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path: root/src/content_cao.cpp
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* Add a subfolder for models and transfer models from server to clientMirceaKitsune2012-11-25
* Fix material properties and allow lighting. Models should now be affected by ...MirceaKitsune2012-11-25
* Properly read the mesh from LUA.MirceaKitsune2012-11-25
* 3D model support for players using Irrlicht. Also ready the basis for mesh su...MirceaKitsune2012-11-25
* Fix wielditem entity drawtype brightness controlPerttu Ahola2012-09-09
* Experimental-ish rollback functionalityPerttu Ahola2012-07-27
* Define M_PI on MSVCPerttu Ahola2012-07-21
* Custom boxy nodes (stairs, slabs) and collision changesKahrl2012-06-17
* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* Fix fabs() brainfartPerttu Ahola2012-04-07
* Fix MSVC ambiguous fabs() call errorsPerttu Ahola2012-04-07
* Fix visual='cube' sizePerttu Ahola2012-04-04
* Fix dropped nodeitem visualsPerttu Ahola2012-04-04
* Implement dropped items as LuaEntities; leave the old ones as is for compatib...Perttu Ahola2012-04-01
* Add 'fly' and 'fast' privileges and the underlying privileges-to-client systemPerttu Ahola2012-03-31
* Fix object visuals flashing brightly or disappearing when switching them at n...Perttu Ahola2012-03-30
* Fix walking sound of other players (and other objects)Perttu Ahola2012-03-30
* ObjectPropertiesPerttu Ahola2012-03-30
* Use GenericCAO in place of LuaEntityCAO and PlayerCAOPerttu Ahola2012-03-29
* Add GenericCAO and player armor groups, but don't use them yetPerttu Ahola2012-03-29
* added PlayerSAO and RemotePlayer, removed ServerRemotePlayerKahrl2012-03-29
* Lua API for playing soundsPerttu Ahola2012-03-24
* Immediate smoke puff when a normal entity is punched to deathPerttu Ahola2012-03-10
* Fix and tune things, add tool "recharge" animation, add dummyballPerttu Ahola2012-03-10
* LuaEntity armor groupsPerttu Ahola2012-03-10
* Damage groups WIPPerttu Ahola2012-03-10
* Entity damage system WIP; Remove C++ mobsPerttu Ahola2012-03-10
* Players stay in environment even when dead, damage flash and fall damage fixesKahrl2012-02-05
* The huge item definition and item namespace unification patch (itemdef), see ...Kahrl2012-01-12
* Use plain IBillboardSceneNode instead of MyBillboardSceneNode (improvesKahrl2011-12-04
* Don't initialize ItemCAOs with stick.pngPerttu Ahola2011-12-04
* Show infotext for unknown items placed on groundPerttu Ahola2011-12-03
* inventorycube: use all three specified textures; also moved mesh creation / m...Kahrl2011-12-03
* Make hitting players make a visual damage flash to the player texture and the...Perttu Ahola2011-12-02
* Don't hide players in pitch black (like oerkkis)Perttu Ahola2011-12-02
* Move ServerRemotePlayer to a separate filePerttu Ahola2011-12-02
* Players are more like objects + related stuffPerttu Ahola2011-12-01
* Player-is-SAO WIPPerttu Ahola2011-12-01
* Improve luaentity sprite functionality (and add some random stuff)Perttu Ahola2011-11-29
* Reshape LuaEntityCAO implementation a bit and make TNT to blinkPerttu Ahola2011-11-29
* Relatively snappy object-ground collision detectionPerttu Ahola2011-11-29
* Improve LuaEntity velocity/acceleration handling (by kahrl); implement static...Perttu Ahola2011-11-29
* Clean InventoryItem interface a bitPerttu Ahola2011-11-29
* Replace direct irrlicht texture fetching in CAO content with TextureSourcePerttu Ahola2011-11-29
* Clean mapnode.h and fix other files accordinglyPerttu Ahola2011-11-29
* Create framework for getting rid of global definitions of node/tool/item/what...Perttu Ahola2011-11-29
* Scripting WIPPerttu Ahola2011-11-29
* Scripting WIPPerttu Ahola2011-11-29
* Scripting WIPPerttu Ahola2011-11-29
