float brightness);
/* con::PeerHandler implementation. */
void peerAdded(con::Peer *peer);
void deletingPeer(con::Peer *peer, bool timeout);
void DenySudoAccess(session_t peer_id);
void DenyAccessVerCompliant(session_t peer_id, u16 proto_ver, AccessDeniedCode reason,
const std::string &str_reason = "", bool reconnect = false);
void DenyAccess(session_t peer_id, AccessDeniedCode reason,
const std::string &custom_reason = "");
void acceptAuth(session_t peer_id, bool forSudoMode);
void DenyAccess_Legacy(session_t peer_id, const std::wstring &reason);
void DisconnectPeer(session_t peer_id);
bool getClientConInfo(session_t peer_id, con::rtt_stat_type type, float *retval);
bool getClientInfo(session_t peer_id, ClientState *state, u32 *uptime,
u8* ser_vers, u16* prot_vers, u8* major, u8* minor, u8* patch,
std::string* vers_string);
void printToConsoleOnly(const std::string &text);
void SendPlayerHPOrDie(PlayerSAO *player, const PlayerHPChangeReason &reason);
void SendPlayerBreath(PlayerSAO *sao);
void SendInventory(PlayerSAO* playerSAO);
void SendMovePlayer(session_t peer_id);
virtual bool registerModStorage(ModMetadata *storage);
virtual void unregisterModStorage(const std::string &name);
bool joinModChannel(const std::string &channel);
bool leaveModChannel(const std::string &channel);
bool sendModChannelMessage(const std::string &channel, const std::string &message);
ModChannel *getModChannel(const std::string &channel);
// Send block to specific player only
bool SendBlock(session_t peer_id, const v3s16 &blockpos);
// Bind address
Address m_bind_addr;
// Environment mutex (envlock)
std::mutex m_env_mutex;
private:
friend class EmergeThread;
friend class RemoteClient;
friend class TestServerShutdownState;
struct ShutdownState {
friend class TestServerShutdownState;
public:
bool is_requested = false;
bool should_reconnect = false;
std::string message;
void reset();
void trigger(float delay, const std::string &msg, bool reconnect);
void tick(float dtime, Server *server);
std::wstring getShutdownTimerMessage() const;
bool isTimerRunning() const { return m_timer > 0.0f; }
private:
float m_timer = 0.0f;
};
void SendMovement(session_t peer_id);
void SendHP(session_t peer_id, u16 hp);
void SendBreath(session_t peer_id, u16 breath);
void SendAccessDenied(session_t peer_id, AccessDeniedCode reason,
const std::string &custom_reason, bool reconnect = false);
void SendAccessDenied_Legacy(session_t peer_id, const std::wstring &reason);
void SendDeathscreen(session_t peer_id, bool set_camera_point_target,
v3f camera_point_target);
void SendItemDef(session_t peer_id, IItemDefManager *itemdef, u16 protocol_version);
void SendNodeDef(session_t peer_id, const NodeDefManager *nodedef,
u16 protocol_version);
/* mark blocks not sent for all clients */
void SetBlocksNotSent(std::map<v3s16, MapBlock *>& block);
virtual void SendChatMessage(session_t peer_id, const ChatMessage &message);
void SendTimeOfDay(session_t peer_id, u16 time, f32 time_speed);
void SendPlayerHP(session_t peer_id);
void SendLocalPlayerAnimations(session_t peer_id, v2s32 animation_frames[4],
f32 animation_speed);
void SendEyeOffset(session_t peer_id, v3f first, v3f third);
void SendPlayerPrivileges(session_t peer_id);
void SendPlayerInventoryFormspec(session_t peer_id);
void SendPlayerFormspecPrepend(session_t peer_id);
void SendShowFormspecMessage(session_t peer_id, const std::string &formspec,
const std::string &formname);
void SendHUDAdd(session_t peer_id, u32 id, HudElement *form);
void SendHUDRemove(session_t peer_id, u32 id);
void SendHUDChange(session_t peer_id, u32 id, HudElementStat stat, void *value);
void SendHUDSetFlags(session_t peer_id, u32 flags, u32 mask);
