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path: root/src/network/clientpackethandler.cpp
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* Particles: Make collision with objects optional (#7682)Paramat2018-09-08
| | | | | | Also set it to false for node dig particles, as they are often created and high in number. Improve particle documentation.
* Rename CSM flavours to restrictionsSmallJoker2018-06-26
| | | | & Satisfy LINT
* Add formspec theming using prepended stringsAndrew Ward2018-03-28
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* Cleanup sound manager class (#7158)Loïc Blot2018-03-24
| | | | | | | | | | * Cleanup sound manager client * Use some const refs * Use auto on iterators * Drop unused parameters * Move sound_openal.* to client folder * Move sound.cpp + OnDemandSoundFetcher to client/ folder + reorganize includes properly
* Remove legacy chat network code. (#6954)red-0012018-02-17
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* Fix issues with earlier CSM HUD commit (#6940)red-0012018-01-26
| | | The CSM HUD PR caused some strange behavior including aborts due to parts of it using some slightly hacky code, the event refactor changing how events are processed and a minor oversight.
* [CSM] Add functions to create particles and particlespawners. (#6072)red-0012018-01-20
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* [CSM] Add basic HUD manipulation. (#6067)red-0012018-01-20
| | | | | | * [CSM] Add basic HUD manipulation. Workaround for on_connect not working right now.
* Add confirmation on new player registration (#6849)Muhammad Rifqi Priyo Susanto2018-01-13
| | | | | | | | | | | | | | * Attempt to add registration confirmation Using SRP auth mechanism, if server sent AUTH_MECHANISM_FIRST_SRP that means the player isn't exist. Also tell player about the server and chosen username. Local game has localhost as IP address of the server. Add RenderingEngine::draw_menu_scene() to draw GUI and clouds background. aborted -> connection_aborted * Rewrite information message text Client::promptConfirmRegister() -> Client::promptConfirmRegistration()
* CSM fixes: load mods after flavours & add flavour to block mod loading (#6738)Loïc Blot2017-12-11
| | | | | | | | | | | | | | * CSM fixes: load mods after flavours & add flavour to block mod loading * Don't permit to load mods twice * Prepare builtin integrity global algorithm * Add missing doc & use a nicer byteflag for LOAD_CLIENT_MODS flavour * flag typo fix * Invert CSM_FL_LOOKUP_NODES & CSM_FL_LOAD_CLIENT_MODS ids
* Damage: Remove damage ignore timerSmallJoker2017-12-10
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* Implement mod communication channels (#6351)Loïc Blot2017-09-26
| | | | | | | | | | Implement network communication for channels * Implement ModChannel manager server side to route incoming messages from clients to other clients * Add signal handler switch on client & ModChannelMgr on client to handle channels * Add Lua API bindings + client packet sending + unittests * Implement server message sending * Add callback from received message handler to Lua API using registration method
* Network: Fix logging into older worlds with base64 hashesSmallJoker2017-09-12
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* Network: Remove large parts of deprecated legacy code (#6404)SmallJoker2017-09-12
| | | | Also remove the setting 'send_pre_v25_init' Keep old enum entries for obsolete commands
* Network proto handlers/container fixes (#6334)Loïc Blot2017-08-29
| | | | | | | | | | * Fix HP transport + some double <-> float problems TOCLIENT_HP transport u16 hp as a u8, use u16 HP, this prevent HP over 255 to overflow across network * Fix more double/float problem in serverpackethandler & remove implicit struct type for TileAnimationParams * Fix connection unittests container
* Clientevent refactor (#6320)Loïc Blot2017-08-28
| | | | | | | | | | * Refactor clientevent structure * Move structure outside of client header * Create client events on heap not stack, this remove the ClientEvent object copy * Use clientEventHandler to route events
* Add clientside translations.Ekdohibs2017-08-24
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* Network cleanup (#6302)Loïc Blot2017-08-24
| | | | | | | | | | | | | | | | | | | | | | | * Cleanup network headers * Move peerhandler to a specific header to reduce compilation times * Move socket.cpp/h to network folder * More work * Network code cleanups * Move socket.{cpp,h} to network folder * Move Address object to network/address.{cpp,h} * Move network exceptions to network/networkexceptions.h * Client: use unique_ptr for Connection * Server/ClientIface: use shared_ptr for Connection * Format fixes * Remove socket.cpp socket.h from clang-format whitelist * Also fix NetworkPacket code style & make it under clang-format
* Minimap: Add new HUD flag for minimap radar modeparamat2017-08-20
| | | | | Flag default is true to not change default behaviour. The existing minimap HUD flag remains the master control for minimap.
