Commit Graph

392 Commits

Author SHA1 Message Date
Dániel Juhász 3face01a20 Node definition manager refactor (#7016)
* Rename IWritableNodeDefManager to NodeDefManager
* Make INodeDefManager functions const
* Use "const *NodeDefManager" instead of "*INodeDefManager"
* Remove unused INodeDefManager class
* Merge NodeDefManager and CNodeDefManager
* Document NodeDefManager
2018-02-10 21:04:16 +01:00
red-001 49ff1d2ea8 [CSM] Remove `on_connect` callback (#6941)
Fixes #6939
2018-01-21 18:27:27 +01:00
Muhammad Rifqi Priyo Susanto 792752997c Add confirmation on new player registration (#6849)
* Attempt to add registration confirmation

Using SRP auth mechanism, if server sent AUTH_MECHANISM_FIRST_SRP that means the player isn't exist.
Also tell player about the server and chosen username.
Local game has localhost as IP address of the server.
Add RenderingEngine::draw_menu_scene() to draw GUI and clouds background.
aborted -> connection_aborted

* Rewrite information message text

Client::promptConfirmRegister() -> Client::promptConfirmRegistration()
2018-01-13 12:07:16 +01:00
Loic Blot 0ebaed430a GameUI refactor (part 1/X): GameUI object creation + GameUIFlags move to GameUI
Game class is too huge and has too specialization on various subjects, like UI, formspecs, client, renderer. Start to move UI related things to GameUI object and cleanup them

Other improvements:
* updateChat: more performance on error messages by remove string copies
* Initialize all game class members in definition instead of constructor (with nullptr instead of NULL)
* Drop unused Client::show{GameChat,GameHud,Profiler,GameFog}
* Add GameUI unittests
2018-01-05 20:59:30 +01:00
Loïc Blot 308bb69eef
CSM fixes: load mods after flavours & add flavour to block mod loading (#6738)
* CSM fixes: load mods after flavours & add flavour to block mod loading

* Don't permit to load mods twice

* Prepare builtin integrity global algorithm

* Add missing doc & use a nicer byteflag for LOAD_CLIENT_MODS flavour

* flag typo fix

* Invert CSM_FL_LOOKUP_NODES & CSM_FL_LOAD_CLIENT_MODS ids
2017-12-11 17:33:44 +01:00
SmallJoker 03caa1e319 Damage: Remove damage ignore timer 2017-12-10 14:23:45 +00:00
Lars Hofhansl fd9f195fcc Use Irrlicht's mesh cache for animated meshes.
Fixes #6676.
Allow animated meshes to be cached in Irrlicht's builtin mesh cache.
Use Material.EmmissiveColor instead of manipulating the mesh' vertex colors.
2017-12-04 22:29:11 -08:00
number Zero 05d93c7fa1 Load files from subfolders in texturepacks
Updated and rebased version of a PR by red-001
2017-11-17 19:23:08 +00:00
Vitaliy 20a85d76d9 Move files to subdirectories (#6599)
* Move files around
2017-11-08 23:56:20 +01:00
Loïc Blot be10c0893e Make Player::peer_id server-side only and add getters and setters (#6478)
* Make Player::peer_id server-side only and add getters and setters

Player::peer_id has no sense client side, move it to server, make it private and add setter and getter
Also add some PEER_ID_INEXISTENT instead of harcoded 0
2017-09-30 12:00:05 +02:00
Loïc Blot ad7daf7b52 Add session_t typedef + remove unused functions (#6470)
* Add session_t typedef + remove unused functions

u16 peer_id is used everywhere, to be more consistent and permit some evolutions on this type in the future (i'm working on a PoC), uniformize u16 peer_id to SessionId peer_id
2017-09-27 19:47:36 +02:00
Loïc Blot 6f1c907204 Implement mod communication channels (#6351)
Implement network communication for channels