class="hl kwc">Address::Address(const IPv6AddressBytes *ipv6_bytes, u16 port) { memset(&m_address, 0, sizeof(m_address)); setAddress(ipv6_bytes); setPort(port); } // Equality (address family, address and port must be equal) bool Address::operator==(const Address &address) { if (address.m_addr_family != m_addr_family || address.m_port != m_port) return false; if (m_addr_family == AF_INET) { return m_address.ipv4.sin_addr.s_addr == address.m_address.ipv4.sin_addr.s_addr; } if (m_addr_family == AF_INET6) { return memcmp(m_address.ipv6.sin6_addr.s6_addr, address.m_address.ipv6.sin6_addr.s6_addr, 16) == 0; } return false; } bool Address::operator!=(const Address &address) { return !(*this == address); } void Address::Resolve(const char *name) { if (!name || name[0] == 0) { if (m_addr_family == AF_INET) { setAddress((u32)0); } else if (m_addr_family == AF_INET6) { setAddress((IPv6AddressBytes *)0); } return; } struct addrinfo *resolved, hints; memset(&hints, 0, sizeof(hints)); // Setup hints hints.ai_socktype = 0; hints.ai_protocol = 0; hints.ai_flags = 0; if (g_settings->getBool("enable_ipv6")) { // AF_UNSPEC allows both IPv6 and IPv4 addresses to be returned hints.ai_family = AF_UNSPEC; } else { hints.ai_family = AF_INET; } // Do getaddrinfo() int e = getaddrinfo(name, NULL, &hints, &resolved); if (e != 0) throw ResolveError(gai_strerror(e)); // Copy data if (resolved->ai_family == AF_INET) { struct sockaddr_in *t = (struct sockaddr_in *)resolved->ai_addr; m_addr_family = AF_INET; m_address.ipv4 = *t; } else if (resolved->ai_family == AF_INET6) { struct sockaddr_in6 *t = (struct sockaddr_in6 *)resolved->ai_addr; m_addr_family = AF_INET6; m_address.ipv6 = *t; } else { freeaddrinfo(resolved); throw ResolveError(""); } freeaddrinfo(resolved); } // IP address -> textual representation std::string Address::serializeString() const { // windows XP doesnt have inet_ntop, maybe use better func #ifdef _WIN32 if (m_addr_family == AF_INET) { u8 a, b, c, d; u32 addr; addr = ntohl(m_address.ipv4.sin_addr.s_addr); a = (addr & 0xFF000000) >> 24; b = (addr & 0x00FF0000) >> 16; c = (addr & 0x0000FF00) >> 8; d = (addr & 0x000000FF); return itos(a) + "." + itos(b) + "." + itos(c) + "." + itos(d); } else if (m_addr_family == AF_INET6) { std::ostringstream os; for (int i = 0; i < 16; i += 2) { u16 section = (m_address.ipv6.sin6_addr.s6_addr[i] << 8) | (m_address.ipv6.sin6_addr.s6_addr[i + 1]); os << std::hex << section; if (i < 14) os << ":"; } return os.str(); } else return std::string(""); #else char str[INET6_ADDRSTRLEN]; if (inet_ntop(m_addr_family, (m_addr_family == AF_INET) ? (void *)&(m_address.ipv4.sin_addr) : (void *)&(m_address.ipv6.sin6_addr), str, INET6_ADDRSTRLEN) == NULL) { return std::string(""); } return std::string(str); #endif } struct sockaddr_in Address::getAddress() const { return m_address.ipv4; // NOTE: NO PORT INCLUDED, use getPort() } struct sockaddr_in6 Address::getAddress6() const { return m_address.ipv6; // NOTE: NO PORT INCLUDED, use getPort() } u16 Address::getPort() const { return m_port; } int Address::getFamily() const { return m_addr_family; } bool Address::isIPv6() const { return m_addr_family == AF_INET6; } bool Address::isZero() const { if (m_addr_family == AF_INET) { return m_address.ipv4.sin_addr.s_addr == 0; } if (m_addr_family == AF_INET6) { static const char zero[16] = {0}; return memcmp(m_address.ipv6.sin6_addr.s6_addr, zero, 16) == 0; } return false; } void Address::setAddress(u32 address) { m_addr_family = AF_INET; m_address.ipv4.sin_family = AF_INET; m_address.ipv4.sin_addr.s_addr = htonl(address); } void Address::setAddress(u8 a, u8 b, u8 c, u8 d) { m_addr_family = AF_INET; m_address.ipv4.sin_family = AF_INET; u32 addr = htonl((a << 24) | (b << 16) | (c << 8) | d); m_address.ipv4.sin_addr.s_addr = addr; } void Address::setAddress(const IPv6AddressBytes *ipv6_bytes) { m_addr_family = AF_INET6; m_address.ipv6.sin6_family = AF_INET6; if (ipv6_bytes) memcpy(m_address.ipv6.sin6_addr.s6_addr, ipv6_bytes->bytes, 16); else memset(m_address.ipv6.sin6_addr.s6_addr, 0, 16); } void Address::setPort(u16 port) { m_port = port; } void Address::print(std::ostream *s) const { if (m_addr_family == AF_INET6) *s << "[" << serializeString() << "]:" << m_port; else *s << serializeString() << ":" << m_port; } bool Address::isLocalhost() const { if (isIPv6()) { static const unsigned char localhost_bytes[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}; static const unsigned char mapped_ipv4_localhost[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0xff, 0xff, 0x7f, 0, 0, 0}; auto addr = m_address.ipv6.sin6_addr.s6_addr; return memcmp(addr, localhost_bytes, 16) == 0 || memcmp(addr, mapped_ipv4_localhost, 13) == 0; } return (m_address.ipv4.sin_addr.s_addr & 0xFF) == 0x7f; }