aboutsummaryrefslogtreecommitdiff
path: root/src/clientiface.cpp
Commit message (Collapse)AuthorAge
* Reduce server FOV with forward speedLars Hofhansl2017-10-25
| | | | | | This causes blocks in front of the player to be rendered sooner and blocks in the periphal view (that would soon be out of view) a bit later. Overall this leads to smoother rendering as the player is moving around.
* Set range of blocks to retrieve per roundtrip to 2.Lars Hofhansl2017-10-19
| | | | This is a small, partial revert of #6483, which had set this to 1.
* Cache server config settings. (#6530)lhofhansl2017-10-15
| | | | * Cache server config settings.
* Retrieve a small cone of blocks in the direction of the players velocity.Lars Hofhansl2017-10-13
| | | | | | This helps retrieving the right set of blocks when the player is falling, traveling on cart, or in general traveling in a direction different from the view direction.
* Fix some forgotten u16 -> session_t in ad7daf7b52348e1b71aa803be10de5b2134cba11Loic Blot2017-09-27
|
* 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
* Network: Fix logging into older worlds with base64 hashesSmallJoker2017-09-12
|
* Network: Remove large parts of deprecated legacy code (#6404)SmallJoker2017-09-12
| | | | Also remove the setting 'send_pre_v25_init' Keep old enum entries for obsolete commands
* Remove DSTACK support (#6346)Loïc Blot2017-08-30
| | | Debugstacks is not useful, we don't really use it, the DebugStack is not pertinent, gdb and lldb are better if we really want to debug.
* Network cleanup (#6302)Loïc Blot2017-08-24
| | | | | | | | | | | | | | | | | | | | | | | * Cleanup network headers * Move peerhandler to a specific header to reduce compilation times * Move socket.cpp/h to network folder * More work * Network code cleanups * Move socket.{cpp,h} to network folder * Move Address object to network/address.{cpp,h} * Move network exceptions to network/networkexceptions.h * Client: use unique_ptr for Connection * Server/ClientIface: use shared_ptr for Connection * Format fixes * Remove socket.cpp socket.h from clang-format whitelist * Also fix NetworkPacket code style & make it under clang-format
* Modernize code: very last fixes (#6290)Loïc Blot2017-08-20
| | | Last modernization fixes
* ClientInterface: add a function to verify (correctly) if user limit was ↵Loïc Blot2017-08-16
| | | | | | | | | | | | | | reached (#6258) * ClientInterface: add a function to verify (correctly) if user limit was reached CS_HelloSent is a better indicator of active slots than CS_Created, which are session objects created after init packet reception Switch existing checks to ClientInterface::isUserLimitReached() Use range-based for loop for getClientIds() used function too This will fix #6254 (not the memory overhead if init is flooded)
* Cleanup various headers to reduce compilation times (#6255)Loïc Blot2017-08-16
| | | | * Cleanup various headers to reduce compilation times
* Player::getSpeed/setSpeed use const refsLoic Blot2017-08-14
|
* Chat protocol rewrite (#5117)Loïc Blot2017-07-16
| | | | | | | | | | | | | * New TOCLIENT_CHAT_MESSAGE packet * Rename old packet to TOCLIENT_CHAT_MESSAGE_OLD for compat * Handle TOCLIENT_CHAT_MESSAGE new structure client side * Client chat queue should use a specific object * SendChatMessage: use the right packet depending on protocol version (not complete yet) * Add chatmessage(type) objects and handle them client side (partially) * Use ChatMessage instead of std::wstring server side * Update with timestamp support
* Cpp11 initializers 2 (#5999)Loïc Blot2017-06-17
| | | | | | | | | | * C++11 patchset 10: continue cleanup on constructors * Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop) * More classes cleanup * More classes cleanup + change NULL tests to boolean tests
* C++11 patchset 2: remove util/cpp11.h and util/cpp11_container.h (#5821)Loïc Blot2017-06-04
|
* Time: Change old `u32` timestamps to 64-bit (#5818)SmallJoker2017-05-26
| | | | MacOSX build fix + cleanups
* Various code cleanup & little performance improvement on HTTP download (#5772)Loïc Blot2017-05-20
| | | | | | * Disable or remove unused enum members/functions * Tiny code style fixes * Make some functions const * Replace ClientMediaDownloader std::unordered_map with std::map
* Clean up numeric.h and split FacePositionCache from itShadowNinja2017-05-06
| | | | | I also optiized FacePositionCache a bit: I removed a map lookup and vector copy from both branches of getFacePosition.
* Clean up getTime helpersShadowNinja2017-04-28
| | | | | | This increases size of the getTime return values to 64 bits. It also removes the TimeGetter classes since the getTime functions are now very precise.
* ClientIface::sendToAll: honor packet configuration (#5590)Loïc Blot2017-04-14
|
* Map generation limit: Rewriteparamat2017-03-20
| | | | | | | | | | | | | | The previous implementation applied the setting to blockpos_over_limit(), objectpos_over_limit() and in createSector(), causing many bugs near the world edge. First revert the previous implementation. Rename blockpos_over_limit() to blockpos_over_max_limit() for clarity. Add a new function to mapblock.h called blockpos_over_mapgen_limit() that checks against the map_generation_limit setting, and call this only from the code that decides where mapgen stops. Use MAX_MAP_GENERATION_LIMIT in objectpos_over_limit() to reduce the chance of bugs, there is no need to use map_generation_limit here.