* Implement ModChannel manager server side to route incoming messages from clients to other clients
* Add signal handler switch on client & ModChannelMgr on client to handle channels
* Add Lua API bindings + client packet sending + unittests
* Implement server message sending
* Add callback from received message handler to Lua API using registration method
2017-09-26 00:11:20 +02:00
SmallJoker 5e141ac920 Network: Fix logging into older worlds with base64 hashes 2017-09-12 20:26:03 +02:00
SmallJoker ee9a442ecc Network: Remove large parts of deprecated legacy code (#6404)
Also remove the setting 'send_pre_v25_init'
Keep old enum entries for obsolete commands
2017-09-12 19:48:09 +02:00
Loïc Blot bd6b90359c Remove DSTACK support (#6346)
Debugstacks is not useful, we don't really use it, the DebugStack is not pertinent, gdb and lldb are better if we really want to debug.
2017-08-30 08:09:41 +02:00
Loïc Blot 5f38fe33f8 Clientevent refactor (#6320)
* Refactor clientevent structure

* Move structure outside of client header

* Create client events on heap not stack, this remove the ClientEvent object copy

* Use clientEventHandler to route events
2017-08-28 20:02:23 +02:00
Ekdohibs b24e6433df Add clientside translations. 2017-08-24 17:54:10 +02:00
Loïc Blot c7160cb629 Network cleanup (#6302)
* Cleanup network headers

* Move peerhandler to a specific header to reduce compilation times
* Move socket.cpp/h to network folder

* More work

* Network code cleanups

* Move socket.{cpp,h} to network folder
* Move Address object to network/address.{cpp,h}
* Move network exceptions to network/networkexceptions.h
* Client: use unique_ptr for Connection
* Server/ClientIface: use shared_ptr for Connection

* Format fixes

* Remove socket.cpp socket.h from clang-format whitelist

* Also fix NetworkPacket code style & make it under clang-format
2017-08-24 08:28:54 +02:00
Loïc Blot fd3afbced5 Optimize headers (part 2) (#6272)
* Optimize headers (part 2)

* less debug.h in headers
* less remoteplayer.h for everybody

* Cleanup (part 2)

* camera.h: mesh.h
* mapgen.h: mapnode.h
* serverenvironment.h: mapblock.h
* nodedef.h: shader.h
2017-08-18 19:25:07 +02:00
Loïc Blot 85511a642f Cleanup various headers to reduce compilation times (#6255)
* Cleanup various headers to reduce compilation times
2017-08-16 22:11:45 +02:00
Loic Blot 816bca32ac
client.cpp: modernize code
* Range based for loops
* Empty operator on stl containers
2017-08-16 08:53:52 +02:00
Wuzzy 2ea26e655d Add slippery group for nodes (players/items slide) 2017-08-13 21:39:08 +01:00
Loïc Blot 79f19b8369 [CSM] Add flavour limits controlled by server (#5930)
* [CSM] Add flavour limits controlled by server

Server send flavour limits to client permitting to disable or limit some Lua calls

* Add limits for reading nodedefs and itemdefs

* flavour: Add lookup node limits

* Merge get_node_or_nil into get_node.

Sending fake node doesn't make sense in CSM, just return nil if node is not available for any reason

* Add node range customization when noderange flavour is enabled (default 8 nodes)

* Limit nodes range & disable chat message sending by default

* Bump protocol version
2017-07-18 21:39:55 +02:00
Loïc Blot 7ddf67aa14 Chat protocol rewrite (#5117)
* New TOCLIENT_CHAT_MESSAGE packet

* Rename old packet to TOCLIENT_CHAT_MESSAGE_OLD for compat
* Handle TOCLIENT_CHAT_MESSAGE new structure client side
* Client chat queue should use a specific object
* SendChatMessage: use the right packet depending on protocol version (not complete yet)
* Add chatmessage(type) objects and handle them client side (partially)
* Use ChatMessage instead of std::wstring server side

* Update with timestamp support
2017-07-16 10:47:31 +02:00
Loic Blot 84aa845911
Revert "CSM: Revert "[CSM] Add send_chat_message and run_server_chatcommand""
This reverts commit bdac12761c.
2017-07-15 09:28:10 +02:00
rubenwardy bdac12761c CSM: Revert "[CSM] Add send_chat_message and run_server_chatcommand"
Original PR: #5747.
This reverts commit 39f4a2f607.
2017-07-15 01:35:18 +01:00
red-001 f3ad75691a Create a filesystem abstraction layer for CSM and only allow accessing files that are scanned into it. (#5965)
* Load client-side mods into memory before executing them.

