Commit Graph

41 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
Loïc Blot 584d00a01c
Add minetest.bulk_set_node call + optimize Environment::set_node call (#6958)
* Add minetest.bulk_set_node call + experimental mod unittest

* Optimize set_node function to prevent triple lookup on contentfeatures

Do only one lookup for old, and try to merge old and new lookup if node is same than previous node

* Add benchmark function + optimize vector population to have real results
2018-01-30 00:30:02 +01:00
Lars Hofhansl fad263dec9 Revert "Add an active object step time budget #6721"
This reverts commit 9c669016d1.
See #6907
2018-01-12 23:47:39 -08:00
Dániel Juhász 2153965cf9 Line_of_sight: Improve using VoxelLineIterator
This commit rewrites line_of_sight with VoxelLineIterator.
Stepsize is no longer needed, the results will be always accurate.
2017-12-26 21:51:32 +00:00
Lars Hofhansl 9c669016d1 Add an active object step time budget #6721
This can be set via the active_object_interval option.
2017-12-06 12:21:54 -08:00
Lars Hofhansl 5a03b1f5f9 Optionally extend the active object in a players camera direction.
See #6667

By setting active_object_send_range_blocks > active_block_range a server admin
can allow clients to retrieve active objects futher out from the player at
relatively low cost to the server
(only objects in the players' view cone are considered).
2017-12-03 17:52:05 -08:00
paramat 912ba1e47f Clearobjects: Send progress messages to terminal using actionstream
Change default mode to 'quick' as 'full' can lock up a server for a
long time.
2017-11-24 05:38:53 +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
sfan5 04839f233f ServerEnv: Clean up object lifecycle handling (#6414)
* ServerEnv: Clean up object lifecycle handling
2017-09-15 12:19:01 +02:00
Kahrl 17fd5fe935 Make INodeDefManager::getIds return a vector, not a set 2017-09-12 19:31:46 +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 88b436e6a9 Code modernization: subfolders (#6283)
* Code modernization: subfolders

Modernize various code on subfolders client, network, script, threading, unittests, util

* empty function
* default constructor/destructor
* for range-based loops
* use emplace_back instead of push_back
* C++ STL header style
* Make connection.cpp readable in a pointed place + typo
2017-08-19 22:23:47 +02:00
Loïc Blot 7528986e44 Code modernization: src/p*, src/q*, src/r*, src/s* (partial) (#6282)
* Code modernization: src/p*, src/q*, src/r*, src/s* (partial)

* empty function
* default constructor/destructor
* for range-based loops
* use emplace_back instead of push_back
* C++ STL header style
* Spelling: vertice -> vertex
2017-08-19 14:25:35 +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
Loic Blot bb1c711586
ServerEnvironment::step: modernize loops
Use various ranged-based for loops in ServerEnvironment::step
Also set ServerObject::getBasePosition const to be compliant
ServerEnvironment::deleteParticleSpawner: use a const iterator
2017-08-11 09:57:27 +02:00
JRottm 8325d7f482 Start off newly generated worlds early at sunrise, 5:15am (#6211)
Gives starting singleplayer games this subtle "dawn of a new world" feel.
I would have set it even earlier (up to 4:45am), but I was worried that in
some pre-existing games the player could be overwhelmed by hostile
mobs right at the start, seriously changing gameplay.

It's just the default, individual games should be able to override it, and
for public servers it's irrelevant anyway, because only the first player to
set foot in the world will notice, and that's usually the server admin.
2017-08-05 21:08:21 +02:00
Loic Blot befc3bba3d
LBM: use range based for and fixed a loop variable overloading in applyLBMs 2017-07-24 08:26:19 +02:00
Loic Blot a8c405b04e
LBM content mapping map doesn't need to be ordered, use std::unordered_map
Also rename helper to lbm_map instead of container_map
2017-07-18 08:23:37 +02:00
Dániel Juhász 3caad3f3c9 Expose getPointedThing to Lua
This commit introduces Raycast, a Lua user object, which can be
used to perform a raycast on the map. The ray is continuable, so one can
also get hidden nodes (for example to see trough glass).
2017-07-07 22:28:23 +01:00
Loïc Blot 4faaadc8d5 Cpp11 patchset 11: continue working on constructor style migration (#6004) 2017-06-18 19:55:15 +02:00
Loïc Blot 65819f3b9f Use thread_local instead from some static settings (#5955)
thread_local permits to limit variable lifetime to thread duration. Use it on each setting place which uses static to cache variable result only for thread lifetime. This permits to keep the same performance level & reconfigure server from MT gui in those various variables places.

Add thread_local to undersampling calculation too.
2017-06-11 13:58:43 +02:00
paramat 842acbfad2 (Re)spawn players within 'mapgen_limit'
Previously, findSpawnPos() did not take the 'mapgen_limit' setting into account,
a small limit often resulted in a spawn out in the void.
Use the recently added 'calcMapgenEdges()' to get max spawn range through a new
mapgenParams function 'getSpawnRangeMax()'.