void SendHUDSetParam(session_t peer_id, u16 param, const std::string &value);
void SendSetSky(session_t peer_id, const video::SColor &bgcolor,
const std::string &type, const std::vector<std::string> &params,
bool &clouds);
void SendCloudParams(session_t peer_id, const CloudParams &params);
void SendOverrideDayNightRatio(session_t peer_id, bool do_override, float ratio);
void broadcastModChannelMessage(const std::string &channel,
const std::string &message, session_t from_peer);
/*
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, std::unordered_set<u16> *far_players = nullptr,
float far_d_nodes = 100);
void sendAddNode(v3s16 p, MapNode n,
std::unordered_set<u16> *far_players = nullptr,
float far_d_nodes = 100, bool remove_metadata = true);
void sendMetadataChanged(const std::list<v3s16> &meta_updates,
float far_d_nodes = 100);
// Environment and Connection must be locked when called
void SendBlockNoLock(session_t peer_id, MapBlock *block, u8 ver, u16 net_proto_version);
// Sends blocks to clients (locks env and con on its own)
void SendBlocks(float dtime);
void fillMediaCache();
void sendMediaAnnouncement(session_t peer_id, const std::string &lang_code);
void sendRequestedMedia(session_t peer_id,
const std::vector<std::string> &tosend);
void sendDetachedInventory(const std::string &name, session_t peer_id);
void sendDetachedInventories(session_t peer_id);
// Adds a ParticleSpawner on peer with peer_id (PEER_ID_INEXISTENT == all)
void SendAddParticleSpawner(session_t peer_id, u16 protocol_version,
u16 amount, float spawntime,
v3f minpos, v3f maxpos,
v3f minvel, v3f maxvel,
v3f minacc, v3f maxacc,
float minexptime, float maxexptime,
float minsize, float maxsize,
bool collisiondetection, bool collision_removal, bool object_collision,
u16 attached_id,
bool vertical, const std::string &texture, u32 id,
const struct TileAnimationParams &animation, u8 glow);
void SendDeleteParticleSpawner(session_t peer_id, u32 id);
// Spawns particle on peer with peer_id (PEER_ID_INEXISTENT == all)
void SendSpawnParticle(session_t peer_id, u16 protocol_version,
v3f pos, v3f velocity, v3f acceleration,
float expirationtime, float size,
bool collisiondetection, bool collision_removal, bool object_collision,
bool vertical, const std::string &texture,
const struct TileAnimationParams &animation, u8 glow);
u32 SendActiveObjectRemoveAdd(session_t peer_id, const std::string &datas);
void SendActiveObjectMessages(session_t peer_id, const std::string &datas,
bool reliable = true);
void SendCSMRestrictionFlags(session_t peer_id);
/*
Something random
*/
void DiePlayer(session_t peer_id, const PlayerHPChangeReason &reason);
void RespawnPlayer(session_t peer_id);
void DeleteClient(session_t peer_id, ClientDeletionReason reason);
void UpdateCrafting(RemotePlayer *player);
bool checkInteractDistance(RemotePlayer *player, const f32 d, const std::string &what);
void handleChatInterfaceEvent(ChatEvent *evt);
// This returns the answer to the sender of wmessage, or "" if there is none
std::wstring handleChat(const std::string &name, const std::wstring &wname,
std::wstring wmessage_input,
bool check_shout_priv = false,
RemotePlayer *player = NULL);
void handleAdminChat(const ChatEventChat *evt);
// When called, connection mutex should be locked
RemoteClient* getClient(session_t peer_id, ClientState state_min = CS_Active);
RemoteClient* getClientNoEx(session_t peer_id, ClientState state_min = CS_Active);
// When called, environment mutex should be locked
std::string getPlayerName(session_t peer_id);
PlayerSAO *getPlayerSAO(session_t peer_id);
/*
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.