* Use true distance for block priority.Lars Hofhansl2017-03-15
|
* Allow server side occlusion culling.Lars Hofhansl2017-03-11
|
* Lighting: Update lighting at block loadingDániel Juhász2017-02-13
| | | | | This commit updates mapblocks' light if necessary when they are loaded. This removes ghost lighting.
* Remove `mathconstants.h` and use the correct way to get `M_PI` in MSVC. (#5072)red-0012017-01-20
|
* Move ServerEnvironment to dedicated cpp/header filesLoic Blot2017-01-08
| | | | * also cleanup some unneeded inclusions
* Optimize block sent: Fix rendering issueLars Hofhansl2016-12-03
|
* Optimize/adjust blocks/ActiveObjects sent at the server based on client ↵lhofhansl2016-11-30
| | | | | | | settings. (#4811) Optimize/adjust blocks and active blocks sent at the server based on client settings.
* Fix incorrect distance computation for visible blocks (#4765)Rogier-52016-11-11
| | | | | | | | The client would not compute the distance from the camera to to a mapblock correctly. The result was that blocks that were in view (i.e. not beyond the fog limit) would not be rendered. With the improved distance computation, a range adjustment that existed in clientiface.cpp is no longer required.
* Retrieve mapblocks from the server in a sphere, not a cubeLars Hofhansl2016-11-08
| | | | | Use unused range argument in 'isBlockInSight()' to limit mapblock sends to a sphere of radius 'max block send distance'.
* Don't use reduced vertical limits for mapblock send and generationLars Hofhansl2016-11-07
|
* Optionally disable optimization that causes underwater and cave rendering ↵lhofhansl2016-10-30
| | | | glitches. (#4686)
* PlayerSAO/LocalPlayer refactor: (#4612)Ner'zhul2016-10-30
| | | | | | | | | | | | | | | | | * Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO * Move breath to PlayerSAO & LocalPlayer * Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO * Migrate m_yaw from Player to LocalPlayer for client * Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it * Move pitch to LocalPlayer & PlayerSAO * Move m_position from Player to LocalPlayer * Move camera_barely_in_ceiling to LocalPlayer as it's used only there * use PlayerSAO::m_base_position for Server side positions * remove a unused variable * ServerActiveObject::setPos now uses const ref * use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded * Move hp from Player to LocalPlayer * Move m_hp from LuaEntitySAO to UnitSAO * Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
* Move RemotePlayer code to its own cpp/headerLoic Blot2016-10-08
|
* Optimize ClientIface::getPlayerNames(): return const ref instead a copy of ↵Loic Blot2016-10-08
| | | | all names
* More code cleanup (UNORDERED + RemotePlayer/LocalPlayer)Loic Blot2016-10-08
| | | | | | | * 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
* Replace various std::map with UNORDERED_MAP + various cleanupsLoic Blot2016-10-05
| | | | | | | | | | | | 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
* Resend blocks when modified while sending to clientJeija2016-03-12
|
* Reset block send timer when invoking setBlock(s)NotSent()orwell962016-02-22
| | | | | | | | | | | | | As stated in this forum thread [1], I noticed that there is a 2 second interval in which inventory changes are shown on the client. @yyt16384 found the source of these 2 seconds: m_nothing_to_send_pause_timer is set to 2.0 every time there are no changes to make, but this timer is not reset when SetBlockNotSent or setBlocksNotSent are invoked. So in worst case, the changed block will be sent over 2 seconds too late. With this change, changed inventories are updated almost immediately, but it causes additional connection load.
* Rename macros with two leading underscoresShadowNinja2015-10-14
| | | | These names are reserved for the compiler/library implementations.
* Make ClientInterface::statenames consistent with the state enum againest312015-08-31
| | | | | Fixes minetest.get_player_information segfault due to out of bounds access problems, when compiled as debug build.
* Clean up threadingShadowNinja2015-08-23
| | | | | | | | | | | | | | | | | | | | * 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.
* Add map limit config optionrubenwardy2015-08-02
|
* Make early protocol auth mechanism generic, and add SRPest312015-05-11
| | | | | | | 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.
* Move globals from main.cpp to more sane locationsCraig Robbins2015-04-01
| | | | | | | | | | | | Move debug streams to log.cpp|h Move GUI-related globals to clientlauncher Move g_settings and g_settings_path to settings.cpp|h Move g_menuclouds to clouds.cpp|h Move g_profiler to profiler.cpp|h
* Replace NetworkPacket pointers to referencesLoic Blot2015-03-13
|
* ClientInterface::getClientIDs doesn't need a std::list. Use a std::vector ↵Loic Blot2015-03-04
| | | | for better perfs
* Performance Improvement: Use a cache which caches result for getFacePositions.Loic Blot2015-02-16
| | | | | | | | | | | This greatly reduce the number of std::list generated by caching the result, which is always constant for each radius selected. In the callgrind map, you will see original: * 3.3M calls to std::list for 9700 calls to getFacePositions In the modified version, you will see: * 3.3K calls to std::list for 6900 call to getFacePositions Callgrind map is here: #2321 it's a huge performance improvement to l_find_node_near