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* Add minetest.check_password_entry callbackest312016-05-30
| | | | | | | | | | | | | | | | | | | | | | | | | | | Gives a convenient way to check a player's password. This entirely bypasses the SRP protocol, so should be used with great care. This function is not intended to be used in-game, but solely by external protocols, where no authentication of the minetest engine is provided, and also only for protocols, in which the user already gives the server the plaintext password. Examples for good use are the classical http form, or irc, an example for a bad use is a password change dialog inside formspec. Users should be aware that they lose the advantages of the SRP protocol if they enter their passwords for servers outside the normal entry box, like in in-game formspec menus, or through irc /msg s, This patch also fixes an auth.h mistake which has mixed up the order of params inside the decode_srp_verifier_and_salt function. Zeno-: Added errorstream message for invalid format when I committed
* Remove unused code in s_security.cpp (#4172)Zeno-2016-05-30
| | | Note that the macro CHECK_FILE_ERR implements the code removed
* Particles: Add option to remove particles on collisionAuke Kok2016-05-28
| | | | | | | | | | | | | | | | | | | | | | | | | Adds the particle option `collision_removal = bool` Some particles are hard to use right now since they either go through solid blocks (without collision detection), and with collision detection enabled they (e.g. raindrops) would just stop dead on the floor and sit there until they expire, or worse, scrape along a wall or ceiling. We can solve the problem by adding a boolean flag that tells the particle to be removed if it ever collides with something. This will make it easier to add rain that doesn't fall through your roof or stick on the top of it. Or clouds and smoke that don't go through trees. Particles that collide with this flag are marked expired unconditionally, causing them to be treated like normal expired particles and cleaned up normally. Documentation is adjusted accordingly. An added bonus of this patch is that particles can potentially collide many times with nodes, and this reduces the amount of collisions to 1 (max), which may end up reducing particle load on the client.
* Add base64 encoding and decoding to the lua api. (#3919)red-0012016-05-27
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* Disallow external linkage for default Cavegen NoiseParamskwolekr2016-05-27
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* Dungeongen: Remove dependency on Mapgenkwolekr2016-05-27
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* Mapgen: Combine dungeon generation codekwolekr2016-05-27
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* Mapgen: Deduplicate common constructor codekwolekr2016-05-27
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* Mapgen: Remove calculateNoise from most mapgenskwolekr2016-05-27
| | | | | | This commit moves noise calculation to the functions where the noise is actually required, increasing the separation of concerns and level of interdependency for each mapgen method. Valleys Mapgen is left unmodified.
* Mapgen V7: Remove now-unused ridge heightmapkwolekr2016-05-27
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* Cavegen: Move V5-style caves to CavesNoiseIntersectionkwolekr2016-05-27
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* Cavegen: Minor misc. fixeskwolekr2016-05-27
| | | | | | | - Convert instances of numeric literal doubles to floats - Move dswitchint to a local variable now that being a member is unnecessary - Improve const correctness - Indentation fixes
* Fix undefined evaluation order when constructing random vectorskwolekr2016-05-27
| | | | | | | | | | | | | | MSVC and GCC evaluate parameters in right-to-left order, whereas Clang evaluates in left-to-right order, and of course, an optimization could leave the order of evaluation completely indeterminate. This commit fixes all instances of the error by explicitly assigning the results of expressions that use PseudoRandom::next() or range() to their respective vector components. The right-to-left evaluation behavior is preserved since Clang is much less commonly used to compile Minetest than GCC and MSVC combined, and would therefore cause the least harm.
* Cavegen: Re-add small caves to CavesRandomWalkkwolekr2016-05-27
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* Cavegen: Remove CavesRandomWalk dependency on Mapgenkwolekr2016-05-27
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* Cavegen: Merge instances of repetitive surface level-finding codekwolekr2016-05-27
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* Cavegen: Remove CavesV6 dependency on Mapgenkwolekr2016-05-27
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* Cavegen: Rename CaveV6 to CavesV6kwolekr2016-05-27
| | | | | | | - Add comment explaining why it exists - Remove unused 'flooded' variable - Rename shadowed variable - Fix some code style
* Cavegen: Merge CaveV5 and CaveV7 into CavesRandomWalkkwolekr2016-05-27
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* Fix MgStoneType and BiomeType enum nameskwolekr2016-05-27
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* Mapgen: Combine generateBiomes, dustTopNodes, and generateCaveskwolekr2016-05-27
| | | | | This commit condenses the above methods into a single implementation used by V7, V5, Flat, Fractal, and Valleys mapgens and introduces MapgenBasic.
