Commit Graph

187 Commits

Author SHA1 Message Date
Carter Kolwey
1bd936ad8c Properly handle rotation of buttons / levers
Buttons and levers can now also be pointed upwards / downwards which will make them connect to corresponding up / down receivers. You will need to use the screwdriver for this.

Receivers cannot be rotated using the screwdriver anymore.
2017-01-02 14:51:28 +01:00
Jeija
8743699298 Luacontroller: Fix bugs in 703e6fda, no more functions as keys
Thanks to @ShadowNinja for reporting this
Make sure functions that are keys in tables and functions inside nested tables also get removed when using digiline_send.
2016-12-31 10:43:45 +01:00
Jeija
703e6fdadb Luacontroller: Restrict digiline messages
Restrict maximum length of messages to 50.000 characters and disable sending functions or table references over the wire. Restrict types of channel variable to string, number or boolean.

The missing length restriction made DoS-like attacks possible by overflowing memory using string concatenation. Thanks to gamemanj for disclosing this issue.
2016-12-28 10:07:59 +01:00
Christopher Head
203aaf3c90 Remove an unused function. 2016-11-17 14:55:02 +01:00
Jeija
95fedc88bc Never postpone action_on or action_off
There is no more need for that since VoxelManip caching makes sure we
always get an answer to get_node_force.
2016-09-04 09:50:30 +02:00
Jeija
433778c2ec Add Hawk777 to contributor list, update developer documentation URL 2016-09-04 09:32:41 +02:00
Jeija
54efc64558 Duplicate unhash_blockpos code to legacy.lua
Duplicating that small piece of code seems like a better idea than
putting the undo-forceloading code back into util.lua. This way, it is
easier to remember to remove that unneccesary code after a couple of
months / years, when people have transitioned. This also means we can
make changes to the code in util.lua without breaking old code.
2016-08-31 08:46:11 +02:00
Jeija
dfeb070a20 Remove some long unused legacy code
The change that required this compatibility layer happened in
2014, so other mods have had a lot of time to update.
2016-08-30 20:54:20 +02:00
Jeija
6dacdaee1f Small cleanups in internal.lua, move forceloading reversal to legacy 2016-08-30 19:37:43 +02:00
Jeija
e561be7fa3 Greatly improve performance by making use of VoxelManips in turnoff
Instead of seperately looking for onstate receptors along equipotential
sections of the circuit before turning off, do that while already
modifying the VoxelManip. In case an onstate receptor is found, discard
the VoxelManip cache, otherwise commit it after turnoff is completed.
2016-08-30 19:12:09 +02:00
Jeija
89153f6909 Further simplification of turnon/turnoff 2016-08-30 18:24:08 +02:00
Christopher Head
8e6536ca2e
Simplify turnon/turnoff.
It is no longer possible for get_node_force to return nil if the target
location does, in fact, exist, because a VM will always be able to load
it (whereas a forceload might not, due to exhaustion of forceload
resources). So it is no longer necessary to handle get_node_force
returning nil by deferring processing.
2016-08-24 00:42:40 -07:00
Christopher Head
bc9d4c2d5a
Use VM transactions for conductor state changes.
VoxelManipulator-based transactions are used to hopefully speed up
scanning and replacing of networks of conductors when receptors start or
stop driving signals into them.
2016-08-24 00:42:40 -07:00
Christopher Head
6d79272ed4
Implement VoxelManipulator-based transactions.
Rather than calling out through the Lua-to-C API for each node that
needs to be read or written, a group of map reads (and optionally
writes) can be grouped into a transaction. Access to map data within the
transaction is provided at high speed by means of VoxelManipulators.
Once the reads and writes are finished, the transaction can be committed
or aborted.
2016-08-24 00:42:38 -07:00
Christopher Head
564cee346a
Use VoxelManipulators for get_node_force.
A VoxelManipulator, when asked to read a mapblock, in addition to making
that mapblock available to the caller, also pulls it into the server’s
map cache, thus making get_node calls in the immediate future succeed.

