| Commit message (Collapse) | Author | Age |
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* Move client list to ServerEnvironment and use RemotePlayer members instead of Player
* ClientEnvironment only use setLocalPlayer to specify the current player
* Remove ClientEnvironment dead code on player list (in fact other players are CAO not Player objects)
* Drop LocalPlayer::getPlayer(xxx) functions which aren't used.
* Improve a little bit performance by using const ref list for ClientEnvironment::getPlayerNames() & Client::getConnectedPlayerNames()
* Drop isLocal() function from (Local)Player which is not needed anymore because of previous changes
This change permits to cleanup shared client list which is very old code.
ClientEnvironment doesn't use player list anymore, it only contains the local player, as addPlayer is only called from Client constructor client side.
Clients are only CAO on client side, this cleanup permit to remove confusion about player list.
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* ClientEnvironment now uses UNORDERED MAP for active objects
* Use RemotePlayer and LocalPlayer everywhere it's possible
* Minor code style fixes
* Drop Client::getBreath() unused function
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This is part 2 for 5f084cd98d7b3326b51320455364337539710efd
Other improvements:
* Use the defined ItemGroupList when used
* make Client::checkPrivilege const
* inline some trivial functions
* Add ActiveObjectMap typedef
* Add SettingsEntries typedef
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Disable the ability to connect to old servers by default to
improve password security.
If people still want to connect to old (0.4.12 and earlier)
servers, they can flip the send_pre_v25_init setting.
Add the ability to detect if we've tried to connect
to a server which only supports the pre v25 init protocol,
and show an apropriate error message. Most times the error
will already be catched at the serverlist level, the
detection mechanism only acts as last resort, because the
"Connection timed out" error message that would be shown
otherwise would be very confusing.
Automatic "fixing" of this condition is not desired,
as it would allow for downgrade attacks.
As already 161 of the 167 servers on the serverlist
support the new srp based auth protocol (> 96%),
the breakage should be minimal.
Follow up of commit
af30183124d40a969040d7de4b3a487feec466e4 "Add option to not send pre v25 init packet"
Also change the pessimistic assumption of masterlist
server versions to optimistic, in order to avoid buggy
behaviour (favourites not in the serverlist would be
denied to connect to, etc).
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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.
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Use this macro to disallow copying of an object using the assignment
operator or copy constructor. This catches otherwise silent-but-deadly
mistakes such as "ServerMap map = env->getMap();" at compile time.
If so desired, it is still possible to copy a class, but it now requires
an explicit call to memcpy or std::copy.
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* Rename everything.
* Strip J prefix.
* Change UpperCamelCase functions to lowerCamelCase.
* Remove global (!) semaphore count mutex on OSX.
* Remove semaphore count getter (unused, unsafe, depended on internal
API functions on Windows, and used a hack on OSX).
* Add `Atomic<type>`.
* Make `Thread` handle thread names.
* Add support for C++11 multi-threading.
* Combine pthread and win32 sources.
* Remove `ThreadStarted` (unused, unneeded).
* Move some includes from the headers to the sources.
* Move all of `Event` into its header (allows inlining with no new includes).
* Make `Event` use `Semaphore` (except on Windows).
* Move some porting functions into `Thread`.
* Integrate logging with `Thread`.
* Add threading test.
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Enable the server to request the client to reconnect.
This can be done with the now extended minetest.request_shutdown([reason], [reconnect]) setting.
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Previously, m_proto_ver was set to the serialisation version
inside the legacy init packet.
Now, if the server doesn't send a protocol version (protocols < 25),
we set m_proto_ver to some value < 25 and > 0.
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Improve shift+click experience
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Also, clean up surrounding code style
Replace by-value parameter passing with const refs when possible
Fix post-increment of iterators
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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.
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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.
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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
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This removes a lot of narrow/wide conversions where a wide string was never used.
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* TOSERVER_INIT_LEGACY
* TOSERVER_DELETEDBLOCKS
* TOSERVER_GOTBLOCKS
* TOSERVER_REMOVED_SOUNDS
Also use a std::vector instead of std::set for TOSERVER_REMOVED_SOUNDS
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The bar is only drawn when the user will notice a change, which prevents time overheads that this commit would cause, resulting from useless draws.
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* 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
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TOCLIENT_DELETE_PARTICLESPAWNER
* Rename the handlers from _Legacy to regular, because here we can use same handlers
* Fix some packet names and pseudo handlers
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between new network changes and old network clients
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request_media, Server::getModNames, Environment::m_simple_objects.