* Move biome calculation to BiomeGenkwolekr2016-05-27
| | | | | | | BiomeGen defines an interface that, given a set of BiomeParams, computes biomes for a given area using the algorithm implemented by that specific BiomeGen. This abstracts away the old system where each mapgen supplied the noises required for biome generation.
* Tell irrlicht if we handle a key or not.est312016-05-26
| | | | | | | | | We can remove the function in MtNativeActivity now as it serves precisely that purpose: to tell irrlicht that we handled the esc key. TODO for later: * Perhaps try to find a more performant container than KeyList
* Fix rollback.txt migrationShadowNinja2016-05-23
| | | | | Broken by b1965ac20922e3722392114bd63a22b403dcbe98. This also prepares the begin and commit statements only once.
* Fix irrlicht version checking macro for tooltip_height calculationCraig Robbins2016-05-24
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* Move updateTextures and fillTileAttribs to ContentFeaturesEkdohibs2016-05-23
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* Tolerate packet reordering in the early init processest312016-05-22
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fixes a bug where packet reordering made the server give the client two peer ids instead of one. This in turn confused reliable packet sending and made connecting to the server fail. The client usually sends three packets at init: one "dummy" packet consisting of two 0 bytes, and the init packet as well as its legacy counterpart. The last one can be turned off since commit af30183124d40a969040d7de4b3a487feec466e4, but this is of lower relevance for the bug. The relevant part here is that network packet reorder (which is a normal occurence) can make the packets reach the server in different order. If reorder puts the dummy packet further behind, the following would happen before the patch: 1. The server will get one of the init packets on channel 1 and assign the client a peer id, as the packet will have zero as peer id. 2. The server sends a CONTROLTYPE_SET_PEER_ID packet to inform the client of the peer id. 3. The next packet from the client will contain the peer id set by the server. 4. The server sets the m_has_sent_with_id member for the client's peer structure to true. 5. Now the dummy packet arrives. It has a peer id of zero, therefore the server searches whether it already has a peer id for the address the packet was sent from. The search fails because m_has_sent_with_id was set to true and the server only searched for peers with m_has_sent_with_id set to false. 6. In a working setup, the server would assign the dummy packet to the correct peer id. However the server instead now assigns a second peer id and peer structure to the peer, and assign the packet to that new peer. 7. In order to inform the peer of its peer id, the server sends a CONTROLTYPE_SET_PEER_ID command packet, reliably, to the peer. This packet uses the new peer id. 8. The client sends an ack to that packet, not with the new peer id but with the peer id sent in 2. 9. This packet reaches the server, but it drops the ACK as the peer id does not map to any un-ACK-ed packets with that seqnum. The same time, the server still waits for an ACK with the new peer id, which of course won't come. This causes the server to periodically re-try sending that packet, and the client ACKing it each time. Steps 7-9 cause annoyances and erroneous output, but don't cause the connection failure itself. The actual mistake that causes the connection failure happens in 6: The server does not assign the dummy packet to the correct peer, but to a newly created one. Therefore, all further packets sent by the client on channel 0 are now buffered by the server as it waits for the dummy packet to reach the peer, which of course doesn't happen as the server assigned that packet to the second peer it created for the client. This makes the connection code indefinitely buffer the TOSERVER_CLIENT_READY packet, not passing it to higher level code, which stalls the continuation of the further init process indefinitely and causes the actual bug. Maybe this can be caused by reordered init packets as well, the only studied case was where network has reliably reordered the dummy packet to get sent after the init packets. The patch fixes the bug by not ignoring peers where m_has_sent_with_id has been set anymore. The other changes of the patch are just cleanups of unused methods and fields and additional explanatory comments. One could think of alternate ways to fix the bug: * The client could simply take the new peer id and continue communicating with that. This is however worse than the fix as it requires the peer id set command to be sent reliably (which currently happens, but it cant be changed anymore). Also, such a change would require both server and client to be patched in order for the bug to be fixed, as right now the client ignores peer id set commands after the peer id is different from PEER_ID_INEXISTENT and the server requires modification too to change the peer id internally. And, most importantly, right now we guarantee higher level server code that the peer id for a certain peer does not change. This guarantee would have to be broken, and it would require much larger changes to the server than this patch means. * One could stop sending the dummy packet. One may be unsure whether this is a good idea, as the meaning of the dummy packet is not known (it might be there for something important), and as it is possible that the init packets may cause this problem as well (although it may be possible too that they can't cause this). Thanks to @auouymous who had originally reported this bug and who has helped patiently in finding its cause.
