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path: root/src/serverenvironment.cpp
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* Add on_deactivate callback for luaentities (#10723)hecks2021-01-02
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* Implement unloading of static_save=false objects according to existing docs ↵sfan52020-10-19
| | | | (#10485)
* Add minetest.get_artificial_light and minetest.get_natural_light (#5680)HybridDog2020-10-06
| | | | | Add more detailed light detection functions, a function to get the artificial light (torches) and a function to get the sunlight as seen by the player (you can specify timeofday). Co-authored-by: rubenwardy <rw@rubenwardy.com>
* Allow the ABM time budget to be configurable.Lars2020-08-18
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* Revert "Verify database connection on interval (#9665)"rubenwardy2020-07-07
| | | | | | Fixes #10113 This reverts commit 5c588f89e79e02cba392abe3d00688772321f88b.
* Add LevelDB player database (#9982)luk3yx2020-06-12
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* Value copy / allocation optimizations mostly in server, SAO and serialize codesfan52020-05-27
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* Add missing sao->isGone() checkssfan52020-05-18
| | | | fixes #9883
* Fix Server triggering wrong errors if environment init failssfan52020-05-07
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* Add PostgreSQL authentication backend (#9756)Loïc Blot2020-04-27
| | | | * Add PostgreSQL authentication backend
* Add LevelDB auth database. (#9476)luk3yx2020-04-23
| | | | * Add leveldb auth database.
* 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
* Verify database connection on interval (#9665)Loïc Blot2020-04-15
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* 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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* scriptapi: Sort out ServerEnvironment / Environment distinction properlysfan52020-04-11
| | | | | | The API implementation is shared between CSM and SSM. Functions should retrieve a plain env when they do not need any server-specific functions.
* Drop genericobject.{cpp,h} (#9629)Loïc Blot2020-04-10
| | | | | | | | | | * Drop genericobject.{cpp,h} This file is not for generic object but for ActiveObject message passing. Put ownership of the various commands to the right objects and cleanup the related code. * Protect ServerActiveObject::m_messages_out * typo fix
* Send cumulated inventory changes only each step (#8856)SmallJoker2019-09-09
| | | | Applies to player and detached inventories
* Better F6 profiler (#8750)SmallJoker2019-08-13
| | | | | | | Update the profiler names to make more sense of what they actually represent Move the profiler code from header to its source file Use monospace font to align lines Format the statistics line to align better with surrounding values Refresh the profiler each 3 seconds (roughly)
* Merge pull request #8776 from osjc/FixGetNodeJozef Behran2019-08-10
| | | Finish getNode cleanup
* Improve ABM time budget handling. #8645Lars Hofhansl2019-07-07
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* Force player save before kicking on player shutdown (#8157)Loïc Blot2019-02-03
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* Fix some misspellings (#8104)Paul Ouellette2019-01-16
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* Make sqlite3 default auth & player backends for new worlds (#8043)Loïc Blot2019-01-04
| | | | | | * Make sqlite3 default auth & player backends for new worlds Also notify about auth backend depreciation
* Player file directory must be only created when using file backend.Loïc Blot2019-01-04
| | | | Also ensure on each player save that the directory exists
* Add an activeobject manager to hold active objects (#7939)Loïc Blot2018-12-13
| | | | * Add an activeobject manager to hold active objects * Add unittests
* Add Lua methods 'set_rotation()' and 'get_rotation()' (#7395)CoderForTheBetter2018-11-28
| | | | * 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).
* Replace auth.txt with SQLite auth database (#7279)Ben Deutsch2018-08-05
| | | | * Replace auth.txt with SQLite auth database
* Add a MSVC / Windows compatible snprintf function (#7353)nOOb31672018-07-22
| | | Use sizeof where applicable for mt_snprintf
* Optimize ABM checks.Lars Hofhansl2018-07-21
| | | | | | | See #7555 Cache (up to 64) node types for each active block. Check this cache first to see whether any ABM needs to be triggered for a block.
