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			479 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			479 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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Minetest
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Copyright (C) 2010-2017 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 Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser 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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#pragma once
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#include "activeobject.h"
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#include "environment.h"
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#include "mapnode.h"
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#include "settings.h"
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#include "server/activeobjectmgr.h"
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#include "util/numeric.h"
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#include <set>
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#include <random>
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class IGameDef;
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class ServerMap;
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struct GameParams;
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class MapBlock;
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class RemotePlayer;
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class PlayerDatabase;
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class AuthDatabase;
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class PlayerSAO;
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class ServerEnvironment;
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class ActiveBlockModifier;
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struct StaticObject;
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class ServerActiveObject;
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class Server;
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class ServerScripting;
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/*
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	{Active, Loading} block modifier interface.
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	These are fed into ServerEnvironment at initialization time;
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	ServerEnvironment handles deleting them.
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*/
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class ActiveBlockModifier
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{
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public:
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	ActiveBlockModifier() = default;
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	virtual ~ActiveBlockModifier() = default;
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	// Set of contents to trigger on
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	virtual const std::vector<std::string> &getTriggerContents() const = 0;
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	// Set of required neighbors (trigger doesn't happen if none are found)
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	// Empty = do not check neighbors
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	virtual const std::vector<std::string> &getRequiredNeighbors() const = 0;
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	// Trigger interval in seconds
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	virtual float getTriggerInterval() = 0;
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	// Random chance of (1 / return value), 0 is disallowed
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	virtual u32 getTriggerChance() = 0;
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	// Whether to modify chance to simulate time lost by an unnattended block
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	virtual bool getSimpleCatchUp() = 0;
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	// This is called usually at interval for 1/chance of the nodes
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	virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
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	virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n,
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		u32 active_object_count, u32 active_object_count_wider){};
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};
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struct ABMWithState
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{
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	ActiveBlockModifier *abm;
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	float timer = 0.0f;
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	ABMWithState(ActiveBlockModifier *abm_);
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};
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struct LoadingBlockModifierDef
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{
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	// Set of contents to trigger on
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	std::set<std::string> trigger_contents;
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	std::string name;
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	bool run_at_every_load = false;
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	virtual ~LoadingBlockModifierDef() = default;
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	virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){};
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};
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struct LBMContentMapping
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{
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	typedef std::unordered_map<content_t, std::vector<LoadingBlockModifierDef *>> lbm_map;
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	lbm_map map;
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	std::vector<LoadingBlockModifierDef *> lbm_list;
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	// Needs to be separate method (not inside destructor),
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	// because the LBMContentMapping may be copied and destructed
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	// many times during operation in the lbm_lookup_map.
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	void deleteContents();
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	void addLBM(LoadingBlockModifierDef *lbm_def, IGameDef *gamedef);
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	const std::vector<LoadingBlockModifierDef *> *lookup(content_t c) const;
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};
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class LBMManager
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{
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public:
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	LBMManager() = default;
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	~LBMManager();
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	// Don't call this after loadIntroductionTimes() ran.
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	void addLBMDef(LoadingBlockModifierDef *lbm_def);
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	void loadIntroductionTimes(const std::string ×,
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		IGameDef *gamedef, u32 now);
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	// Don't call this before loadIntroductionTimes() ran.
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	std::string createIntroductionTimesString();
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	// Don't call this before loadIntroductionTimes() ran.
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	void applyLBMs(ServerEnvironment *env, MapBlock *block, u32 stamp);
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	// Warning: do not make this std::unordered_map, order is relevant here
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	typedef std::map<u32, LBMContentMapping> lbm_lookup_map;
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private:
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	// Once we set this to true, we can only query,
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	// not modify
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	bool m_query_mode = false;
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	// For m_query_mode == false:
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	// The key of the map is the LBM def's name.
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	// TODO make this std::unordered_map
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	std::map<std::string, LoadingBlockModifierDef *> m_lbm_defs;
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	// For m_query_mode == true:
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	// The key of the map is the LBM def's first introduction time.
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	lbm_lookup_map m_lbm_lookup;
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	// Returns an iterator to the LBMs that were introduced
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	// after the given time. This is guaranteed to return
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	// valid values for everything
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	lbm_lookup_map::const_iterator getLBMsIntroducedAfter(u32 time)
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	{ return m_lbm_lookup.lower_bound(time); }
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};
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/*
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	List of active blocks, used by ServerEnvironment
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*/
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class ActiveBlockList
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{
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public:
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	void update(std::vector<PlayerSAO*> &active_players,
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		s16 active_block_range,
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		s16 active_object_range,
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		std::set<v3s16> &blocks_removed,
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		std::set<v3s16> &blocks_added);
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	bool contains(v3s16 p){
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		return (m_list.find(p) != m_list.end());
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	}
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	void clear(){
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		m_list.clear();
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	}
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	std::set<v3s16> m_list;
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	std::set<v3s16> m_abm_list;
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	std::set<v3s16> m_forceloaded_list;
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private:
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};
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/*
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	Operation mode for ServerEnvironment::clearObjects()
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*/
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enum ClearObjectsMode {
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	// Load and go through every mapblock, clearing objects
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		CLEAR_OBJECTS_MODE_FULL,
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	// Clear objects immediately in loaded mapblocks;
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	// clear objects in unloaded mapblocks only when the mapblocks are next activated.