* Fix a m_camera not used warning fix pointed by clangLoic Blot2016-05-22
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* Implement a PostgreSQL backendLoic Blot2016-05-22
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* Fix tooltip height for versions of irrlicht < 1.8.2Craig Robbins2016-05-21
| | | | | | Version 1.8.2 of irrlicht changed the way that IGUIStaticText::getTextHeight() works and since that release properly deals with newlines. From irrlicht changes.txt for 1.8.2, "IGUIStaticText::getTextHeight returns now the correct height for texts with newlines even WordWrap is not set."
* Implement DatabaseException for databasesnerzhul2016-05-17
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* DB::loadBlock copy removal & DB backend cleanupLoic Blot2016-05-17
| | | | | * Remove the copy from db::loadBlock by using a pointer to the destination * cleanup db backend, the child backend doesn't have to set their functions as virtual
* Fix typo in the info printed by --versionCraig Robbins2016-05-11
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* Add platform name to --version informationCraig Robbins2016-05-11
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* Mapgen V6: Synchronize spflags with defaultsettingskwolekr2016-05-10
| | | | | This fixes an issue where trees are omitted from Mapgen V6 maps on configurations that explicitly defined the mgv6_spflags setting.
* Add [resize texture modifier Resizes the texture to the given dimensions.SmallJoker2016-05-09
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* Defaultsettings/Android: Increase 'max block generate distance' to 3paramat2016-05-08
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* Fixes #4098 ce8a9ed didn't quite go far enough, and left this bug ingregorycu2016-05-08
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* Chat: Keep scroll position constant in ChatBuffer::deleteOldest()Kahrl2016-05-08
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* Optimize default settings for Android buildMaksim Gamarnik2016-05-07
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* Run unescape_enriched *after* unescape_string.Ekdohibs2016-05-07
| | | | | | Doing it the other way round was a mistake, since it breaks minetest.formspec_escape with escape sequences that contain special characters.
* Make dropdowns show the string that was their argument.Ekdohibs2016-05-07
| | | | | This makes it work even if it contains escape sequences, which didn't work before.
* Android: Increase player_stepheight for thicker snow nodeboxMaksim Gamarnik2016-05-06
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* Update settings translation file and minetest.conf.exampleest312016-05-05
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* Fix holding down F10 (open console) causing GUI to freezeCraig Robbins2016-05-04
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* Settings_translation_file: Update mapgen with cave width parameterparamat2016-05-03
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* Fix Windows buildCraig Robbins2016-05-02
| | | | | Fixes the issue introduced by c1a0ebb (Fix use of uninitialised variable in class Event) causing Windows builds to fail
* FileSelectMenu: Fix formspec parsing broken by Irrlicht file-chooserKahrl2016-05-01
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* find_path: consider walkable instead of CONTENT_AIRAuke Kok2016-05-01
| | | | | | | | | | | | | | | | | | | The path finding code works fairly well except that it considers anythin not CONTENT_AIR to be "above the surface". This results in paths that are unwalkable for entities since e.g. plants are not walkable. The path would force them to jump on top of grass plants, etc.. The obvious solution is not to use CONTENT_AIR as a criteria, but instead distinguish between walkable and non-walkable nodes. This results in paths that properly walk through grass nodes. This was extensively tested by a flock of electric sheep. Note that for underwater purposes this changes the behaviour from "the surface is walkable" to "ignore water entirely" making the path go across the water bottom, and pathing fail likely from the water surface. This is intentional.
* Pathfinder: improve GridNode storageest312016-05-01
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Before, the GridNodes were stored in vector<vector<vector<T>>>, and initialized in advance. Putting three vectors inside each other puts lots of unneccessary stress onto the allocator, costs more memory, and has worse cache locality than a flat vector<T>. For larger search distances, an the array getting initialized means essentially O(distance^3) complexity in both time and memory, which makes the current path search a joke. In order to really profit from the dijkstra/A* algorithms, other data structures need to be used for larger distances. For shorter distances, a map based GridNode storage may be slow as it requires lots of levels of indirection, which is bad for things like cache locality, and an array based storage may be faster. This commit does: 1. remove the vector<vector<vector<T>>> based GridNodes storage that is allocated and initialized in advance and for the whole possible area. 2. Add a vector<T> based GridNodes storage that is allocated and initialized in advance for the whole possible area. 3. Add a map<P,T> based GridNodes storage whose elements are allocated and initialized, when the path search code demands it. 4. Add code to decide between approach 2 and 3, based on the length of the path. 5. Remove the unused "surfaces" member of the PathGridnode class. Setting this isn't as easy anymore for the map based GridNodes storage.