minetest/src/staticobject.cpp

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/*
2013-02-24 18:40:43 +01:00
Minetest
2013-02-24 19:38:45 +01:00
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "staticobject.h"
#include "util/serialize.h"
#include "server/serveractiveobject.h"
StaticObject::StaticObject(const ServerActiveObject *s_obj, const v3f &pos_):
type(s_obj->getType()),
pos(pos_)
{
assert(s_obj->isStaticAllowed());
s_obj->getStaticData(&data);
}
void StaticObject::serialize(std::ostream &os) const
{
// type
writeU8(os, type);
// pos
writeV3F1000(os, clampToF1000(pos));
// data
os<<serializeString16(data);
}
void StaticObject::deSerialize(std::istream &is, u8 version)
{
// type
type = readU8(is);
// pos
pos = readV3F1000(is);
// data
data = deSerializeString16(is);
}
void StaticObjectList::serialize(std::ostream &os)
{
// Check for problems first
auto problematic = [] (StaticObject &obj) -> bool {
if (obj.data.size() > U16_MAX) {
errorstream << "StaticObjectList::serialize(): "
"object has excessive static data (" << obj.data.size() <<
"), deleting it." << std::endl;
return true;
}
return false;
};
for (auto it = m_stored.begin(); it != m_stored.end(); ) {
if (problematic(*it))
it = m_stored.erase(it);
else
it++;
}
for (auto it = m_active.begin(); it != m_active.end(); ) {
if (problematic(it->second))
it = m_active.erase(it);
else
it++;
}
// version
u8 version = 0;
writeU8(os, version);
// count
size_t count = m_stored.size() + m_active.size();
// Make sure it fits into u16, else it would get truncated and cause e.g.
// issue #2610 (Invalid block data in database: unsupported NameIdMapping version).
if (count > U16_MAX) {
errorstream << "StaticObjectList::serialize(): "
<< "too many objects (" << count << ") in list, "
<< "not writing them to disk." << std::endl;
writeU16(os, 0); // count = 0
return;
}
writeU16(os, count);
for (StaticObject &s_obj : m_stored) {
s_obj.serialize(os);
}
for (auto &i : m_active) {
StaticObject s_obj = i.second;
s_obj.serialize(os);
}
}
Reduce exposure of various internals (#12885) * refactoring(StaticObjectList): don't expose m_active and m_stored anymore This prevents our old crap code where anyone can access to StaticObjectList. use proper modifiers. It also permits to do a short cleanup on MapBlock using a helper * refactoring(MapBlock): reduce a bit exposed m_active_blocks variable * refactoring: MapBlock::m_node_timers is now private We already had various helpers to perform this privatization, just use it. Also factorize the MapBlock stepping code for timers using already existing code and importing them from ServerEnvironment to MapBlock. It's currently done pretty straight forward without any inheritance as MapBlock is just used everywhere, maybe in a future we'll have ServerMapBlock over MapBlock. Currently for a simple function let's just use proper objects and add a comment warning * refactoring(Server): fix duplicated function for add/remove node * refactoring(guiFormSpecMenu): add removeAll function to prevent duplicated code * refactoring(ShadowRenderer) + perf: code quality + increase performance * All callers are already using the point and we should never test a function with nullptr node, it's a bug. Removed workaround which was hacky and fix the bug * Drop clientmap lookup from shadowrendered, just use directly its pointer and forbid to push it in the generic list * Reduce memory pressure on the renderShadowObject by preventing deallocating and reallocating multiple vectors on each node * refactoring(MapBlock): reduce exposure of MapBlock::m_static_objects It's not complete as some parts of the code are pretty nested, but it's better than before :) * fix: better working on new functions & drop unwanted 2 lines Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com> Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
2022-11-03 17:35:31 +01:00
void StaticObjectList::deSerialize(std::istream &is)
{
if (m_active.size()) {
errorstream << "StaticObjectList::deSerialize(): "
<< "deserializing objects while " << m_active.size()
<< " active objects already exist (not cleared). "
<< m_stored.size() << " stored objects _were_ cleared"
<< std::endl;
}
m_stored.clear();
// version
u8 version = readU8(is);
// count
u16 count = readU16(is);
for(u16 i = 0; i < count; i++) {
StaticObject s_obj;
s_obj.deSerialize(is, version);
m_stored.push_back(s_obj);
}
}
Reduce exposure of various internals (#12885) * refactoring(StaticObjectList): don't expose m_active and m_stored anymore This prevents our old crap code where anyone can access to StaticObjectList. use proper modifiers. It also permits to do a short cleanup on MapBlock using a helper * refactoring(MapBlock): reduce a bit exposed m_active_blocks variable * refactoring: MapBlock::m_node_timers is now private We already had various helpers to perform this privatization, just use it. Also factorize the MapBlock stepping code for timers using already existing code and importing them from ServerEnvironment to MapBlock. It's currently done pretty straight forward without any inheritance as MapBlock is just used everywhere, maybe in a future we'll have ServerMapBlock over MapBlock. Currently for a simple function let's just use proper objects and add a comment warning * refactoring(Server): fix duplicated function for add/remove node * refactoring(guiFormSpecMenu): add removeAll function to prevent duplicated code * refactoring(ShadowRenderer) + perf: code quality + increase performance * All callers are already using the point and we should never test a function with nullptr node, it's a bug. Removed workaround which was hacky and fix the bug * Drop clientmap lookup from shadowrendered, just use directly its pointer and forbid to push it in the generic list * Reduce memory pressure on the renderShadowObject by preventing deallocating and reallocating multiple vectors on each node * refactoring(MapBlock): reduce exposure of MapBlock::m_static_objects It's not complete as some parts of the code are pretty nested, but it's better than before :) * fix: better working on new functions & drop unwanted 2 lines Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com> Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
2022-11-03 17:35:31 +01:00
bool StaticObjectList::storeActiveObject(u16 id)
{
const auto i = m_active.find(id);
if (i == m_active.end())
return false;
m_stored.push_back(i->second);
m_active.erase(id);
return true;
}