Previously, when a player respawned into a world, 'objectpos_over_limit()' was
used as a check, which was inaccurate.
Use the recently added 'saoPosOverLimit()' to get exact mapgen edges.

Also fix default value of 'm_sao_limit_min'.
2017-06-11 02:11:08 +01:00
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
Loïc Blot 4d5ce8478c Enhance ABM performance a little bit by removing two std::set copy (#5815)
* Enhance ABM performance a little bit by removing two std::set copy

* ActiveBlockModifier::getTriggerContents now returns a const ref
* ActiveBlockModifier::getRequiredNeighbors now returns a const ref
* ActiveBlockModifier::getRequiredNeighbors is now purely virtual

* Little code style fix
2017-05-25 16:43:55 +02:00
SmallJoker 674400523e Mainmenu: Fix issues while trying to enable all mods (#5770) 2017-05-19 07:45:47 +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
Loïc Blot 0891975ad6 [CSM] Add core.get_timeofday & core.get_day_count env calls (#5401)
* [CSM] Add core.get_timeofday & core.get_day_count env calls

* [CSM] Add core.get_node_level, core.get_node_max_level, core.find_node_near
2017-03-17 07:48:29 +01:00
Loic Blot 2efae3ffd7 [CSM] Client side modding
* rename GameScripting to ServerScripting
* Make getBuiltinLuaPath static serverside
* Add on_shutdown callback
* Add on_receiving_chat_message & on_sending_chat_message callbacks
* ScriptApiBase: use IGameDef instead of Server
  This permits to share common attribute between client & server
* Enable mod security in client side modding without conditions
2017-03-13 23:56:05 +01:00
paramat 3955f51253 Objectpos over limit: Avoid crash caused by sector over limit
Reduce the object limit by mapblock size, to avoid objects being
added just inside the map generation limit but in a block and sector
that extend beyond the map generation limit.

Change notification of 'objectpos over limit' from red in-chat ERROR
to in-terminal only WARNING, since this will happen often using mob
mods near the world's edge.
2017-02-16 22:25:07 +00:00
sfan5 a5e4273575 Fix >5 year old PlayerSAO deletion bug
force_delete=true is usually set at shutdown in order to
also remove PlayerSAOs, however when too many objects
per block are detected force_delete is also set to true.
This was intended only for the current loop iteration but
obviously persisted to the next iterations thereby
deleting all other remaining SAOs.
2017-02-15 17:36:47 +01:00
sfan5 de664b1c6d Fix PlayerSAO deletion warning (0eede97af2) 2017-02-04 13:31:21 +01:00
Loïc Blot b7a98e9850 Implement player attribute backend (#4155)
* This backend permit mods to store extra players attributes to a common interface.
* Add the obj:set_attribute(attr, value) Lua call
* Add the obj:get_attribute(attr) Lua call

Examples:
* player:set_attribute("home:home", "10,25,-78")
* player:get_attribute("default:mana")

Attributes are saved as a json in the player file in extended_attributes
key

They are saved only if a modification on the attributes occurs and loaded
when emergePlayer is called (they are attached to PlayerSAO).
2017-01-27 08:59:30 +01:00
Loïc Blot 0eede97af2 Warning fix for 2ea6015643 (#5082)
Neither flag as force delete nor show the warning when mapblock is full and object is a player
2017-01-21 20:29:18 +10:00
Loïc Blot 2ea6015643 Do not force deletion of players when mapblock is full (#5081)
This fixes #4067
2017-01-21 10:41:00 +01:00
Loic Blot ef0aa7d5b5 Optimize SAO getStaticData by using std::string pointer instead of return copy
Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-13 21:56:24 +01:00
Ner'zhul 8e7449e092 Environment & IGameDef code refactoring (#4985)
* Environment code refactoring
* Cleanup includes & class declarations in client & server environment to improve build speed
* ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts.
* Cleanup IGameDef
  * Move ITextureSource* IGameDef::getTextureSource() to Client only.
  * Also move ITextureSource *IGameDef::tsrc() helper
  * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call
  * drop unused emerge() call
  * cleanup server unused functions (mentionned before)
* Drop one unused parameter from ContentFeatures::updateTextures
* move checkLocalPrivilege to Client
* Remove some unnecessary casts
* create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it
* Fix some comments
* Change required IGameDef to Server/Client pointers
* Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects
* Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu
* drop ClientMap::sectorWasDrawn which is unused
2017-01-09 20:39:22 +01:00
Lars Hofhansl 1fee649f15 Minor: Fix indentation in serverenvironment.cpp 2017-01-08 19:22:33 +01:00
Loic Blot 98e36d7d68 Move ServerEnvironment to dedicated cpp/header files
* also cleanup some unneeded inclusions
2017-01-08 12:16:06 +01:00