This removes the remaining filesystem access that client-sided mods had and it will hopefully make then more secure.

* Lua Virtual filesystem: don't load the files into memory just scan the filenames into memory.

* Fix the issues with backtrace

* fix most of the issues

* fix code style.

* add a comment
2017-06-30 20:14:39 +02:00
Loïc Blot b3a36f7378 Isolate irrlicht references and use a singleton (#6041)
* Add Device3D class which will contain IrrlichtDevice interface

move getSupportedVideoDrivers to Device3D

Add Device3D singleton & use it in various places

Rename Device3D to Rendering engine & add helper functions to various device pointers

More singleton work

RenderingEngine owns draw_load_screen

move draw functions to RenderingEngine

Reduce IrrlichtDevice exposure and guienvironment

RenderingEngine: Expose get_timer_time() to remove device from guiEngine

Make irrlichtdevice & scene manager less exposed

* Code style fixes

* Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine

Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly

* enum paralax => enum parallax
2017-06-26 20:11:17 +02:00
Loic Blot b32f36bf34
Fix 2 warnings reported by GCC
* ClientEnvironment::m_irr is not used anymore since a recent cleanup
* l_vmanip constructor ordering
2017-06-20 00:04:18 +02:00
Loic Blot 8f2e60a961
Client::makeScreenshot: remove device param
We already have the device param as class member
2017-06-19 00:00:55 +02:00
Loïc Blot 8f7785771b Cpp11 initializers 2 (#5999)
* C++11 patchset 10: continue cleanup on constructors

* Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop)

* More classes cleanup

* More classes cleanup + change NULL tests to boolean tests
2017-06-17 19:11:28 +02:00
Loïc Blot 76be103a91 C++11 patchset 9: move hardcoded init parameters to class definitions (part 1) (#5984)
* C++11 patchset 9: move hardcoded init parameters to class definitions

C++11 introduced the possibility to define the default values directly in class definitions, do it on current code

Also remove some unused attributes

* CollisionInfo::bouncy
* collisionMoveResult::collides_xy
* collisionMoveResult::standing_on_unloaded
* Clouds::speed

* More constructor cleanups + some variables removal

* remove only write guiFormSpecMenu::m_old_tooltip
* move header included inside defintions in genericobject.h
* remove some unused since years exception classes
* remove unused & empty debug_stacks_init
* remove unused & empty content_nodemeta_serialize_legacy
* remove forgotten useless bool (bouncy) in collision.cpp code
2017-06-16 11:25:52 +02:00
QrchackOfficial 5cc8ad946e Remove superfluous pointer null checks 2017-06-10 21:04:47 -04:00
Loïc Blot a98baef5e4 C++11 patchset 2: remove util/cpp11.h and util/cpp11_container.h (#5821) 2017-06-04 21:00:04 +02:00
Pierre-Adrien Langrognet 39f4a2f607 [CSM] Add send_chat_message and run_server_chatcommand API functions (#5747)
* [CSM] Add send_chat_message and run_server_chatcommand API functions

* Add client-side chat message rate limiting

* Limit out chat queue size

* [CSM] Add minetest.clear_out_chat_queue API function and .clear_chat_queue chatcommand