* Also remove unused Server::m_modspaths
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NetworkPacket.cpp:
* Remove some deprecated functions, we must use streaming interface
* m_data converted from u8* to std::vector<u8>
* Add an exporter to forge packet to Connection object
* implement operator << std::wstring. n
* implement operator << std::string
* dynamic resize when write packet content.
* fix string writing and performances.
* create ServerCommandFactory, used by client to get useful informations about packet processing (sending).
* Reliability
* Transmit channel
* Implement putRawString for some ugly char (_INIT packet), and use it.
* Many packet read and write migrated
* Implement oldForgePacket to interface writing with current connection
* fix U8/char/bool writing
* fix string writing and performances.
* add some missing functions
* Use v3s16 read instead of reading x,y,z separately
* Add irr::video::SColor support into packets
* Add some missing handlers
* Add a template function to increase offset
* Throw a serialization error on packet reading (must be improved)
PacketFactories:
* Create ServerCommandFactory, used by client to get useful informations about packet processing (sending).
* Create ClientCommandFactory, used by server to get useful informations about packet processing (sending).
Client.cpp:
* implement NetworkPacket ::Send interface.
* Move packet handlers to a dedicated file
* Remove Client::Send(SharedBuffer)
Server.cpp:
* implement NetworkPacket ::Send interface.
* Rewrite all packets using NetworkPacket
* Move packet handlers to a dedicated file
* Remove Server::Send(SharedBuffer)
ClientIface.cpp:
* Remove sendToAll(SharedBuffer<u8>)
Connection.hpp rework:
* Remove duplicate include
* Remove duplicate negation
* Remove a useless variable
* Improve code performance by using a m_peers_list instead of scanning m_peers map
* Remove Connection::Send(SharedBuffer)
* Fix useafterfree into NetworkPacket Sending
* Remove unused Connection::sendToAll
Test.cpp:
* Remove dead code
* Update tests to use NetworkPackets
Misc:
* add new wrappers to Send packets in client, using NetworkPacket
* Add NetworkPacket methods for Connection
* coding style fix
* dead code since changes cleanup
* Use v3s16 read instead of reading x,y,z separately in some packets
* Use different files to handle packets received by client and server
* Cleanup: Remove useless includes
ok @Zeno-
Tested by @Zeno- @VanessaE and @nerzhul on running servers
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setting
* Increase performance (client)
* Avoid changing a global value to solve a local problem
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"enable_shaders" setting"
This reverts commit d25ff8fd2592f457b91e8a61240694af3902d23f.
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setting
* Increase performance (client)
* Avoid changing a global value to solve a local problem
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* Move networkcode to a dedicated directory
* Rename clientserver.h to network/networkprotocol.h (Better name) and sanitize some includes
* Create object NetworkPacket
* It stores command (opcode) and data separated
* It also stores peer_id
* Data reading can be done by using a streaming interface
* Change packet routing analysis
* Remove old conditional analysis
* Now uses function pointed analysis and add connection state ({Client,Server}::handlers)
* Connection state permit to categorize condition to handle before analyze packets
* Create a handler for depreciated messages, instead of duplicating code
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Disables local map saving for all local server types
See: https://github.com/minetest/minetest/issues/2024
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their spawners
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NOTE 1: This does not mean a 2x increase in framerate. Increase in fps may be up to 1-2fps
NOTE 2: This local 'caching' of settings is not optimal and an alternative solution will be worked on after 0.4.11 is released
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Without this patch node 0,0,0 is highlighted when enable_node_highligting is false
There is a minor lighting issue remaining, however it seems to be related to a different bug (https://github.com/minetest/minetest/issues/1887)
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Check if mesh is here before adding to meshcollector.
Fix deleting the meshes.
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Add DPI support for statbar
Move heart+bubble bar to Lua HUD
Add statbar size (based upon an idea by blue42u)
Add support for customizing breath and statbar
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Minor coding style fixes
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Don't use TOSERVER_RECEIVED_MEDIA but TOSERVER_CLIENT_READY as indicatio for client ready
Handle clients with protocol version < 23 (almost) same way as before
Make client tell server about it's version
Add client state to not send bogus player position updates prior init complete
Add access to statistics information (peer connction time,rtt,version)
Fix clients standing stalled in world while preloading item visuals (new clients only)
Add get_player_information to read client specific information from lua
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