| Commit message (Collapse) | Author | Age |
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Co-authored-by: Sam Caulfield <sam@samcaulfield.com>
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Co-authored-by: Raul Ferriz <raul.ferriz@gmail.com>
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Replace on_auth_fail callback with more versatile on_authplayer
Better clarify account login process in Lua API documentation
Change initial timestamp for newly registered accounts to -1
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* Server::overrideDayNightRatio doesn't require to return bool
There is no sense to sending null player, the caller should send a valid object
* Server::init: make private & cleanup
This function is always called before start() and loads some variables which can be loaded in constructor directly.
Make it private and call it directly in start
* Split Server inventory responsibility to a dedicated object
This splits permit to found various historical issues:
* duplicate lookups on player connection
* sending inventory to non related player when a player connects
* non friendly lookups on detached inventories ownership
This reduce the detached inventory complexity and also increased the
lookup performance in a quite interesting way for servers with thousands
of inventories.
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* Add server side translations capability
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The variable name changed but this didn't cause merge conflicts, so it wasn't caught before.
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Makes 'get_wield_item' to return the "main" ItemStack
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The line declared a variable "m_con" instead of locking m_con.
getClient() doesn't need this anyway, so remove it.
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Applies to player and detached inventories
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This change reduces the amount of sent data towards clients. Inventory lists that are already known to the player are skipped, saving quite some data over time.
Raises protocol version to 38 to ensure correct backwards-compatible code.
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Finish getNode cleanup
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This replaces the magic numbers used as interaction modes both client-side and server-side, primarily for the sake of ease-of-readability.
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This moves the wield item functions to Player and the tool utils for range calculation
Also 'local_inventory' was removed due to redundancy in Client
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Add isImmortal server-side for proper enable_damage handling
Rework log messages
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The "what" parameter is being passed by value, most likely by
accident as the type is "const std::string". Convert it to a
reference by adding the missing "&".
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Remove deprecated HUDs and chat message handling.
Remove unused m_damage variable (compat break).
HP: s32 for setter/calculations, u16 for getter.
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* Fix various bugs (Anticheat, Lua helpers)
Anticheat: Use camera position instead of player position for shoot line calculations
Lua helpers: Increase 'i' to not overwrite earlier added table values
* Remove lag compensation
* * 1.5 for larger selection boxes
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Includes newer style changes and fixes by est31
Improve the block position de-serialization
Add type NodeMetadataMap
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* Adds Lua methods 'set_rotation()' and 'get_rotation'. Also changed some method names to be more clear. Instead of an f32 being sent over network for yaw, now a v3f is sent for rotation on xyz axes. Perserved Lua method set_yaw/setyaw so that old mods still work, other wise to set yaw they would need to switch to set_rotation(0, yaw, 0).
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& Satisfy LINT
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* Server: move shutdown parts to a specific shutdown state object
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user by the server. (#6878)
This doesn't check the fields in anyway whatsoever so it should only be seen as a way to mitigate exploits, a last line of defense to make it harder to exploit bugs in mods, not as a reason to not do all the usually checks.
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Called when a client fails to supply the correct password for the account it's attempting to login as.
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This makes it possible to modify the tool capabilities of individual
itemstacks by calling a method on itemstack metadata references.
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* Add session_t typedef + remove unused functions
u16 peer_id is used everywhere, to be more consistent and permit some evolutions on this type in the future (i'm working on a PoC), uniformize u16 peer_id to SessionId peer_id
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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
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* ServerEnv: Clean up object lifecycle handling
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Also remove the setting 'send_pre_v25_init'
Keep old enum entries for obsolete commands
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* Implement minetest.register_on_userlimit_check
This new callback permits to bypass the max_users parameter with new mods condition, based on player name or IP
Only one mod needs to permit it.
Move core part for builtin privileges checks to builtin
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* 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
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* 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
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* 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
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* Optimize headers (part 2)
* less debug.h in headers
* less remoteplayer.h for everybody
* Cleanup (part 2)
* camera.h: mesh.h
* mapgen.h: mapnode.h
* serverenvironment.h: mapblock.h
* nodedef.h: shader.h
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