* Code modernization: subfolders (#6283)Loïc Blot2017-08-19
| | | | | | | | | | | | | * Code modernization: subfolders Modernize various code on subfolders client, network, script, threading, unittests, util * empty function * default constructor/destructor * for range-based loops * use emplace_back instead of push_back * C++ STL header style * Make connection.cpp readable in a pointed place + typo
* [CSM] Add flavour limits controlled by server (#5930)Loïc Blot2017-07-18
| | | | | | | | | | | | | | | | | | | | * [CSM] Add flavour limits controlled by server Server send flavour limits to client permitting to disable or limit some Lua calls * Add limits for reading nodedefs and itemdefs * flavour: Add lookup node limits * Merge get_node_or_nil into get_node. Sending fake node doesn't make sense in CSM, just return nil if node is not available for any reason * Add node range customization when noderange flavour is enabled (default 8 nodes) * Limit nodes range & disable chat message sending by default * Bump protocol version
* Chat protocol rewrite (#5117)Loïc Blot2017-07-16
| | | | | | | | | | | | | * New TOCLIENT_CHAT_MESSAGE packet * Rename old packet to TOCLIENT_CHAT_MESSAGE_OLD for compat * Handle TOCLIENT_CHAT_MESSAGE new structure client side * Client chat queue should use a specific object * SendChatMessage: use the right packet depending on protocol version (not complete yet) * Add chatmessage(type) objects and handle them client side (partially) * Use ChatMessage instead of std::wstring server side * Update with timestamp support
* Verify HudSetParams input when hotbar textures are set (#6013)Loïc Blot2017-06-19
| | | | | | * Verify HudSetParams input when hotbar textures are set This fix #6011
* Cpp11 initializers 2 (#5999)Loïc Blot2017-06-17
| | | | | | | | | | * C++11 patchset 10: continue cleanup on constructors * Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop) * More classes cleanup * More classes cleanup + change NULL tests to boolean tests
* Sound: Add pitch option (#5960)Rui2017-06-11
| | | | * Sound: Add pitch option
* Have the server send the player list to the client (#5924)red-0012017-06-08
| | | | | * Have the server send the player list to the client Currently the client generates the player list based on the Client active object list, the issue with this is that we can't be sure all player active objects will be sent to the client, so this could result in players showing up when someone run `/status` but auto complete not working with their nick and CSM not being aware of the player
* C++11 patchset 2: remove util/cpp11.h and util/cpp11_container.h (#5821)Loïc Blot2017-06-04
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* When minimap is disabled in configuration, really disable it (#5771)Loïc Blot2017-05-19
| | | | * When minimap is disabled in configuration, really disable it
* Fading soungs: Fix client crash on older serversSmallJoker2017-05-03
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* Set sky API: Add bool for clouds in front of custom skyboxparamat2017-05-02
| | | | | | | Default true. Add 'm_clouds_enabled' bool to sky.h, set from new bool in 'set sky' API. Make 'getCloudsVisible()' depend on 'm_clouds_enabled' instead of 'm_visible' (whether normal sky is visible).
* Sneak: Improve and fix various thingsSmallJoker2017-05-03
| | | | | | Remove useless `got_teleported`. Fix jitter when walking against the sneak limits. Fix damage evading on sneak ladders.
* Sound API: Add fading soundsBrandon2017-05-03
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* Add clouds APIBen Deutsch2017-04-30
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* Rename Scripting API files for consistencyShadowNinja2017-04-25
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* Network:Remove old opcodes and fix documentation. (#5573)red-0012017-04-22
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* Client handlers: Remove useless stringstream usage in two handlers (#5510)Loïc Blot2017-04-04
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* [CSM] Add minimap API modifiers (#5399)Loïc Blot2017-03-16
| | | | | | | | * Rename Mapper (too generic) to Minimap * Add lua functions to get/set position, angle, mode for minimap * Client: rename m_mapper to m_minimap * Add minimap to core.ui namespace (core.ui.minimap) * Add various functions to manage minimap (show, hide, toggle_shape) * Cleanup trivial declaration in client
* [CSM] Add enable_client_modding param (default: false)nerzhul2017-03-13
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* [CSM] Add on_death, on_hp_modification & oh_damage_taken callbacks (#5093)Loïc Blot2017-03-13
| | | | | | * Add on_death callback * Add on_hp_modification & on_damage_taken callbacks * move preview code to preview.lua
* [CSM] Add method that display chat to client-sided lua. (#5089) (#5091)red-0012017-03-13
| | | | * squashed: [Client-sided scripting] Don't register functions that don't work. (#5091)
* [CSM] Client side moddingLoic Blot2017-03-13
| | | | | | | | | | * 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
* Add particle animation, glowsfan52017-01-18
| | | | | This is implemented by reusing and extending the TileAnimation code for the methods used by particles.
* Revert "Adding particle blend, glow and animation (#4705)"sfan52016-11-14
| | | | This reverts commit 93e3555eae2deaeca69ee252cfa9cc9c3e0e49ef.
* Adding particle blend, glow and animation (#4705)Foghrye42016-11-15
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* PlayerSAO/LocalPlayer refactor: (#4612)Ner'zhul2016-10-30
| | | | | | | | | | | | | | | | | * 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
* Attached particle spawnersraymoo2016-10-13
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* More code cleanup (UNORDERED + RemotePlayer/LocalPlayer)Loic Blot2016-10-08
| | | | | | | * 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
* Player/LocalPlayer/RemotePlayer inheritance cleanup (part 1 on X)Loic Blot2016-10-08
| | | | | | | | | | | * 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
* Use more unordered_maps to improve performance in c++11 buildsLoic Blot2016-10-06
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* Particles: Add option to remove particles on collisionAuke Kok2016-05-28
| | | | | | | | | | | | | | | | | | | | | | | | | 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.