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Commit message (Collapse)AuthorAge
* Fix some warnings (#12615)rubenwardy2022-07-30
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* Fix media overriding regression (#12602)Lars Müller2022-07-29
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* Refactor ModConfigurationrubenwardy2022-07-14
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* Move f1000 sanitizing to the places that still use this typesfan52022-07-14
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* on_deactivate: distinguish removal and unloading (#11931)Lars Müller2022-06-11
| | | Sometimes you need to be able to do removal-related cleanup, such as removing files from disk, or entries from a database. staticdata obviously isn't suitable for large data. The data shouldn't be removed if the entity is unloaded, only if it is removed.
* No damage effects on hp_max change (#11846)Lars Müller2022-06-11
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* Sanitize player position and speed server-side (#12396)sfan52022-06-07
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* Handle lua entity HP changes correctly (like punches)sfan52022-05-29
| | | | fixes #11975
* Fix compiler warningsShadowNinja2022-04-08
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* Use virtual paths to specify exact mod to enable (#11784)rubenwardy2022-01-30
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* Don't call on_dieplayer callback two times (#11874)savilli2022-01-15
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* Inventory: Add ServerEnv checks for calls during script initSmallJoker2022-01-04
| | | | This fixes 'minetest.get_inventory' calls to players or nodes during the load phase.
* Fix get_bone_position() on unset bones modifying their positionsfan52021-12-06
| | | | closes #11840
* Fix number of tool uses being off by 1..32767 (#11110)Wuzzy2021-10-31
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* Add no_texture.png as fallback for unspecified texturesWuzzy2021-10-20
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* Fix player HP desync between client and serversavilli2021-10-12
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* Remove redundant on_dieplayer callssavilli2021-08-28
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* Mods: Combine mod loading checks and deprection logging (#11503)SmallJoker2021-07-31
| | | | This limits the logged deprecation messages to the mods that are loaded Unifies the mod naming convention check for CSM & SSM
* Script API: Fix segfault in remove_detached_inventorySmallJoker2021-07-10
| | | | | when minetest.remove_detached_inventory is called on script init, the environment is yet not set up, hence m_env is still nullptr until all scripts are loaded
* UnitSAO: Prevent circular attachmentsSmallJoker2021-05-29
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* Attachments: Avoid data loss caused by set_attach() in callbacks (#11181)SmallJoker2021-04-13
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* Protect per-player detached inventory actionsSmallJoker2021-03-07
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* Allow overwriting media files of dependencies (#10752)DS2021-02-23
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* Server-side authority for attached players (#10952)SmallJoker2021-02-15
| | | The server must have authority about attachments. This commit ignores any player movement packets as long they're attached.
* Send attachments instantly before set_pos (#10235)SmallJoker2021-02-12
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* Remove dead code (#10845)rubenwardy2021-01-22
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* Removed some obsolete code (#10562)Zughy2021-01-21
| | | Co-authored-by: Zughy <4279489-marco_a@users.noreply.gitlab.com>
* Implement on_rightclickplayer callback (#10775)JDiaz2021-01-11
| | | Co-authored-by: rubenwardy <rw@rubenwardy.com>
* Add on_deactivate callback for luaentities (#10723)hecks2021-01-02
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* Add minetest.get_objects_in_area (#10668)Elias Fleckenstein2020-12-29
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* PlayerSAO: Run on_player_hpchange raw change values (#10478)SmallJoker2020-11-12
| | | | | | | | The callback is only run when a change in HP is to be expected. Following cases will not trigger the callback: * Dead player damaged further * Healing full-health player * Change of 0 HP
* Implement unloading of static_save=false objects according to existing docs ↵sfan52020-10-19
| | | | (#10485)
* Decouple entity minimap markers from nametags replacing with show_on_minimap ↵sfan52020-10-19
| | | | property (#10443)
* Add First Person Attachments (#10360)Jordan Snelling2020-10-04
| | | | | | Fixes some other third person camera specific attachments. Implements a single new flag for entities to be forced visible in first person mode. Old mods do not need to be updated to use the new flag and are fully backwards compatible.
* (se)SerializeString: Include max length in the nameSmallJoker2020-10-01
| | | | | | | This commit clarifies the maximal length of the serialized strings. It will avoid accidental use of serializeString() when a larger string can be expected. Removes unused Wide String serialization functions
* Patch fast/teleport vulnerability when attached to an entity (#10340)Elias Fleckenstein2020-09-26
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* Load media from subfolders (#9065)DS2020-08-20
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* Move shared parameters sending to UnitSAO (#9968)SmallJoker2020-06-04
| | | | | | Better header sorting by topic Make UnitSAO-specific parameters private Skip redundant recursive entity sending code (since ~5.2.0)
* Clean up CAO nametag handling and remove deprecated AO_CMDsfan52020-05-29
| | | | | AO_CMD_UPDATE_NAMETAG_ATTRIBUTES was deprecated in 9eee3c3f465c071bb9908749cf48be3c131a1bdf (0.4.14)
* Value copy / allocation optimizations mostly in server, SAO and serialize codesfan52020-05-27
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* Server class code cleanups (#9769)Loïc Blot2020-05-07
| | | | | | | | | | | | | | | | | | | * 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.
* Server: Improve some log messages (#9820)sfan52020-05-05
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* Add MetricsBackend with prometheus counter supportLoic Blot2020-04-29
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* Expose collision information to LuaEntity on_stepsfan52020-04-27
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* Optimize get_objects_inside_radius calls (#9671)Loïc Blot2020-04-16
| | | | | | | | | * Optimize getObjectsInsideRadius calls our previous implementation calls the ActiveObjectMgr to return ids and then lookup those ids in the same map and test each object Instead now we call the global map to return the pointers directly and we ask filtering when building the list using lamba. This drop double looping over ranges of active objects (and then filtered one) and drop x lookups on the map regarding the first call results
* Drop content_sao.{cpp,h}Loic Blot2020-04-11
| | | | | | | Move LuaEntitySAO to a new dedicated file Drop TestSAO (useless object) Drop the old static startup initialized SAO factory, which was pretty useless. This factory was using a std::map for 2 elements, now just use a simple condition owned by ServerEnvironment, which will be lightweight, that will also drop a one time useful test on each LuaEntitySAO creation. This should reduce server load on massive SAO creation
* Move PlayerSAO to dedicated filesLoic Blot2020-04-11
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* pass clang-formatLoic Blot2020-04-11
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* Move serveractiveobject & unitsaoLoic Blot2020-04-11
| | | | | Move serverobject.{cpp,h} to server/serveractiveobject.{cpp,h} Move UnitSAO class to dedicated files
* Overall improvements to log messages (#9598)sfan52020-04-08
| | | | Hide some unnecessarily verbose ones behind --trace or disable them entirely. Remove duplicate ones. Improve their contents in some places.