Commit Graph

515 Commits

Author SHA1 Message Date
Loïc Blot eb88e5dd4b Add ModStorageAPI to client side modding (#5396)
mod storage is located into user_path / client / mod_storage
2017-03-16 07:53:39 +01:00
paramat 46276414ed Get biome list: Downgrade missing biome message to infostream
It is harmless for a biome listed in an ore or decoration registration
to be missing.
Now that we are registering certain biomes or not based on options
(such as floatland biomes), the biome lists in ore and decoration
registrations trigger these error messages, avoiding these error
messages would need a large amount of duplication of ore and decoration
registrations.
2017-03-16 02:56:03 +00:00
red-001 88df9fb5b6 Add `get_wielded_item` 2017-03-13 23:56:05 +01:00
nerzhul 44ca9c9cb2 [CSM] Add enable_client_modding param (default: false) 2017-03-13 23:56:05 +01:00
red-001 0727bb3ddd [CSM] Add `on_punchnode` callback 2017-03-13 23:56:05 +01:00
red-001 37df9cb7d7 [CSM] Add `get_node` and `get_node_or_nil` 2017-03-13 23:56:05 +01:00
red-001 073f5cf03d [CSM] Add `on_dignode` callback (#5140) 2017-03-13 23:56:05 +01:00
Loic Blot ba66fce833 [CSM] storage + fixes 2017-03-13 23:56:05 +01:00
red-001 a50d07d39a [CSM] Improve security for client-sided mods (#5100) 2017-03-13 23:56:05 +01:00
red-001 c42c53fccf [CSM] Add local formspecs. (#5094) 2017-03-13 23:56:05 +01:00
Loïc Blot 2c19d51409 [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 23:56:05 +01:00
red-001 d7bc346981 [CSM] Add client-sided chat commands (#5092) 2017-03-13 23:56:05 +01:00
Loïc Blot 9978f5af82 [CSM] Add on_death, on_hp_modification & oh_damage_taken callbacks (#5093)
* Add on_death callback
* Add on_hp_modification & on_damage_taken callbacks
* move preview code to preview.lua
2017-03-13 23:56:05 +01:00
red-001 cb3a61f8db [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 23:56:05 +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
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
rubenwardy 2d1fca51e9 Fix wrong meta key in item meta on ItemStack construction 2017-02-22 10:14:12 -08:00
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
Duane Robertson 3b9ae409c7 Tell on_punch to expect a return value
The return value should be interpreted as a boolean saying whether
the lua on_punch function handled damage or the system needs to.
2017-02-01 22:13:49 +01:00
SmallJoker 79d752ba4f from_table: Fix crash for missing inventory or field 2017-01-28 16:38:46 +01:00
sapier 814ee971f7 Make entity on_punch have same signature and behaviour as player on_punch 2017-01-28 15:57:54 +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
Dániel Juhász d04d8aba70 Add hardware node coloring. Includes:
- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
2017-01-23 07:27:12 +01:00
Loïc Blot 39123fcce5 Remove os.exit from the Lua secure sandbox (#5090)
os.exit will exit not using proper resource liberation paths.

Mods should call the proper exit mod using our API
2017-01-21 22:05:54 +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
sapier f5070b4454 Added lua tracebacks to some errors where you have been blind to what… (#5043)
* Added lua tracebacks to some errors where you have been blind to what actually went wrong
2017-01-15 13:36:53 +01:00
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
sfan5 a07b032245 Add 2D sheet animation for nodes 2017-01-02 15:28:06 +01:00
sfan5 523f0e8c5b Move TileAnimation code to seperate file 2017-01-02 15:28:06 +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
Rogier a76e7698b2 Make minetest abort on lua panic
Currently, lua does a regular exit() after a lua panic, which can make
a problem hard to debug. Invoking FATAL_ERROR() instead will print
some useful information, and abort() minetest, so that a debugger can
be used to analyze the situation.
2016-12-24 00:18:45 +00:00
sfan5 cc7c31a5bc Fix warning reported by clang (possible bug in Settings lua api) 2016-12-21 10:20:06 +01:00
ShadowNinja 0f0502109e Security: Fix resolving of some relative paths
Trying to resolve a path with RemoveRelativePathComponents that can't
be resolved without leaving leading parent components (e.g. "../worlds/foo"
or "bar/../../worlds/foo") will fail.  To work around this, we leave
the relative components and simply remove the trailing components one
at a time, and bail out when we find a parent component.  This will
still fail for paths like "worlds/foo/noexist/../auth.txt" (the path
before the last parent component must not exist), but this is fine
since you won't be able to open a file with a path like that anyways
(the O.S. will determine that the path doesn't exist.
Try `cat /a/../etc/passwd`).
2016-12-20 17:17:38 +10:00
ShadowNinja 59f84ca0a0 Mod security: Allow read-only access to all mod paths 2016-12-20 06:34:04 +00:00