This has the dual advantages that not every mapblock containing a
Mesecons circuit need remain loaded at all times (rather mapblocks can
be loaded on demand as signals are sent), and that the server need not
bother running ABMs and ticking entities within those mapblocks that are
loaded due to Mesecons signalling.
2016-08-24 00:41:47 -07:00
Carter Kolwey
912f17f335 Split wires into their own mod, introduce autoconnect hooks
The update_autoconnect function had to be abstracted away from the
default wires, any kind of wire can now register autoconnect hooks,
which should make having multiple different wire types much easier.

mesecons_mvps, mesecons_receiver and mesecons_random made use of
update_autoconnect, their code was also adapted. This also fixes a
receiver bug: If a receiver was placed with a onstate receptor next
to it (but not the wall lever / button that caused the receiver to
appear) the receiver didn't turn on in the past.

Also move documentation for mesecon wire into mesecons_wire.
2016-08-23 11:08:53 +02:00
Carter Kolwey
4816dee396 Move shared textures into base mod (fixes a few LuaC issues) 2016-08-23 11:02:12 +02:00
Jeija
778ee427f4 Fix bug introduced in previous commit that broke all logic blocks
turnon / turnoff were calling activate / deactivate on nodes even though
their rules didn't link

Fixes #278, thanks to @darkfeels
2016-07-31 22:26:33 +02:00
Jeija
7c7595fd7d Fix #276: Fix bugs in block forceloading in turnon / turnoff
Thanks to @Hawk777 for reporting this problem
2016-07-25 10:01:43 +02:00
Carter Kolwey
acd41b5773 Don't bother checking if a node can overheat before cooling it 2016-07-09 11:17:08 +02:00
Samuel Sieb
4b9039266e Fix crash due to force loading changes. 2016-02-22 15:47:18 -08:00
Jeija
c7428d8135 Remove unused VERSION file
and remove debug output
2016-02-19 12:20:52 +01:00
Jeija
cfd4f7c287 Force-load areas with mesecon usage
This is a major speedup for large mesecon machines / structures.
Force-loaded areas are stored in a file to be persistent over server
reboots. By default, areas are unloaded after 10 minutes (600s) without
usage, this can be customized with the mesecon.forceload_timeout
setting. Please turn max_forceloaded_blocks up for better performance.
2016-02-19 12:11:38 +01:00
Jeija
7b84105512 Consistently use UNIX line endings (LF instead of CR LF) 2016-02-15 23:05:21 +01:00
Jeija
7865d42834 Always use minetest.set_node instead of minetest.add_node for consistency 2016-02-14 21:00:37 +01:00
Jeija
809192f353 Use vector helper functions instead of old builtin cmpPos and addPosRule functions 2016-02-14 20:55:50 +01:00
Jeija
0ec771bf7d Major change: Documentation is now included with mesecons, the website just extracts the documentation in a more readable format
This makes development of new features easier, as documentation can automatically be updated on the website without modifying the website's code!
Every mod that has nodes in the mesecons modpack has a "doc" folder that contains subfolders with recipe, description and preview of the block. The website will discover which documentation is available
by reading the documentation.json file.
2015-11-20 20:14:50 +01:00
Jeija
97f7b5745f Remove trailing whitespace 2015-10-04 13:30:34 +02:00
Jeija
24958e253b Revert "Do not send action_off signal when newly placing nodes"
This caused #238, reverting that commit fixes #238.

