Commit Graph

408 Commits

Author SHA1 Message Date
red-001 6167070b86
Add `get_wielded_item` 2017-03-13 22:19:11 +01:00
red-001 ec7b497f42 [CSM] Add `get_node` and `get_node_or_nil` 2017-03-13 18:31:47 +01:00
Loic Blot ccadc088f2 [CSM] storage + fixes 2017-03-13 18:31:44 +01:00
red-001 2defddfe71 [CSM] Add local formspecs. (#5094) 2017-03-13 18:31:33 +01:00
Loïc Blot fcdfbaa1b2 [CSM] sound_play & sound_stop support + client_lua_api doc (#5096)
* squashed: CSM: Implement register_globalstep
  * Re-use fatal error mechanism from server to disconnect client on CSM error
  * Little client functions cleanups

* squashed: CSM: add core.after function
  * core.after is shared code between client & server
  * ModApiUtil get_us_time feature enabled for client
2017-03-13 18:31:30 +01:00
red-001 025f3e6f49 [CSM] Add client-sided chat commands (#5092) 2017-03-13 18:31:25 +01:00
red-001 9718bb5694 [CSM] Add method that display chat to client-sided lua. (#5089) (#5091)
* squashed: [Client-sided scripting] Don't register functions that don't work. (#5091)
2017-03-13 18:31:13 +01:00
Loic Blot 117badeccd [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 18:31:07 +01:00
Dániel Juhász ab371cc934 Light calculation: New bulk node lighting code
This commit introduces a new bulk node lighting algorithm to minimize
lighting bugs during l-system tree generation, schematic placement and
non-mapgen-object lua voxelmanip light calculation.

If the block above the changed area is not loaded, it gets loaded to avoid
lighting bugs.
Light is updated as soon as write_to_map is called on a voxel manipulator,
therefore update_map does nothing.
2017-03-11 02:06:18 +00:00
Loïc Blot ef6feca501 Add ModMetadata API (#5131)
* mod can create a ModMetadata object where store its values and retrieve it.
* Modmetadata object can only be fetched at mod loading
* Save when modified using same time as map interval or at server stop
* add helper function to get mod storage path
* ModMetadata has exactly same calls than all every other Metadata
2017-02-08 00:15:55 +01:00
rubenwardy 0680c47d6c Fix incompatibility of ItemStack.to_table() introduced by stack meta 2017-02-07 21:18:17 +00:00
rubenwardy f2aa2c6a98 Add ItemStack key-value meta storage 2017-02-04 22:07:55 +00:00
rubenwardy c2e7b1f579 Derive NodeMetaRef from MetaDataRef 2017-02-04 22:07:55 +00:00
rubenwardy 13f94ecad5 Make NodeMetaRef::getmeta a non-static member 2017-02-04 22:07:55 +00:00
kilbith 03b34cb3dd Serverlist: Add ping indicators (#5164) 2017-02-03 23:53:43 +10:00
SmallJoker 79d752ba4f from_table: Fix crash for missing inventory or field 2017-01-28 16:38:46 +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
sfan5 0cde270bf5 Initialize TileAnimationParams to prevent crashes/bugs for legacy invocations of add_particle{,spawner} (fixes #5108) 2017-01-24 15:19:29 +01:00
Loïc Blot bc29e03b59 Revert "Detach the player from entities on death." (#5087) 2017-01-21 17:30:55 +01:00
sapier c57b4ff9b5 Add Entity get_texture_mod() to Lua API
Send texture modifier to clients connecting later too
2017-01-21 17:01:02 +01:00
red-001 72535d3328 Detach the player from entities on death. (#5077) 2017-01-21 16:11:55 +01:00
sfan5 7279f0b373 Add particle animation, glow
This is implemented by reusing and extending the
TileAnimation code for the methods used by particles.
2017-01-18 23:21:01 +01:00
sapier 51746ca910 Fix typo in alias for deprecated settexturemod 2017-01-17 19:41:52 +01:00
rubenwardy 63c892eedf Rename ObjectRef methods to be consistent and predictable 2017-01-16 15:34:44 +00:00
Rui 5d60a6c533 Make nametag removable with set_nametag_attributes (#5021) 2017-01-11 20:25:25 +01:00
Rogier 6647939403 Performance fix + SAO factorization
Original credits goes to @Rogier-5

* Merge common attributes between LuaEntitySAO & PlayerSAO to UnitSAO
* Make some functions const
* Improve some lists performance by returning const ref

Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-11 15:53:56 +01:00
Rui ec30d49e02 Add staticdata parameter to add_entity (#5009)
* Add staticdata parameter to add_entity
* Add add_entity_with_staticdata to core.features
2017-01-09 20:39:45 +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
Loic Blot 98e36d7d68 Move ServerEnvironment to dedicated cpp/header files
* also cleanup some unneeded inclusions
2017-01-08 12:16:06 +01:00
Loic Blot 52ba1f867e Breath cheat fix: server side
Breath is now handled server side. Changing this behaviour required some modifications to core:

