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* Typo fix on previous @est31 commitLoic Blot2015-06-23
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* Small TOCLIENT_HELLO logging fixest312015-06-23
| | | | | Fix grammar error and missing number conversion for version. Also add deployed protocol to log line.
* Use actionstream instead of errorstream when failing to emerge playerCraig Davison2015-06-23
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* Generic CAO cleanups and renames for clarificationest312015-06-20
| | | | | | | | * Use enum for GENERIC_CMD_* * Rename m_attachements to attachement_parent_ids (public member and clearer name) * Rename GENERIC_CMD_SET_ATTACHMENT to GENERIC_CMD_ATTACH_TO * USHRT_MAX + 1 buffer sizes to prevent overflows as @kahrl suggested * Remove unneccessary m_id from GenericCAO (shadowing protected superclass member for no reason) as @kahrl suggested
* 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.
* Stop NetworkPacket methods from producing bloated packetsJay Arndt2015-05-05
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* 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.
* Make comments consistent with TOSERVER_INIT -> TOSERVER_INIT_LEGACY renameest312015-04-07
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* TOCLIENT_ACTIVE_OBJECT_REMOVE_ADD can be unreliable, catch PacketError ↵Loic Blot2015-04-05
| | | | | | exception. Also set the packet size at creation not when pushing rawString, no functional change
* Fix uninitialized variabled in ConnectionEventLoic Blot2015-04-05
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* Remove errorstream logging on password changeest312015-04-03
| | | | This seems to be a debug message which has been forgotten to be removed.
* Create PacketError exception and use it with ACTIVEOBJECT_REMOVE_ADD handler ↵Loic Blot2015-04-03
| | | | which can be unreliable
* 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
* NetworkPacket: reading outside packet is now clearer.Loic Blot2015-04-01
| | | | Use a common function to check the reading offset
* Connection::Receive(): receive Network Packet instead of SharedBuffer<u8>.Loic Blot2015-03-31
| | | | | | | Because we get a Buffer<u8> from ConnectionEvent, don't convert it to SharedBuffer<u8> and return it to Server/Client::Receive which will convert it to NetworkPacket Instead, put the Buffer<u8> directly to NetworkPacket and return it to packet processing This remove a long existing memory copy Also check the packet size directly into Connection::Receive instead of packet processing
* RunCommandQueues: little optimizationLoic Blot2015-03-31
| | | | remove command from queue on success, else do nothing, instead of remove command from queue and push it front on success
* Typo in getOutgoingSequenceNumber => successfull to successfulLoic Blot2015-03-31
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* Use Buffer not SharedBuffer in NetworkPacket::oldForgePacketLoic Blot2015-03-30
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* queued_commands must be a std::deque. RunCommandQueues needs to push packet ↵Loic Blot2015-03-29
| | | | on front, not back
* Change error_message from wstring to stringShadowNinja2015-03-27
| | | | This removes a lot of narrow/wide conversions where a wide string was never used.
* 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
* Remove unused ConnectionCommand::sendToAll function. ↵Loic Blot2015-03-22
| | | | | | NetworkPacket::oldForgePacket returns Buffer instead of SharedBuffer and is used in ConnectionCommand instead of Connection::Send This remove the NetworkPacket buffer => SharedBuffer => Buffer copy. Now NetworkPacket => Buffer
* 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
* If player is dead, permit it to respawn, even if damages are not enabledLoic Blot2015-03-16
| | | | * Mods can do setHP function to do damages and override the enable_damage value sometimes
* Replace NetworkPacket pointers to referencesLoic Blot2015-03-13
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* Prepare Protocol v25 init & authentication.Loic Blot2015-03-13
| | | | | | | | | | * TOSERVER_INIT and TOCLIENT_INIT renamed to _LEGACY * TOSERVER_PASSWORD merged from dev-0.5, can use protocol v24 and v25 * TOCLIENT_ACCESS_DENIED merged from dev-0.5, can use protocol v24 and v25, with normalized strings an a custom id for custom errors * new TOSERVER_INIT packet only send MT version, supported compressions, protocols and serialization, this permit to rework everything later without break the _INIT packet * new TOSERVER_AUTH packet which auth the client * new TOCLIENT_HELLO packet which send server serialization version atm * new TOCLIENT_AUTH_ACCEPTED which is send when TOCLIENT_AUTH was okay. After this packet, the client load datas from servers, like after TOCLIENT_INIT_LEGACY packet
* Handle the newly added TOCLIENT_ACCESS_DENIED and ↵Loic Blot2015-03-13
| | | | | | | TOCLIENT_DELETE_PARTICLESPAWNER * Rename the handlers from _Legacy to regular, because here we can use same handlers * Fix some packet names and pseudo handlers
* Rename some packet and handlers to <packet>_Legacy name for compat layer ↵Loic Blot2015-03-13
| | | | between new network changes and old network clients
* Use the new Player::isDead function when it's the caseLoic Blot2015-03-13
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* handleCommand_Breath mustn't update breath is player is dead. A dead player ↵Loic Blot2015-03-12
| | | | | | doesn't breath. Add Player::isDead function to check player is dead
* Don't handle PlayerPos packet coming from client if player is deadLoic Blot2015-03-12
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* For usages of assert() that are meant to persist in Release builds (when ↵Craig Robbins2015-03-07
| | | | NDEBUG is defined), replace those usages with persistent alternatives
* Clean up database API and save the local map on an intervalShadowNinja2015-03-06
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* Server.cpp Use std::list instead of std::vector for playSound, ↵Loic Blot2015-03-05
| | | | fillMediaCache, sendRequestedMedia, sendMediaAnnouncement and related functions
* Remove Queue class which uses std::list and use native std::queueLoic Blot2015-03-05
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* ClientInterface::getClientIDs doesn't need a std::list. Use a std::vector ↵Loic Blot2015-03-04
| | | | for better perfs
* We always know playerSAO when calling SendInventory. Using it instead of ↵Loic Blot2015-03-04
| | | | searching it via peer_id
* Send Position packet on event, don't check it at each AsyncRunStep.Loic Blot2015-03-04
| | | | * This permit to cleanup the player checking loop
* Send Inventory packet on event, don't check it at each AsyncRunStep.Loic Blot2015-03-04
| | | | | | * Call UpdateCrafting into SendInventory because this functions is only called before SendInventory * Use Player* instead of peer_id for UpdateCrafting because SendInventory already has the Player* pointer, then don't loop for searching Player* per peer_id * m_env_mutex don't need to be used with this modification because it's already locked before the calls
* Send Breath packet on event, don't check it at each AsyncRunStepLoic Blot2015-03-03
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