This reverts commit 30468b09cf.
2015-10-04 12:30:04 +02:00
Jeija
d0354d0dab Fix #234 2015-07-27 11:51:02 +02:00
Phil Hagelberg
52ea2c3c66 Don't refer to LIGHT_MAX global; use default.
The LIGHT_MAX global is created in the legacy.lua file in the default
mod; it states that it's there for backwards compatibility, but it would
be better to reference the proper value inside the default table.
2015-05-11 11:28:56 +07:00
Jeija
a6d0a523ba Add support for sticky blocks for pistons and a a sample sticky block 2015-02-28 13:42:39 +01:00
Jeija
30468b09cf Do not send action_off signal when newly placing nodes, this didn't
cause any bugs, but unneccessary sounds (experimental change)
2015-02-03 20:07:58 +01:00
Jeija
dca4706c7f Fix #197, doesn't remove the legacy code that triggered it though 2015-01-03 10:12:12 +01:00
Jeija
011543a782 Fix #196, removes soft-depend on commonlib 2014-12-20 10:11:12 +01:00
Jeija
c326dc221a Rewrite Logic Gates: Makes it super-easy to add new gates and cleans up code
Fix bugs in the Luacontroller (when placing, false input pin values were given) and fix variables
leaking into the global environment in pistons.
2014-11-29 15:08:37 +01:00
Jeija
d2373eb605 Don't trigger an "off" event to itself when luacontroller turns a port off
I hope this doesn't break anyone's setup.
2014-11-29 10:56:09 +01:00
Jeija
4bd9d2a9ec Merge branch 'improve-luacontroller'
However, without the print_count limiting functionality

Conflicts:
	mesecons_luacontroller/init.lua
2014-11-25 17:36:52 +01:00
Jeija
fb695e9c1c Fix #189, clean code and update documentation 2014-11-23 09:43:24 +01:00
Jeija
fc4d675b84 Fix crafting with the default mesecon wire 2014-11-22 23:20:29 +01:00
Jeija
0e3aa57ed3 Merge branch 'improve-luacontroller' of https://github.com/ShadowNinja/minetest-mod-mesecons into ShadowNinja-improve-luacontroller
Conflicts:
	mesecons/legacy.lua
	mesecons_luacontroller/init.lua
	mesecons_microcontroller/init.lua
2014-11-22 23:04:34 +01:00
Jeija
f977ac821a Re-implement settings system:
Settings can now be retrieved by mesecon.setting(<name>, <default>) and can be modified without
editing the source code by adding the setting to minetest.conf
For instance, you can add mesecon.blinky_plant_interval = 0.5 to minetest.conf in order to
increase the blinking speed.
Rewrite the blinky plant with nodetimers.
Fixes #161
2014-11-22 22:09:26 +01:00
Jeija
80d136125e Fix bug in mesecon.find_receptor that caused false turnoffs and rewrite lever +
switch
2014-11-22 20:49:54 +01:00
Jeija
a550323fea Fix compatibility with not yet updated mods that use mesecon:receptor_* 2014-11-22 20:05:36 +01:00
Jeija
d19e975955 Use iterative algorithm for mesecon.find_receptor_on, major performance improvement for large
circuits.
This also fixes a crash introduced with the previous commit that occured when placing a wire
crossing.
2014-11-22 17:12:48 +01:00
Jeija
29dc50057c Fix bug in mesecon.mergetable that caused false rules 2014-11-22 16:00:49 +01:00
Jeija
5be179bf11 Replace mesecon:<some_function> with mesecon.<some_function> for greater
flexibility and because it was never inteded to be OOP in the first
place.

mesecon.receptor_on and mesecon.receptor_off are provided by wrappers
(mesecon:receptor_on/off) for compatibility, but will be removed. Mod
programmers that use mesecons: Please update!

Also, fix microcontroller polluting the global namespace and remove some
deprecated stuff.
2014-11-22 15:42:22 +01:00
Jeija
ffacbfde5a Use an iterative algorithm for turnon() and turnoff(), fixes #160
This may also bring some performance benefit.
2014-11-22 14:47:18 +01:00
Jeija
b5cc933287 Pressure plates and the object detector will send power to vertical
wires 2 nodes below them, allows to hide circuitry powered by them.
Fixes #179
Rewrite pressure plates + vertical wires using mesecon.register_node.
2014-11-22 12:30:39 +01:00
Jeija
194155fff8 Rewrite mesecon wires. This should increase the efficiency and speed of
large machines.

It also makes the wires.lua code easier to understand and more
maintainable. In case any other mod depends on
mesecon:update_autoconnect, please update it to use
mesecon.update_autoconnect. This should also fix some other minor bugs.
Please report bugs if this commit creates new ones.

This commit changes wire looks and removes some unneccesary textures.
2014-11-22 11:40:58 +01:00