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* Normal maps generation on the fly.RealBadAngel2014-03-21
* Add more informative error messages for inventory and item method errorsShadowNinja2014-03-15
* Remove lua_State parameter from LuaError::LuaErrorShadowNinja2014-03-15
* Revert "Make sure we get a stacktrace for as many lua errors as possible"ShadowNinja2014-03-15
* Make serializeStructToString use an ostringstreamShadowNinja2014-03-15
* Fix sound not being played at the correct place.Novatux2014-03-15
* Make sure we get a stacktrace for as many lua errors as possibleSfan52014-03-15
* Revert "Use fixed-width format specifiers in serializeStructToString"ShadowNinja2014-03-14
* Use fixed-width format specifiers in serializeStructToStringShadowNinja2014-03-13
* Fix game pause in singleplayerBlockMen2014-03-13
* Fix special characters in pause and message menuBlockMen2014-03-13
* Replace usage of long long with u64/s64ShadowNinja2014-03-12
* Pass arguments by referenceSelat2014-03-12
* Remove goto from Environment::removePlayerSelat2014-03-12
* Fix error when calling minetest.node_punch without a pointed_thingShadowNinja2014-03-11
* Fix generating winresource.o with build dir != source dirSfan52014-03-11
* Correct misleading detached inventory error messageCiaran Gultnieks2014-03-09
* Update ABM object counts when triggers add objectsCiaran Gultnieks2014-03-09
* Fix race condition on exit to menusapier2014-03-09
* Update set_mapgen_params and set_gen_notify Lua API to use new flag formatkwolekr2014-03-08
* Stop wasting time in abm - performance improvementCiaran Gultnieks2014-03-06
* Replace pause and message menu by formspec onessapier2014-03-05
* Fix rendering glitches when far from the center of the mapNovatux2014-03-04
* Document CMake options in READMESfan52014-03-03
* Improved win32 file version informationsapier2014-03-02
* Fix for unloaded but active block problemCiaran Gultnieks2014-03-02
* Fix translation name.Selat2014-03-02
* Add Belarusian translation.Selat2014-03-02
* Remove "Server -!- " prefix from player messagesShadowNinja2014-02-27
* Fix MSVC buildBlockMen2014-02-26
* Fix null string escapeproller2014-02-24
* Fix test for broken LuaJIT versions, solves #1152Sfan52014-02-23
* Translated using Weblate (Spanish)Diego Martínez2014-02-16
* Translated using Weblate (Romanian)King Artur2014-02-16
* Translated using Weblate (Portuguese)João Farias2014-02-16
* Translated using Weblate (Lithuanian)Jonas Kriaučiūnas2014-02-16
* Translated using Weblate (Italian)King Artur2014-02-16
* Translated using Weblate (German)Pilz Adam2014-02-16
* Translated using Weblate (Estonian)Jabo Babo2014-02-16
* Translated using Weblate (Dutch)b p2014-02-16
* Translated using Weblate (Russian)Сергей Голубев2014-02-16
* Translated using Weblate (German)Jabo Babo2014-02-16
* Translated using Weblate (Lithuanian)Jonas Kriaučiūnas2014-02-16
* Translated using Weblate (Russian)Ilya Zhuravlev2014-02-16
* Translated using Weblate (German)Pilz Adam2014-02-16
* Translated using Weblate (Dutch)Mitchell Ward2014-02-16
* Translated using Weblate (Czech)Jakub Vaněk2014-02-16
* Translated using Weblate (Romanian)Mitchell Ward2014-02-16
* Translated using Weblate (Chinese (China))Shen Zheyu2014-02-16
* Translated using Weblate (Portuguese (Brazil))Frederico Guimarães2014-02-16
">bool grab(float dtime) { if (dtime <= 0) return true; if (m_pool + dtime > m_max) return false; m_pool += dtime; return true; } }; class RemotePlayer; class PlayerSAO : public UnitSAO { public: PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, session_t peer_id_, bool is_singleplayer); ActiveObjectType getType() const { return ACTIVEOBJECT_TYPE_PLAYER; } ActiveObjectType getSendType() const { return ACTIVEOBJECT_TYPE_GENERIC; } std::string getDescription(); /* Active object <-> environment interface */ void addedToEnvironment(u32 dtime_s); void removingFromEnvironment(); bool isStaticAllowed() const { return false; } bool shouldUnload() const { return false; } std::string getClientInitializationData(u16 protocol_version); void getStaticData(std::string *result) const; void step(float dtime, bool send_recommended); void setBasePosition(const v3f &position); void setPos(const v3f &pos); void moveTo(v3f pos, bool continuous); void setPlayerYaw(const float yaw); // Data should not be sent at player initialization void setPlayerYawAndSend(const float yaw); void setLookPitch(const float pitch); // Data should not be sent at player initialization void setLookPitchAndSend(const float pitch); f32 getLookPitch() const { return m_pitch; } f32 getRadLookPitch() const { return m_pitch * core::DEGTORAD; } // Deprecated f32 getRadLookPitchDep() const { return -1.0 * m_pitch * core::DEGTORAD; } void setFov(const float pitch); f32 getFov() const { return m_fov; } void setWantedRange(const s16 range); s16 getWantedRange() const { return m_wanted_range; } /* Interaction interface */ u16 punch(v3f dir, const ToolCapabilities *toolcap, ServerActiveObject *puncher, float time_from_last_punch); void rightClick(ServerActiveObject *clicker); void setHP(s32 hp, const PlayerHPChangeReason &reason); void setHPRaw(u16 hp) { m_hp = hp; } u16 getBreath() const { return m_breath; } void setBreath(const u16 breath, bool send = true); /* Inventory interface */ Inventory *getInventory() const; InventoryLocation getInventoryLocation() const; void setInventoryModified() {} std::string getWieldList() const { return "main"; } u16 getWieldIndex() const; ItemStack getWieldedItem(ItemStack *selected, ItemStack *hand = nullptr) const; bool setWieldedItem(const ItemStack &item); /* PlayerSAO-specific */ void disconnected(); RemotePlayer *getPlayer() { return m_player; } session_t getPeerID() const { return m_peer_id; } // Cheat prevention v3f getLastGoodPosition() const { return m_last_good_position; } float resetTimeFromLastPunch() { float r = m_time_from_last_punch; m_time_from_last_punch = 0.0; return r; } void noCheatDigStart(const v3s16 &p) { m_nocheat_dig_pos = p; m_nocheat_dig_time = 0; } v3s16 getNoCheatDigPos() { return m_nocheat_dig_pos; } float getNoCheatDigTime() { return m_nocheat_dig_time; } void noCheatDigEnd() { m_nocheat_dig_pos = v3s16(32767, 32767, 32767); } LagPool &getDigPool() { return m_dig_pool; } void setMaxSpeedOverride(const v3f &vel); // Returns true if cheated bool checkMovementCheat(); // Other void updatePrivileges(const std::set<std::string> &privs, bool is_singleplayer) { m_privs = privs; m_is_singleplayer = is_singleplayer; } bool getCollisionBox(aabb3f *toset) const; bool getSelectionBox(aabb3f *toset) const; bool collideWithObjects() const { return true; } void finalize(RemotePlayer *player, const std::set<std::string> &privs); v3f getEyePosition() const { return m_base_position + getEyeOffset(); } v3f getEyeOffset() const; float getZoomFOV() const; inline Metadata &getMeta() { return m_meta; } private: std::string getPropertyPacket(); void unlinkPlayerSessionAndSave(); std::string generateUpdatePhysicsOverrideCommand() const; RemotePlayer *m_player = nullptr; session_t m_peer_id = 0; // Cheat prevention LagPool m_dig_pool; LagPool m_move_pool; v3f m_last_good_position; float m_time_from_last_teleport = 0.0f; float m_time_from_last_punch = 0.0f; v3s16 m_nocheat_dig_pos = v3s16(32767, 32767, 32767); float m_nocheat_dig_time = 0.0f; float m_max_speed_override_time = 0.0f; v3f m_max_speed_override = v3f(0.0f, 0.0f, 0.0f); // Timers IntervalLimiter m_breathing_interval; IntervalLimiter m_drowning_interval; IntervalLimiter m_node_hurt_interval; bool m_position_not_sent = false; // Cached privileges for enforcement std::set<std::string> m_privs; bool m_is_singleplayer; u16 m_breath = PLAYER_MAX_BREATH_DEFAULT; f32 m_pitch = 0.0f; f32 m_fov = 0.0f; s16 m_wanted_range = 0.0f; Metadata m_meta; public: float m_physics_override_speed = 1.0f; float m_physics_override_jump = 1.0f; float m_physics_override_gravity = 1.0f; bool m_physics_override_sneak = true; bool m_physics_override_sneak_glitch = false; bool m_physics_override_new_move = true; bool m_physics_override_sent = false; }; struct PlayerHPChangeReason { enum Type : u8 { SET_HP, PLAYER_PUNCH, FALL, NODE_DAMAGE, DROWNING, RESPAWN }; Type type = SET_HP; bool from_mod = false; int lua_reference = -1; // For PLAYER_PUNCH ServerActiveObject *object = nullptr; // For NODE_DAMAGE std::string node; inline bool hasLuaReference() const { return lua_reference >= 0; } bool setTypeFromString(const std::string &typestr) { if (typestr == "set_hp") type = SET_HP; else if (typestr == "punch") type = PLAYER_PUNCH; else if (typestr == "fall") type = FALL; else if (typestr == "node_damage") type = NODE_DAMAGE; else if (typestr == "drown") type = DROWNING; else if (typestr == "respawn") type = RESPAWN; else return false; return true; } std::string getTypeAsString() const { switch (type) { case PlayerHPChangeReason::SET_HP: return "set_hp"; case PlayerHPChangeReason::PLAYER_PUNCH: return "punch"; case PlayerHPChangeReason::FALL: return "fall"; case PlayerHPChangeReason::NODE_DAMAGE: return "node_damage"; case PlayerHPChangeReason::DROWNING: return "drown"; case PlayerHPChangeReason::RESPAWN: return "respawn"; default: return "?"; } } PlayerHPChangeReason(Type type) : type(type) {} PlayerHPChangeReason(Type type, ServerActiveObject *object) : type(type), object(object) { } PlayerHPChangeReason(Type type, std::string node) : type(type), node(node) {} };