* Ignore TOSERVER_BREATH package, marking it as obsolete
* Clients doesn't send the breath to server anymore
* Use PlayerSAO pointer instead of peer_id in Server::SendPlayerBreath to prevent a useless lookup (little perf gain)
* drop a useless static_cast in emergePlayer
2017-01-01 23:11:26 +01:00
adrido 5a0a59ad46 Dont compare short with bool (#4963)
Fixes a compiler warning on MSVC
2016-12-28 21:22:01 +01:00
sfan5 cc7c31a5bc Fix warning reported by clang (possible bug in Settings lua api) 2016-12-21 10:20:06 +01:00
ShadowNinja 59f84ca0a0 Mod security: Allow read-only access to all mod paths 2016-12-20 06:34:04 +00:00
Auke Kok 5a2431a9bd Simple decorations: Fix range check for deco->deco_param2
Allow any int value, and properly range check it before casting.
2016-12-08 08:38:10 +00:00
Auke Kok 2e69711613 Simple deco: Allow setting param2 value on placement
Schematics can already be placed with a param2 value, but not
simple 1-node plant decorations of the simple type.

This adds a `param2` field to the simple deco type that is
checked to be between 0 and 255, and put to the placed node
at mapgen.

This can be used to put a degrotate value in, or e.g. a fill
value for leveltype nodes, or a place_param2 value at mapgen
placement, or vary the shape of meshoptions plantlike drawtype.
2016-12-07 04:17:17 +00:00
sfan5 c38985825f Allow restricting detached inventories to one player
This combats the problem of sending the hundreds of
"creative" / "armor" or whatever detached invs that
exist on popular servers to each and every player
on join or on change of said invs.
2016-11-28 13:41:19 +01:00
sfan5 5fd1ef9b58 Revert "Adding particle blend, glow and animation (#4705)"
This reverts commit 93e3555eae.
2016-11-14 15:28:06 +01:00
Foghrye4 93e3555eae Adding particle blend, glow and animation (#4705) 2016-11-15 00:09:59 +10:00
Rogier 1980d9ea31 Fix crash when attached object no longer exists
Active objects that are attached to other objects are not safe
from deletion. As a result, the parent object may have a reference
to an id of a child's that no longer exists.

If at some point an attempt is made to manipulate the child,
enviromment->getActiveObject(child-id) returns NULL. Using the
NULL pointer causes the crash...
2016-11-13 10:10:28 +01:00
Brandon bf315c05f1 Add minetest.get_server_uptime() function to Lua API (#4702)
Add minetest.get_server_uptime() function to Lua API
2016-11-02 09:36:58 -07:00
ShadowNinja 7607b0ac20 Add version API 2016-10-31 21:53:00 -07:00
paramat 70e2df4f86 Lua voxelmanip: Add optional buffer param for 'get param2 data'
Update lua_api.txt.
2016-10-31 10:59:38 +00:00
Loic Blot 595932a860 Fix overloading problems mentioned by clang 2016-10-30 16:30:55 +01:00
Ner'zhul 9d25242c5c PlayerSAO/LocalPlayer refactor: (#4612)
* Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO
* Move breath to PlayerSAO & LocalPlayer
* Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO
* Migrate m_yaw from Player to LocalPlayer for client
* Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it
* Move pitch to LocalPlayer & PlayerSAO
* Move m_position from Player to LocalPlayer
* Move camera_barely_in_ceiling to LocalPlayer as it's used only there
* use PlayerSAO::m_base_position for Server side positions
* remove a unused variable
* ServerActiveObject::setPos now uses const ref
* use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded
* Move hp from Player to LocalPlayer
* Move m_hp from LuaEntitySAO to UnitSAO
* Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
2016-10-30 14:53:26 +01:00
Foghrye4 6eb6e75fff Adding LuaError on attempt to assign vectors with values out of range 2016-10-25 21:10:51 +02:00
Rogier 4b17105dc4 Emergeblocks: Fix occasional crash
Modification of the emergeblocks internal state was not protected
by a lock, causing a race condition.
This can be reproduced by repeatedly running emergeblocks for an
already-generated section of the map (with multiple emerge threads).
2016-10-16 01:13:16 +01:00
raymoo c9e7a27eeb Attached particle spawners 2016-10-13 17:33:16 +02:00
Loic Blot 569b89b36f Move RemotePlayer code to its own cpp/header 2016-10-08 22:27:44 +02:00
Loic Blot 7bbd716426 RemotePlayer/LocalPlayer Player base class proper separation (code cleanup) (patch 3 of X)
* remove IGameDef from Player class, only LocalPlayer has it now
* move many attributes/functions only used by LocalPlayer from Player to LocalPlayer
* move many attributes/functions only used by RemotePlayer from Player to RemotePlayer
* make some functions const
* hudGetHotbarSelectedImage now returns const ref
* RemotePlayer getHotbarSelectedImage now returns const ref
* various code style fixes
2016-10-08 22:27:44 +02:00
Loic Blot fd5a130b86 More code cleanup (UNORDERED + RemotePlayer/LocalPlayer)
* ClientEnvironment now uses UNORDERED MAP for active objects
* Use RemotePlayer and LocalPlayer everywhere it's possible
* Minor code style fixes
* Drop Client::getBreath() unused function
2016-10-08 22:27:44 +02:00