*/
PlayerSAO *emergePlayer(const char *name, session_t peer_id, u16 proto_version);
void handlePeerChanges();
/*
Variables
*/
// World directory
std::string m_path_world;
// Subgame specification
SubgameSpec m_gamespec;
// If true, do not allow multiple players and hide some multiplayer
// functionality
bool m_simple_singleplayer_mode;
u16 m_max_chatmessage_length;
// For "dedicated" server list flag
bool m_dedicated;
// Thread can set; step() will throw as ServerError
MutexedVariable<std::string> m_async_fatal_error;
// Some timers
float m_liquid_transform_timer = 0.0f;
float m_liquid_transform_every = 1.0f;
float m_masterserver_timer = 0.0f;
float m_emergethread_trigger_timer = 0.0f;
float m_savemap_timer = 0.0f;
IntervalLimiter m_map_timer_and_unload_interval;
// Environment
ServerEnvironment *m_env = nullptr;
// server connection
std::shared_ptr<con::Connection> m_con;
// Ban checking
BanManager *m_banmanager = nullptr;
// Rollback manager (behind m_env_mutex)
IRollbackManager *m_rollback = nullptr;
// Emerge manager
EmergeManager *m_emerge = nullptr;
// Scripting
// Envlock and conlock should be locked when using Lua
ServerScripting *m_script = nullptr;
// Item definition manager
IWritableItemDefManager *m_itemdef;
// Node definition manager
NodeDefManager *m_nodedef;
// Craft definition manager
IWritableCraftDefManager *m_craftdef;
// Event manager
EventManager *m_event;
// Mods
std::unique_ptr<ServerModManager> m_modmgr;
/*
Threads
*/
// A buffer for time steps
// step() increments and AsyncRunStep() run by m_thread reads it.
float m_step_dtime = 0.0f;
std::mutex m_step_dtime_mutex;
// current server step lag counter
float m_lag;
// The server mainly operates in this thread
ServerThread *m_thread = nullptr;
/*
Time related stuff
*/
// Timer for sending time of day over network
float m_time_of_day_send_timer = 0.0f;
// Uptime of server in seconds
MutexedVariable<double> m_uptime;
/*
Client interface
*/
ClientInterface m_clients;
/*
Peer change queue.
Queues stuff from peerAdded() and deletingPeer() to
handlePeerChanges()
*/
std::queue<con::PeerChange> m_peer_change_queue;
std::unordered_map<session_t, std::string> m_formspec_state_data;
/*
Random stuff
*/
ShutdownState m_shutdown_state;
ChatInterface *m_admin_chat;
std::string m_admin_nick;
/*
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
*/
std::queue<MapEditEvent*> m_unsent_map_edit_queue;
/*
If a non-empty area, map edit events contained within are left
unsent. Done at map generation time to speed up editing of the
generated area, as it will be sent anyway.
This is behind m_env_mutex
*/
VoxelArea m_ignore_map_edit_events_area;
// media files known to server
std::unordered_map<std::string, MediaInfo> m_media;
/*
Sounds
*/
std::unordered_map<s32, ServerPlayingSound> m_playing_sounds;
s32 m_next_sound_id = 0;
/*
Detached inventories (behind m_env_mutex)
*/
// key = name
std::map<std::string, Inventory*> m_detached_inventories;
// value = "" (visible to all players) or player name
std::map<std::string, std::string> m_detached_inventories_player;
std::unordered_map<std::string, ModMetadata *> m_mod_storages;
float m_mod_storage_save_timer = 10.0f;
// CSM restrictions byteflag
u64 m_csm_restriction_flags = CSMRestrictionFlags::CSM_RF_NONE;
u32 m_csm_restriction_noderange = 8;
// ModChannel manager
std::unique_ptr<ModChannelMgr> m_modchannel_mgr;
};
/*
Runs a simple dedicated server loop.
Shuts down when kill is set to true.
*/
void dedicated_server_loop(Server &server, bool &kill);