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Commit Graph

659 Commits

Author SHA1 Message Date
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
08911160aa Block spam messages before calling on_chatmessage callbacks (#4805)
Fixes #4799
2017-01-25 10:57:33 +01:00
sfan5
43822de5c6 Fix potential crash in chat handling (since 2f56a00d9e) 2017-01-22 20:17:13 +01:00
Loïc Blot
6d5a407133 Add show_statusline_on_connect setting (#5084)
Add show_statusline_on_connect setting
2017-01-21 19:30:42 +01:00
Loïc Blot
bc29e03b59 Revert "Detach the player from entities on death." (#5087) 2017-01-21 17:30:55 +01:00
red-001
72535d3328 Detach the player from entities on death. (#5077) 2017-01-21 16:11:55 +01:00
red-001
0dada51a55 Remove mathconstants.h and use the correct way to get M_PI in MSVC. (#5072) 2017-01-20 23:19:41 +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
red-001
2f56a00d9e Remove client-side chat prediction. (#5055)
Network lag isn't really a big issue with chat and chat prediction makes writing mods harder.
2017-01-17 00:09:47 +01:00
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
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
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
sfan5
b16252dcae Various anticheat improvements
* Calculate maximum interact distance from wielded tool
* New "interacted_while_dead" cheat_type for the Lua API
* Disallow dropping items while dead
* Move player to spawn before resurrecting them
2016-12-26 22:34:29 +01:00
lhofhansl
5dc6198878 Optimize/adjust blocks/ActiveObjects sent at the server based on client settings. (#4811)
Optimize/adjust blocks and active blocks sent at the server based on client settings.
2016-11-30 18:13:14 +10:00
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
orwell96
0d1c9598a0 Make supplying empty formspec strings close the formspec (#4737)
This will only happen if the formname matches or if formname is "".
2016-11-23 02:15:22 +10:00
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
Ner'zhul
66bb295436 PlayerSAO saving fix (#4734)
PlayerSAO::disconnected() function was historical and remove the link between SAO and RemotePlayer session. With previous attributes linked to RemotePlayer saving was working. But now attributes are read from SAO not RemotePlayer and the current serialize function verify SAO exists to save the player attributes.

Because PlayerSAO::disconnected marks playersao for removal, only mark playerSAO for removal and let PlayerSAO::removingFromEnvironment do the correct saving behaviour and all the disconnection process instead of doing a partial removal and let the server loop doing the RemotePlayer cleanup and remove some saved attributes...
2016-11-05 10:25:30 +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
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
edba6e50d9 Optimize ClientIface::getPlayerNames(): return const ref instead a copy of all names 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
Loic Blot
656faf7373 Player/LocalPlayer/RemotePlayer inheritance cleanup (part 2 on X)
* Server/Client Environments now have an helper to cast Player object in the right type to use it
* Server: use RemotePlayer everywhere and remove previous added casts
* Client: use LocalPlayer where needed
* Environment: remove unused functions (getPlayers(), getRandomConnectedPlayer(), getNearestConnectedPlayer())
2016-10-08 15:57:50 +02:00
Loic Blot
09cefc3dfd Remove some unused attributes/class functions in server.cpp/h 2016-10-08 11:36:28 +02:00
Loic Blot
8bcd10b872 Player/LocalPlayer/RemotePlayer inheritance cleanup (part 1 on X)
* LocalPlayer take ownership of maxHudId as it's the only caller
* RemotePlayer take ownership of day night ratio as it's the only user
* Pass getPlayerControl as const reference to prevent object copy on each call (perf improvement in ObjectRef::l_get_player_control call)
* getPlayerSAO is now only RemotePlayer call
* get/setHotbarItemCount is now RemotePlayer owned
* Server: Use RemotePlayer instead of Player object on concerned call to properly fix the object type
* PlayerSAO now uses RemotePlayer instead of Player because it's only server side
* ObjectRef::getplayer also returns RemotePlayer as it's linked with PlayerSAO
2016-10-08 11:36:28 +02:00
Loic Blot
155288ee98 use unordered containers where possible (patch 4 on X)
Also remove some unused parameters/functions
2016-10-06 22:37:26 +02:00
SmallJoker
b66a5d2f88 Fix narrow string compiling issue on MSVC2010 2016-10-06 13:57:40 +02:00
Loic Blot
667975fe3a Use more unordered_maps to improve performance in c++11 builds 2016-10-06 12:33:35 +02:00
est31
de83c29ba0 Fix crash regression when chatting in the ncurses console
Fixes #4579, a regression introduced by commit

d4c76258e3 "Chat: new settings to prevent spam"
2016-10-06 07:45:50 +02:00
Loic Blot
613797a304 Replace various std::map with UNORDERED_MAP + various cleanups
This is part 2 for 5f084cd98d

Other improvements:

* Use the defined ItemGroupList when used
* make Client::checkPrivilege const
* inline some trivial functions
* Add ActiveObjectMap typedef
* Add SettingsEntries typedef
2016-10-05 10:53:19 +02:00
Loic Blot
d4c76258e3 Chat: new settings to prevent spam
Added the following chat coreside features
* Chat messages length limit
* Message rate limiting
* Message rate kicking