* Revert 6587 - Optimize entity-entity collision (#7539)lhofhansl2018-07-08
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* Add player:get_meta(), deprecate player attributes (#7202)rubenwardy2018-04-06
| | | | * Add player:get_meta(), deprecate player attributes
* Huge LBM lookup performance improvement on mapblock loading (#7195)Loïc Blot2018-04-04
| | | | * Huge LBM lookup performance improvement on mapblock loading
* Optimize entity-entity collision (#6587)Vitaliy2018-04-03
| | | | | | * Add IrrLicht type aliases * Add hash for IrrLicht vector * Add object map
* ServerEnvironment::loadDefaultMeta: Loading default meta is only possible ↵Loic Blot2018-03-16
| | | | for ServerEnv itself
* VoxelArea: add_{x,y,z,p} must be staticLoic Blot2018-03-09
| | | | | Fix some documentations issues Use getNodeNoCheck(v3s16, ...) in some cases instead of getNodeNoCheck(x, y, z, ...)
* ServerEnvironment & StaticObject cleanupsLoic Blot2018-03-09
| | | | | | * isFreeServerActiveObjectId is now part of ServerEnvironment * getFreeServerActiveObjectId is now part of ServerEnvironment * StaticObject constructor now take ServerActiveObject instead of type + string. This permits to remove a big string copy in some code parts
* SAO limits: Allow SAOs to exist outside the set 'mapgen limit'paramat2018-02-26
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* Node definition manager refactor (#7016)Dániel Juhász2018-02-10
| | | | | | | | | * Rename IWritableNodeDefManager to NodeDefManager * Make INodeDefManager functions const * Use "const *NodeDefManager" instead of "*INodeDefManager" * Remove unused INodeDefManager class * Merge NodeDefManager and CNodeDefManager * Document NodeDefManager
* Add minetest.bulk_set_node call + optimize Environment::set_node call (#6958)Loïc Blot2018-01-30
| | | | | | | | | | * Add minetest.bulk_set_node call + experimental mod unittest * Optimize set_node function to prevent triple lookup on contentfeatures Do only one lookup for old, and try to merge old and new lookup if node is same than previous node * Add benchmark function + optimize vector population to have real results
* Revert "Add an active object step time budget #6721"Lars Hofhansl2018-01-12
| | | | | This reverts commit 9c669016d1578a5c62f932c6ccb7a2b4b1e21f0a. See #6907
* Line_of_sight: Improve using VoxelLineIteratorDániel Juhász2017-12-26
| | | | | This commit rewrites line_of_sight with VoxelLineIterator. Stepsize is no longer needed, the results will be always accurate.
* Add an active object step time budget #6721Lars Hofhansl2017-12-06
| | | | This can be set via the active_object_interval option.
* Optionally extend the active object in a players camera direction.Lars Hofhansl2017-12-03
| | | | | | | | | See #6667 By setting active_object_send_range_blocks > active_block_range a server admin can allow clients to retrieve active objects futher out from the player at relatively low cost to the server (only objects in the players' view cone are considered).
* Clearobjects: Send progress messages to terminal using actionstreamparamat2017-11-24
| | | | | Change default mode to 'quick' as 'full' can lock up a server for a long time.
* Move files to subdirectories (#6599)Vitaliy2017-11-08
| | | | * Move files around
* Make Player::peer_id server-side only and add getters and setters (#6478)Loïc Blot2017-09-30
| | | | | | | * Make Player::peer_id server-side only and add getters and setters Player::peer_id has no sense client side, move it to server, make it private and add setter and getter Also add some PEER_ID_INEXISTENT instead of harcoded 0
* Add session_t typedef + remove unused functions (#6470)Loïc Blot2017-09-27
| | | | | | * 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
* ServerEnv: Clean up object lifecycle handling (#6414)sfan52017-09-15
| | | | * ServerEnv: Clean up object lifecycle handling
* Make INodeDefManager::getIds return a vector, not a setKahrl2017-09-12
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