minetest/src/server.h

831 lines
21 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 SERVER_HEADER
#define SERVER_HEADER
#include "connection.h"
#include "irr_v3d.h"
#include "map.h"
#include "hud.h"
#include "gamedef.h"
#include "serialization.h" // For SER_FMT_VER_INVALID
#include "mods.h"
#include "inventorymanager.h"
#include "subgame.h"
#include "rollback_interface.h" // Needed for rollbackRevertActions()
#include "util/numeric.h"
#include "util/thread.h"
#include <string>
#include <list>
#include <map>
#include <vector>
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
class IWritableItemDefManager;
class IWritableNodeDefManager;
class IWritableCraftDefManager;
class BanManager;
class EventManager;
class Inventory;
class Player;
class PlayerSAO;
class IRollbackManager;
class EmergeManager;
class GameScripting;
class ServerEnvironment;
struct SimpleSoundSpec;
class ServerError : public std::exception
{
public:
ServerError(const std::string &s)
{
m_s = "ServerError: ";
m_s += s;
}
virtual ~ServerError() throw()
{}
virtual const char * what() const throw()
{
return m_s.c_str();
}
std::string m_s;
};
/*
Some random functions
*/
v3f findSpawnPos(ServerMap &map);
class MapEditEventIgnorer
{
public:
MapEditEventIgnorer(bool *flag):
m_flag(flag)
{
if(*m_flag == false)
*m_flag = true;
else
m_flag = NULL;
}
~MapEditEventIgnorer()
{
if(m_flag)
{
assert(*m_flag);
*m_flag = false;
}
}
private:
bool *m_flag;
};
class MapEditEventAreaIgnorer
{
public:
MapEditEventAreaIgnorer(VoxelArea *ignorevariable, const VoxelArea &a):
m_ignorevariable(ignorevariable)
{
if(m_ignorevariable->getVolume() == 0)
*m_ignorevariable = a;
else
m_ignorevariable = NULL;
}
~MapEditEventAreaIgnorer()
{
if(m_ignorevariable)
{
assert(m_ignorevariable->getVolume() != 0);
*m_ignorevariable = VoxelArea();
}
}
private:
VoxelArea *m_ignorevariable;
};
class Server;
class ServerThread;
/*
Used for queueing and sorting block transfers in containers
Lower priority number means higher priority.
*/
struct PrioritySortedBlockTransfer
{
PrioritySortedBlockTransfer(float a_priority, v3s16 a_pos, u16 a_peer_id)
{
priority = a_priority;
pos = a_pos;
peer_id = a_peer_id;
}
bool operator < (const PrioritySortedBlockTransfer &other) const
{
return priority < other.priority;
}
float priority;
v3s16 pos;
u16 peer_id;
};
struct MediaRequest
{
std::string name;
MediaRequest(const std::string &name_=""):
name(name_)
{}
};
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
{
float gain;
std::string to_player;
enum Type{
SSP_LOCAL=0,
SSP_POSITIONAL=1,
SSP_OBJECT=2
} type;
v3f pos;
u16 object;
float max_hear_distance;
bool loop;
ServerSoundParams():
gain(1.0),
to_player(""),
type(SSP_LOCAL),
pos(0,0,0),
object(0),
max_hear_distance(32*BS),
loop(false)
{}
v3f getPos(ServerEnvironment *env, bool *pos_exists) const;
};
struct ServerPlayingSound
{
ServerSoundParams params;
std::set<u16> clients; // peer ids
};
class RemoteClient
{
public:
// peer_id=0 means this client has no associated peer
// NOTE: If client is made allowed to exist while peer doesn't,
// this has to be set to 0 when there is no peer.
// Also, the client must be moved to some other container.
u16 peer_id;
// The serialization version to use with the client
u8 serialization_version;
//
u16 net_proto_version;
// Version is stored in here after INIT before INIT2
u8 pending_serialization_version;
bool definitions_sent;
bool denied;
RemoteClient():
m_time_from_building(9999),
m_excess_gotblocks(0)
{
peer_id = 0;
serialization_version = SER_FMT_VER_INVALID;
net_proto_version = 0;
pending_serialization_version = SER_FMT_VER_INVALID;
definitions_sent = false;
denied = false;
m_nearest_unsent_d = 0;
m_nearest_unsent_reset_timer = 0.0;
m_nothing_to_send_counter = 0;
m_nothing_to_send_pause_timer = 0;
}
~RemoteClient()
{
}
/*
Finds block that should be sent next to the client.
