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path: root/src/network/serverpackethandler.cpp
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* [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
* Wrap to positive degree values (#5106)raymoo2017-01-24
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* Cleanup some header inclusions to improve compilation timesLoic Blot2017-01-11
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* Breath cheat fix: server sideLoic Blot2017-01-01
| | | | | | | | | 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
* Fix interact range check (thanks to @lhofhansl)sfan52016-12-29
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* Various anticheat improvementssfan52016-12-26
| | | | | | | * 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
* Optimize block sent: Fix rendering issueLars Hofhansl2016-12-03
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* Optimize/adjust blocks/ActiveObjects sent at the server based on client ↵lhofhansl2016-11-30
| | | | | | | settings. (#4811) Optimize/adjust blocks and active blocks sent at the server based on client settings.
* Wieldhand: Allow overriding the handTeTpaAka2016-11-26
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* Add control information to player interacts (#4685)raymoo2016-11-12
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* Fix overloading problems mentioned by clangLoic Blot2016-10-30
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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
* 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 2 on X)Loic Blot2016-10-08
| | | | | | | * 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())
* 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 unordered containers where possible (patch 4 on X)Loic Blot2016-10-06
| | | | Also remove some unused parameters/functions
* Chat: new settings to prevent spamLoic Blot2016-10-05
| | | | | | | | | | | 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
* Fix small formatting issue in SRP debug outputsfan52016-03-29
| | | | Writing an u8 to verbosestream writes a char, not it's numeric value.
* Much better API for auth.{cpp, h}est312016-03-15
| | | | | | | | * No function overloading * Adhere coding style and with method names following lowercase_underscore_style * Use std::string in external API, handling these is much more fun
* GOTBLOCKS & DELETEBLOCKS: test packet size only oncenerzhul2016-02-23
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* Cache disable_anticheat and check it for "interacted_too_far"ASL972016-01-09
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* Add on_secondary_use when right clicking an item in the airAlex Ford2015-12-02
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* Only allow players with shout to chatest312015-11-13
| | | | | | | | | | Fix regression of commit 5e507c9829942c434a6f1ae7a4f3a488c7e50bef "Add server side ncurses terminal" which allowed all players, even those without a shout priv, to chat. Fixes #3362.
* Add server side ncurses terminalest312015-11-06
| | | | | | | | | | | | | | | | | | | | | | | | 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.
* Use warningstream for log messages with WARNINGShadowNinja2015-10-14
| | | | Remove DTIME macro and its uses, too
* Fix how address is logged when a wrong password is suppliedKahrl2015-10-12
| | | | | | - SRP: print the address only once, not twice - Legacy: previously the address was not printed at all - Make both messages structurally the same, to facilitate log analyzers
* Remove redundant code in player interact handlerkwolekr2015-10-04
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* Serialisation: documentation fixes, clarifying renames and whitespace fixesest312015-09-14
| | | | | | | | | | | | | | | 1. Do two renames: * SER_FMT_CLIENT_VER_LOWEST -> SER_FMT_VER_LOWEST_WRITE * SER_FMT_VER_LOWEST -> SER_FMT_VER_LOWEST_READ Now the two define values are consistently named with the _WRITE defines SER_FMT_VER_{HIGHEST,LOWEST}_WRITE, and to better point out what the two serialisation versions actually are for. 2. wrap some lines in doc/worldformat.txt, and point out that the node timers are serialized at a later point, as this can cause confusion about what now happens (if one doesn't strictly read the if block's conditions). 3. some whitespace fixes in NodeTimerList::serialize, and one new comment.
* Ask auth handler to create auth when a default password is setest312015-07-21
| | | | | -> Fix server crash with protocol >=25 if a default password is set. -> Remove some useless and possibly confusion causing code for the TOCLIENT_FIRST_SRP packet handler
* Fix damage flash when damage disabledkwolekr2015-07-10
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* Use UTF-8 instead of narrowest312015-07-08
| | | | | Use wide_to_utf8 and utf8_to_wide instead of wide_to_narrow and narrow_to_wide at almost all places. Only exceptions: test functions for narrow conversion, and chat, which is done in a separate commit.