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		CLEAR_OBJECTS_MODE_QUICK,
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};
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class ServerEnvironment : public Environment
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{
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public:
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	ServerEnvironment(ServerMap *map, ServerScripting *scriptIface,
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		Server *server, const std::string &path_world);
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	~ServerEnvironment();
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	Map & getMap();
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	ServerMap & getServerMap();
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	//TODO find way to remove this fct!
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	ServerScripting* getScriptIface()
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	{ return m_script; }
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	Server *getGameDef()
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	{ return m_server; }
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	float getSendRecommendedInterval()
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	{ return m_recommended_send_interval; }
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	void kickAllPlayers(AccessDeniedCode reason,
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		const std::string &str_reason, bool reconnect);
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	// Save players
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	void saveLoadedPlayers(bool force = false);
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	void savePlayer(RemotePlayer *player);
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	PlayerSAO *loadPlayer(RemotePlayer *player, bool *new_player, session_t peer_id,
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		bool is_singleplayer);
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	void addPlayer(RemotePlayer *player);
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	void removePlayer(RemotePlayer *player);
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	bool removePlayerFromDatabase(const std::string &name);
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	/*
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		Save and load time of day and game timer
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	*/
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	void saveMeta();
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	void loadMeta();
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	u32 addParticleSpawner(float exptime);
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	u32 addParticleSpawner(float exptime, u16 attached_id);
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	void deleteParticleSpawner(u32 id, bool remove_from_object = true);
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	/*
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		External ActiveObject interface
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		-------------------------------------------
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	*/
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	ServerActiveObject* getActiveObject(u16 id)
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	{
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		return m_ao_manager.getActiveObject(id);
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	}
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	/*
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		Add an active object to the environment.
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		Environment handles deletion of object.
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		Object may be deleted by environment immediately.
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		If id of object is 0, assigns a free id to it.
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		Returns the id of the object.
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		Returns 0 if not added and thus deleted.
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	*/
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	u16 addActiveObject(ServerActiveObject *object);
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	/*
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		Add an active object as a static object to the corresponding
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		MapBlock.
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		Caller allocates memory, ServerEnvironment frees memory.
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		Return value: true if succeeded, false if failed.
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		(note:  not used, pending removal from engine)
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	*/
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	//bool addActiveObjectAsStatic(ServerActiveObject *object);
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	/*
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		Find out what new objects have been added to
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		inside a radius around a position
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	*/
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	void getAddedActiveObjects(PlayerSAO *playersao, s16 radius,
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		s16 player_radius,
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		std::set<u16> ¤t_objects,
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		std::queue<u16> &added_objects);
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	/*
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		Find out what new objects have been removed from
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		inside a radius around a position
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	*/
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	void getRemovedActiveObjects(PlayerSAO *playersao, s16 radius,
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		s16 player_radius,
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		std::set<u16> ¤t_objects,
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		std::queue<u16> &removed_objects);
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	/*
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		Get the next message emitted by some active object.
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		Returns false if no messages are available, true otherwise.
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	*/
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	bool getActiveObjectMessage(ActiveObjectMessage *dest);
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	virtual void getSelectedActiveObjects(
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		const core::line3d<f32> &shootline_on_map,
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		std::vector<PointedThing> &objects
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	);
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	/*
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		Activate objects and dynamically modify for the dtime determined
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		from timestamp and additional_dtime
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	*/
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	void activateBlock(MapBlock *block, u32 additional_dtime=0);
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	/*
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		{Active,Loading}BlockModifiers
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		-------------------------------------------
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	*/
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	void addActiveBlockModifier(ActiveBlockModifier *abm);
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	void addLoadingBlockModifierDef(LoadingBlockModifierDef *lbm);
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	/*
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		Other stuff
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		-------------------------------------------
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	*/
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	// Script-aware node setters
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	bool setNode(v3s16 p, const MapNode &n);
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	bool removeNode(v3s16 p);
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	bool swapNode(v3s16 p, const MapNode &n);
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	// Find the daylight value at pos with a Depth First Search
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	u8 findSunlight(v3s16 pos) const;
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	// Find all active objects inside a radius around a point
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	void getObjectsInsideRadius(std::vector<ServerActiveObject *> &objects, const v3f &pos, float radius,
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			std::function<bool(ServerActiveObject *obj)> include_obj_cb)
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	{
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		return m_ao_manager.getObjectsInsideRadius(pos, radius, objects, include_obj_cb);
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	}
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	// Find all active objects inside a box
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	void getObjectsInArea(std::vector<ServerActiveObject *> &objects, const aabb3f &box,
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			std::function<bool(ServerActiveObject *obj)> include_obj_cb)
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	{