Environment should be locked when this is called.
dtime is used for resetting send radius at slow interval
*/
void GetNextBlocks(Server *server, float dtime,
std::vector<PrioritySortedBlockTransfer> &dest);
void GotBlock(v3s16 p);
void SentBlock(v3s16 p);
void SetBlockNotSent(v3s16 p);
void SetBlocksNotSent(std::map<v3s16, MapBlock*> &blocks);
s32 SendingCount()
{
return m_blocks_sending.size();
}
// Increments timeouts and removes timed-out blocks from list
// NOTE: This doesn't fix the server-not-sending-block bug
// because it is related to emerging, not sending.
//void RunSendingTimeouts(float dtime, float timeout);
void PrintInfo(std::ostream &o)
{
o<<"RemoteClient "<<peer_id<<": "
<<"m_blocks_sent.size()="<<m_blocks_sent.size()
<<", m_blocks_sending.size()="<<m_blocks_sending.size()
<<", m_nearest_unsent_d="<<m_nearest_unsent_d
<<", m_excess_gotblocks="<<m_excess_gotblocks
<<std::endl;
m_excess_gotblocks = 0;
}
// Time from last placing or removing blocks
float m_time_from_building;
/*JMutex m_dig_mutex;
float m_dig_time_remaining;
// -1 = not digging
s16 m_dig_tool_item;
v3s16 m_dig_position;*/
/*
List of active objects that the client knows of.
Value is dummy.
*/
std::set<u16> m_known_objects;
private:
/*
Blocks that have been sent to client.
- These don't have to be sent again.
- A block is cleared from here when client says it has
deleted it from it's memory
Key is position, value is dummy.
No MapBlock* is stored here because the blocks can get deleted.
*/
std::set<v3s16> m_blocks_sent;
s16 m_nearest_unsent_d;
v3s16 m_last_center;
float m_nearest_unsent_reset_timer;
/*
Blocks that are currently on the line.
This is used for throttling the sending of blocks.
- The size of this list is limited to some value
Block is added when it is sent with BLOCKDATA.
Block is removed when GOTBLOCKS is received.
Value is time from sending. (not used at the moment)
*/
std::map<v3s16, float> m_blocks_sending;
/*
Count of excess GotBlocks().
There is an excess amount because the client sometimes
gets a block so late that the server sends it again,
and the client then sends two GOTBLOCKs.
This is resetted by PrintInfo()
*/
u32 m_excess_gotblocks;
// CPU usage optimization
u32 m_nothing_to_send_counter;
float m_nothing_to_send_pause_timer;
};
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
);
~Server();
void start(unsigned short port);
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();
void Receive();
void ProcessData(u8 *data, u32 datasize, u16 peer_id);
// Environment must be locked when called
void setTimeOfDay(u32 time);
bool getShutdownRequested()
{
return m_shutdown_requested;
}
/*
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);
// Connection must be locked when called
std::wstring getStatusString();
void requestShutdown(void)
{
m_shutdown_requested = true;
}
// Returns -1 if failed, sound handle on success
// Envlock + conlock
s32 playSound(const SimpleSoundSpec &spec, const ServerSoundParams &params);
void stopSound(s32 handle);
// Envlock + conlock
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 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);
Address getPeerAddress(u16 peer_id)
{
return m_con.GetPeerAddress(peer_id);
}
// Envlock and conlock should be locked when calling this
void notifyPlayer(const char *name, const std::wstring msg, const bool prepend);
void notifyPlayers(const std::wstring msg);
void spawnParticle(const char *playername,