* Use actionstream instead of errorstream when failing to emerge playerCraig Davison2015-06-23
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* Deny empty username early in the protocolest312015-05-22
| | | | Thanks to @UltimateNate for pointing this out :)
* Replace instances of std::map<std::string, std::string> with StringMapkwolekr2015-05-19
| | | | | | Also, clean up surrounding code style Replace by-value parameter passing with const refs when possible Fix post-increment of iterators
* Lower log level for unexpected behaviourest312015-05-19
| | | | | Its a possible mistake to log in to a server with twice the same name. Before, it triggered a server wide error message, now it logs to actionstream.
* Fix build since last commitest312015-05-16
| | | | Also rename method to better match what it does.
* Finalize init packets and enable protocol v25est312015-05-16
| | | | This enables srp.
* Make early protocol auth mechanism generic, and add SRPest312015-05-11
| | | | | | | Adds everything needed for SRP (and everything works too), but still deactivated, as protocol v25 init packets aren't final yet. Can be activated by changing the LATEST_PROTOCOL_VERSION header to 25 inside networkprotocol.h.
* Protocol 25: wstring -> string for custom access denial reasonsest312015-04-22
| | | | Also fix std::logic_error when server::DenyAccess() is used with only two arguments.
* Refactor around translatePasswordest312015-04-17
| | | | | | | Change types for passed password from wstring to string, which removes converting back and forth in most cases. Move the narrow_to_wide conversion, where its neccessary, closer to irrlicht. Remove trailing spaces in guiPasswordChange.cpp. Make parameters for translatePassword passed as const reference.
* Remove errorstream logging on password changeest312015-04-03
| | | | This seems to be a debug message which has been forgotten to be removed.
* Move globals from main.cpp to more sane locationsCraig Robbins2015-04-01
| | | | | | | | | | | | Move debug streams to log.cpp|h Move GUI-related globals to clientlauncher Move g_settings and g_settings_path to settings.cpp|h Move g_menuclouds to clouds.cpp|h Move g_profiler to profiler.cpp|h
* Clean up and tweak build systemShadowNinja2015-03-27
| | | | | | | | | | | | | | | | * Combine client and server man pages. * Update unit test options and available databases in man page. * Add `--worldname` to man page. * Fix a bunch of places where `"Minetest"` was used directly instead of `PROJECT_NAME`. * Disable server build by default on all operating systems. * Make `ENABLE_FREETYPE` not fail if FreeType isn't found. * Enable LevelDB, Redis, and FreeType detection by default. * Remove the `VERSION_PATCH_ORIG` hack. * Add option to search for and use system JSONCPP. * Remove broken LuaJIT version detection. * Rename `DISABLE_LUAJIT` to `ENABLE_LUAJIT`. * Rename `minetest_*` variables in `version.{h,cpp}` to `g_*`. * Clean up style of CMake files.
* Don't send an InventoryAction at each setInventoryModified, we only need one ↵Loic Blot2015-03-24
| | | | | | | | SendInventory per inventory modification Client doesn't like to receive multiples SendInventory for one action, this can trigger glitches on clients (sometimes due to incorrect UDP packet ordering due to UDP protocol) This fix issue #2544
* SendInventory when handleCommand_Interact is a use.poet-nohit2015-03-21
| | | | This call was missing when change looping to triggering SendInventory: 1b2f64473ed4f222d3b7f02df853730d4382105e
* ServerpacketHandler: spelling fixesLoic Blot2015-03-18
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* Use the NetworkPacket api to read full version string instead of u8 ↵Loic Blot2015-03-17
| | | | | | pointers. Also store the reserved byte to use API properly Fixes #2509
* Rename packethandler/{client,server}.cpp to {client,server}packethandler.cppLoic Blot2015-03-16
* Requested by @Zeno- * Approved by @nerzhul