Note:
* handleChat now takes RemotePlayer pointer instead of u16 to remove useless
  lookups
2016-10-05 00:13:37 +02:00
Xunto
0b0075e6ad Move on join and on leave messages to lua (#4460) 2016-08-22 20:21:48 +02:00
kwolekr
3c63c3044d Add MapSettingsManager and new mapgen setting script API functions
This commit refactors the majority of the Mapgen settings system.
- MapgenParams is now owned by MapSettingsManager, itself a part of ServerMap,
  instead of the EmergeManager.
- New Script API functions added:
    core.get_mapgen_setting
    core.get_mapgen_setting_noiseparams,
    core.set_mapgen_setting, and
    core.set_mapgen_setting_noiseparams.
- minetest.get/set_mapgen_params are deprecated by the above new functions.
- It is now possible to view and modify any arbitrary mapgen setting from a mod,
  rather than the base MapgenParams structure.
- MapgenSpecificParams has been removed.
2016-07-03 15:38:36 -04:00
Diego Martinez
dac40af6ee Server: Add reason for leave to on_leaveplayer callbacks 2016-06-11 04:17:04 +01:00
Auke Kok
d499ec4838 Particles: Add option to remove particles on collision
Adds the particle option `collision_removal = bool`

Some particles are hard to use right now since they either go through
solid blocks (without collision detection), and with collision
detection enabled they (e.g. raindrops) would just stop dead on the
floor and sit there until they expire, or worse, scrape along a wall
or ceiling.

We can solve the problem by adding a boolean flag that tells the
particle to be removed if it ever collides with something. This will
make it easier to add rain that doesn't fall through your roof or stick
on the top of it. Or clouds and smoke that don't go through trees.

Particles that collide with this flag are marked expired
unconditionally, causing them to be treated like normal expired
particles and cleaned up normally.

Documentation is adjusted accordingly.

An added bonus of this patch is that particles can potentially collide
many times with nodes, and this reduces the amount of collisions to 1
(max), which may end up reducing particle load on the client.
2016-05-28 00:08:23 -04:00
gregorycu
b8aed9dfc2 Fixes #4098 ce8a9ed didn't quite go far enough, and left this bug in 2016-05-08 19:03:09 +10:00
obneq
6278da296b Handle particle spawners in env and delete expired ids
Rebased by Zeno (2016-04-2016)
2016-04-28 02:09:36 +10:00
Auke Kok
e737b1c271 Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.

This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.

In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.

The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.

Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.

Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.

I've posted a screenshot demonstrating the flexibility at
    http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.

Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.

A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.

These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
      connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.

Example lua code needed to generate these nodes can be found here:
    https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-03-12 12:08:17 -05:00
orwell96
0d2df732e5 Fix ask_reconnect_on_crash option being ignored
Since commit

3b50b2766a "Optional reconnect functionality"

there is a config option named ask_reconnect_on_crash.
It asks the client to reconnect to the server if the server crashed.
It has been implemeted and works, but due to a function parameter not
being passed it never showed effect. This patch adds the parameter
and fixes the bug.

Also fixes the `reconnect` option of minetest.request_shutdown being ignored.
2016-03-11 23:43:37 +01:00
est31
d494733839 Add minetest.register_lbm() to run code on block load only 2016-03-07 19:54:26 +01:00
rubenwardy
4efb7eb734 Cache some settings 2016-02-26 00:50:39 +00:00
paramat
4adbd69a37 FindSpawnPos: Let mapgens decide what spawn altitude is suitable
To avoid spawn search failing in new specialised mapgens
Increase spawn search range to 4000 nodes
Add getSpawnLevelAtPoint() functions to EmergeManager, class Mapgen
and all mapgens
Remove getGroundLevelAtPoint() functions from all mapgens except mgv6
(possibly to be re-added later in the correct form to return actual
ground level)
Make mgvalleys flag names consistent with other mapgens
Remove now unused 'vertical spawn range' setting
2016-02-09 07:14:45 +00:00
est31
a4e3ed0136 Update HUD flags on server like on client
Fixes bug for which commit

6c37e89f08 "Fix old client showing duplicated health bar on new server"
by @sapier

laid the groundwork, where the server has
updated its copy of the hud flags without
respecting the mask.

Fixes #3395.
2015-11-22 16:49:20 +01:00
est31
657a16d90c Only allow players with shout to chat
Fix regression of commit

5e507c9829 "Add server side ncurses terminal"

which allowed all players, even those without a shout priv, to chat.

Fixes #3362.
2015-11-13 02:35:02 +01:00
est31
63e7137e3b Put ChatEvent handler into own function
Comply with line limit.
2015-11-09 06:04:24 +01:00
est31
4ae6e509ff Write new line character sequence at end of print()
Fix regression of commit

5e507c9829 "Add server side ncurses terminal"

where no line termination character was printed after a
lua print outside of terminal mode.

Fixes #3350.
2015-11-08 22:56:56 +01:00
est31
5e507c9829 Add server side ncurses terminal
This adds a chat console the server owner can use for administration
or to talk with players.
It runs in its own thread, which makes the user interface immune to
the server's lag, behaving just like a client, except timeout.
As it uses the same console code as the f10 console, things like nick
completion or a scroll buffer basically come for free.
The terminal itself is written in a general way so that adding a
client version later on is just about implementing an interface.

Fatal errors are printed after the console exists and the ncurses
terminal buffer gets cleaned up with endwin(), so that the error still
remains visible.

The server owner can chose their username their entered text will
have in chat and where players can send PMs to.
Once the username is secured with a password to prevent anybody to
take over the server, the owner can execute admin tasks over the
console.

This change includes a contribution by @kahrl who has improved ncurses
library detection.
2015-11-06 08:51:14 +01:00