v3f pos, v3f velocity, v3f acceleration,
float expirationtime, float size,
bool collisiondetection, std::string texture);
void spawnParticleAll(v3f pos, v3f velocity, v3f acceleration,
float expirationtime, float size,
bool collisiondetection, std::string texture);
u32 addParticleSpawner(const char *playername,
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, std::string texture);
u32 addParticleSpawnerAll(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, std::string texture);
void deleteParticleSpawner(const char *playername, u32 id);
void deleteParticleSpawnerAll(u32 id);
// Creates or resets inventory
Inventory* createDetachedInventory(const std::string &name);
// Envlock and conlock should be locked when using scriptapi
GameScripting *getScriptIface(){ return m_script; }
// Envlock should be locked when using the rollback manager
IRollbackManager *getRollbackManager(){ return m_rollback; }
//TODO: determine what (if anything) should be locked to access EmergeManager
EmergeManager *getEmergeManager(){ return m_emerge; }
// 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 INodeDefManager* getNodeDefManager();
virtual ICraftDefManager* getCraftDefManager();
virtual ITextureSource* getTextureSource();
virtual IShaderSource* getShaderSource();
virtual u16 allocateUnknownNodeId(const std::string &name);
virtual ISoundManager* getSoundManager();
virtual MtEventManager* getEventManager();
virtual IRollbackReportSink* getRollbackReportSink();
IWritableItemDefManager* getWritableItemDefManager();
IWritableNodeDefManager* getWritableNodeDefManager();
IWritableCraftDefManager* getWritableCraftDefManager();
const ModSpec* getModSpec(const std::string &modname);
void getModNames(std::list<std::string> &modlist);
std::string getBuiltinLuaPath();
std::string getWorldPath(){ return m_path_world; }
bool isSingleplayer(){ return m_simple_singleplayer_mode; }
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);
u32 hudAdd(Player *player, HudElement *element);
bool hudRemove(Player *player, u32 id);
bool hudChange(Player *player, u32 id, HudElementStat stat, void *value);
bool hudSetFlags(Player *player, u32 flags, u32 mask);
bool hudSetHotbarItemcount(Player *player, s32 hotbar_itemcount);
void hudSetHotbarImage(Player *player, std::string name);
void hudSetHotbarSelectedImage(Player *player, std::string name);
private:
// con::PeerHandler implementation.
// These queue stuff to be processed by handlePeerChanges().
// As of now, these create and remove clients and players.
void peerAdded(con::Peer *peer);
void deletingPeer(con::Peer *peer, bool timeout);
/*
Static send methods
*/
static void SendMovement(con::Connection &con, u16 peer_id);
static void SendHP(con::Connection &con, u16 peer_id, u8 hp);
static void SendBreath(con::Connection &con, u16 peer_id, u16 breath);
static void SendAccessDenied(con::Connection &con, u16 peer_id,
const std::wstring &reason);
static void SendDeathscreen(con::Connection &con, u16 peer_id,
bool set_camera_point_target, v3f camera_point_target);
static void SendItemDef(con::Connection &con, u16 peer_id,
IItemDefManager *itemdef, u16 protocol_version);
static void SendNodeDef(con::Connection &con, u16 peer_id,
INodeDefManager *nodedef, u16 protocol_version);
/*
Non-static send methods.
Conlock should be always used.
Envlock usage is documented badly but it's easy to figure out
which ones access the environment.