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		return m_ao_manager.getObjectsInArea(box, objects, include_obj_cb);
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	}
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	// Clear objects, loading and going through every MapBlock
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	void clearObjects(ClearObjectsMode mode);
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	// This makes stuff happen
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	void step(f32 dtime);
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	u32 getGameTime() const { return m_game_time; }
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	void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
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	float getMaxLagEstimate() { return m_max_lag_estimate; }
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	std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; };
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	// Sets the static object status all the active objects in the specified block
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	// This is only really needed for deleting blocks from the map
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	void setStaticForActiveObjectsInBlock(v3s16 blockpos,
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		bool static_exists, v3s16 static_block=v3s16(0,0,0));
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	RemotePlayer *getPlayer(const session_t peer_id);
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	RemotePlayer *getPlayer(const char* name);
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	const std::vector<RemotePlayer *> getPlayers() const { return m_players; }
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	u32 getPlayerCount() const { return m_players.size(); }
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	static bool migratePlayersDatabase(const GameParams &game_params,
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			const Settings &cmd_args);
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	AuthDatabase *getAuthDatabase() { return m_auth_database; }
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	static bool migrateAuthDatabase(const GameParams &game_params,
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			const Settings &cmd_args);
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private:
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	/**
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	 * called if env_meta.txt doesn't exist (e.g. new world)
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	 */
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	void loadDefaultMeta();
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	static PlayerDatabase *openPlayerDatabase(const std::string &name,
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			const std::string &savedir, const Settings &conf);
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	static AuthDatabase *openAuthDatabase(const std::string &name,
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			const std::string &savedir, const Settings &conf);
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	/*
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		Internal ActiveObject interface
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		-------------------------------------------
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	*/
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	/*
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		Add an active object to the environment.
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		Called by addActiveObject.
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		Object may be deleted by environment immediately.
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		If id of object is 0, assigns a free id to it.
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		Returns the id of the object.
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		Returns 0 if not added and thus deleted.
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	*/
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	u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s);
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	/*
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		Remove all objects that satisfy (isGone() && m_known_by_count==0)
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	*/
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	void removeRemovedObjects();
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	/*
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		Convert stored objects from block to active
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	*/
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	void activateObjects(MapBlock *block, u32 dtime_s);
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	/*
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		Convert objects that are not in active blocks to static.
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		If m_known_by_count != 0, active object is not deleted, but static
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		data is still updated.
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		If force_delete is set, active object is deleted nevertheless. It
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		shall only be set so in the destructor of the environment.
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	*/
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	void deactivateFarObjects(bool force_delete);
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	/*
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		A few helpers used by the three above methods
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	*/
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	void deleteStaticFromBlock(
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			ServerActiveObject *obj, u16 id, u32 mod_reason, bool no_emerge);
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	bool saveStaticToBlock(v3s16 blockpos, u16 store_id,
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			ServerActiveObject *obj, const StaticObject &s_obj, u32 mod_reason);
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	/*
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		Member variables
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	*/
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	// The map
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	ServerMap *m_map;
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	// Lua state
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	ServerScripting* m_script;
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	// Server definition
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	Server *m_server;
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	// Active Object Manager
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	server::ActiveObjectMgr m_ao_manager;
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	// World path
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	const std::string m_path_world;
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	// Outgoing network message buffer for active objects
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	std::queue<ActiveObjectMessage> m_active_object_messages;
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	// Some timers
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	float m_send_recommended_timer = 0.0f;
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	IntervalLimiter m_object_management_interval;
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	// List of active blocks
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	ActiveBlockList m_active_blocks;
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	IntervalLimiter m_active_blocks_management_interval;
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	IntervalLimiter m_active_block_modifier_interval;
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	IntervalLimiter m_active_blocks_nodemetadata_interval;
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	// Whether the variables below have been read from file yet
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	bool m_meta_loaded = false;
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	// Time from the beginning of the game in seconds.
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	// Incremented in step().
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	u32 m_game_time = 0;
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	// A helper variable for incrementing the latter
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	float m_game_time_fraction_counter = 0.0f;
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	// Time of last clearObjects call (game time).
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						|
	// When a mapblock older than this is loaded, its objects are cleared.
 | 
						|
	u32 m_last_clear_objects_time = 0;
 | 
						|
	// 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 = 0.1f;
 | 
						|
	// 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 = 0.1f;
 | 
						|
 | 
						|
	// peer_ids in here should be unique, except that there may be many 0s
 | 
						|
	std::vector<RemotePlayer*> m_players;
 | 
						|
 | 
						|
	PlayerDatabase *m_player_database = nullptr;
 | 
						|
	AuthDatabase *m_auth_database = nullptr;
 | 
						|
 | 
						|
	// Pseudo random generator for shuffling, etc.
 | 
						|
	std::mt19937 m_rgen;
 | 
						|
 | 
						|
	// Particles
 | 
						|
	IntervalLimiter m_particle_management_interval;
 | 
						|
	std::unordered_map<u32, float> m_particle_spawners;
 | 
						|
	std::unordered_map<u32, u16> m_particle_spawner_attachments;
 | 
						|
 | 
						|
	ServerActiveObject* createSAO(ActiveObjectType type, v3f pos, const std::string &data);
 | 
						|
};
 |