* Last fixes/cleanups before merge
2017-05-21 23:06:51 +02:00
Loïc Blot ce9802266e Various code cleanup & little performance improvement on HTTP download (#5772)
* Disable or remove unused enum members/functions
* Tiny code style fixes
* Make some functions const
* Replace ClientMediaDownloader std::unordered_map with std::map
2017-05-20 08:15:56 +02:00
SmallJoker 674400523e Mainmenu: Fix issues while trying to enable all mods (#5770) 2017-05-19 07:45:47 +02:00
Loïc Blot e25a38e3fb When minimap is disabled in configuration, really disable it (#5771)
* When minimap is disabled in configuration, really disable it
2017-05-19 07:25:27 +02:00
red-001 ae0d8f74d7 Add function to get server info. 2017-05-04 04:25:45 +01:00
Brandon bd921a7916 Sound API: Add fading sounds 2017-05-03 03:12:45 +01:00
Loïc Blot 3db66b4531 Client & ClientEnvirnment: don't create fake events (#5676)
Instead of create fake events on the stack on each loop call (Game::run), verify is queue is empty or not and handle event directly if there is.

This prevents fake ClientEvent creation & memory allocations

Same fix is also applied on ClientEnvironment, & rename getClientEvent to getClientEnvEvent to match ClientEnvEvent object
2017-04-29 17:25:25 +02:00
SmallJoker f727f54192 Fix Travis/unittest broken since b662a45 2017-04-29 16:40:56 +02:00
ShadowNinja b662a4577d Clean up getTime helpers
This increases size of the getTime return values to 64 bits.
It also removes the TimeGetter classes since the getTime functions
are now very precise.
2017-04-28 14:43:18 -04:00
red-001 ff1ef67dcc Fix #5655 (#5658)
Client: Don't send `TOSERVER_RECEIVED_MEDIA` since it's not used anymore
Server: Handle `TOSERVER_RECEIVED_MEDIA` using `Server::handleCommand_Deprecated`
2017-04-26 21:10:13 +02:00
ShadowNinja 2818d3f224 Rename Scripting API files for consistency 2017-04-25 13:41:36 -04:00
Loïc Blot 29ab20c272 Player data to Database (#5475)
* Player data to Database

Add player data into databases (SQLite3 & PG only)

PostgreSQL & SQLite: better POO Design for databases

Add --migrate-players argument to server + deprecation warning

* Remove players directory if empty
2017-04-23 14:35:08 +02:00
Dániel Juhász 1ffb180868 Soft node overlay (#5186)
This commit adds node overlays, which are tiles that are drawn on top of
other tiles.
2017-04-21 23:34:59 +10:00
Loïc Blot cf37a55690 Fix various variables passed by copy instead of const ref (#5610)
Pointed by cppcheck
2017-04-19 00:36:30 +02:00
Perttu Ahola 04cc9de8f2 MeshUpdateQueue: Add a MapBlock cache that minimizes the amount of MapBlock copying done in the main thread
Cache size is configurable by the meshgen_block_cache_size (default 20 MB).

New profiler stats:
- MeshUpdateQueue MapBlock cache hit %
- MeshUpdateQueue MapBlock cache size kB

Removes one type of stutter that was seen on the client when received MapBlocks
were being handled. (the "MeshMakeData::fill" stutter)

Kind of related to at least #5239

Originally preceded by these commits, now includes them:
- Move the mesh generator thread into src/mesh_generator_thread.{cpp,h}
- mesh_generator_thread.cpp: Update code style
- MeshUpdateThread: Modify interface to house a different implementation: Actual functionality will be changed by next commits.
- MeshMakeData: Add fillBlockData() interface (so that caller can fill in stuff from eg. a MapBlock cache)
2017-04-17 14:58:29 +03:00
Loïc Blot 73de17afa8 Android progressbar fix (#5601)
* Fix progressbar for Android

Fixes #5599
Fixed #5403 

* draw_load_screen: use texturesource
  this permits to unify texture loading code
* scale progress bar

* Add gl version check for GL_OES_texture_npot. This fixed the texture on loading screen

* Remove two sanity checks pointed by @celeron55

* sfan5 comments + android ratio fixes
2017-04-16 14:44:15 +02:00