*/
// Envlock and conlock should be locked when calling these
void SendInventory(u16 peer_id);
void SendChatMessage(u16 peer_id, const std::wstring &message);
void BroadcastChatMessage(const std::wstring &message);
void SendTimeOfDay(u16 peer_id, u16 time, f32 time_speed);
void SendPlayerHP(u16 peer_id);
void SendPlayerBreath(u16 peer_id);
void SendMovePlayer(u16 peer_id);
void SendPlayerPrivileges(u16 peer_id);
void SendPlayerInventoryFormspec(u16 peer_id);
void SendShowFormspecMessage(u16 peer_id, const std::string formspec, const std::string formname);
void SendHUDAdd(u16 peer_id, u32 id, HudElement *form);
void SendHUDRemove(u16 peer_id, u32 id);
void SendHUDChange(u16 peer_id, u32 id, HudElementStat stat, void *value);
void SendHUDSetFlags(u16 peer_id, u32 flags, u32 mask);
void SendHUDSetParam(u16 peer_id, u16 param, const std::string &value);
/*
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,
std::list<u16> *far_players=NULL, float far_d_nodes=100);
void sendAddNode(v3s16 p, MapNode n, u16 ignore_id=0,
std::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, u16 net_proto_version);
// Sends blocks to clients (locks env and con on its own)
void SendBlocks(float dtime);
void fillMediaCache();
void sendMediaAnnouncement(u16 peer_id);
void sendRequestedMedia(u16 peer_id,
const std::list<MediaRequest> &tosend);
void sendDetachedInventory(const std::string &name, u16 peer_id);
void sendDetachedInventoryToAll(const std::string &name);
void sendDetachedInventories(u16 peer_id);
// Adds a ParticleSpawner on peer with peer_id
void SendAddParticleSpawner(u16 peer_id, 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, std::string texture, u32 id);
// Adds a ParticleSpawner on all peers
void SendAddParticleSpawnerAll(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, std::string texture, u32 id);
// Deletes ParticleSpawner on a single client
void SendDeleteParticleSpawner(u16 peer_id, u32 id);
// Deletes ParticleSpawner on all clients
void SendDeleteParticleSpawnerAll(u32 id);
// Spawns particle on single client
void SendSpawnParticle(u16 peer_id,
v3f pos, v3f velocity, v3f acceleration,
float expirationtime, float size,
bool collisiondetection, std::string texture);
// Spawns particle on all clients
void SendSpawnParticleAll(v3f pos, v3f velocity, v3f acceleration,
float expirationtime, float size,
bool collisiondetection, std::string texture);
/*
Something random
*/
void DiePlayer(u16 peer_id);
void RespawnPlayer(u16 peer_id);
void DenyAccess(u16 peer_id, const std::wstring &reason);
enum ClientDeletionReason {
CDR_LEAVE,
CDR_TIMEOUT,
CDR_DENY
};
void DeleteClient(u16 peer_id, ClientDeletionReason reason);
void UpdateCrafting(u16 peer_id);
// When called, connection mutex should be locked
RemoteClient* getClient(u16 peer_id);
RemoteClient* getClientNoEx(u16 peer_id);
// When called, environment mutex should be locked
std::string getPlayerName(u16 peer_id);
PlayerSAO* getPlayerSAO(u16 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, u16 peer_id);
// Locks environment and connection by its own
struct PeerChange;
void handlePeerChange(PeerChange &c);
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;
// Thread can set; step() will throw as ServerError
MutexedVariable<std::string> m_async_fatal_error;
// Some timers
float m_liquid_transform_timer;
float m_liquid_transform_every;
float m_print_info_timer;
float m_masterserver_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)
std::map<u16, RemoteClient*> m_clients;
u16 m_clients_number; //for announcing masterserver
// Ban checking
BanManager *m_banmanager;
// Rollback manager (behind m_env_mutex)
IRollbackManager *m_rollback;
bool m_rollback_sink_enabled;
bool m_enable_rollback_recording; // Updated once in a while
// Emerge manager
EmergeManager *m_emerge;
// Scripting
// Envlock and conlock should be locked when using Lua
GameScripting *m_script;
// Item definition manager
IWritableItemDefManager *m_itemdef;
// Node definition manager
IWritableNodeDefManager *m_nodedef;
// Craft definition manager
IWritableCraftDefManager *m_craftdef;
// Event manager
EventManager *m_event;
// Mods
std::vector<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;
/*
Time related stuff
*/
// 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
std::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 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;
/*
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,MediaInfo> m_media;
/*
Sounds
*/
std::map<s32, ServerPlayingSound> m_playing_sounds;
s32 m_next_sound_id;
/*
Detached inventories (behind m_env_mutex)
*/
// key = name
std::map<std::string, Inventory*> m_detached_inventories;
/*
Particles
*/
std::vector<u32> m_particlespawner_ids;
};
/*
Runs a simple dedicated server loop.
Shuts down when run is set to false.
*/
void dedicated_server_loop(Server &server, bool &run);
#endif