aboutsummaryrefslogtreecommitdiff
path: root/src/content_sao.cpp
Commit message (Collapse)AuthorAge
* [CSM] Client side moddingLoic Blot2017-03-13
| | | | | | | | | | * rename GameScripting to ServerScripting * Make getBuiltinLuaPath static serverside * Add on_shutdown callback * Add on_receiving_chat_message & on_sending_chat_message callbacks * ScriptApiBase: use IGameDef instead of Server This permits to share common attribute between client & server * Enable mod security in client side modding without conditions
* Do not increase breath if at full breath.Auke Kok2017-03-11
| | | | | Prevents the server from sending TOCLIENT_BREATH packets every 0.5seconds, if there is no reason to.
* Fix anticheat resetting client position after the client is teleportedEkdohibs2017-02-01
| | | | | | | | | | | | | | | Previously, m_move_pool could accomodate the client moving from the new position to the old one, and the server accepted the client to go back to its old position. However, it couldn't then accomodate the client moving from its old to its new position, and therefore would reset position to the old position. Thus, by emptying m_move_pool after a teleport, the server no longer accepts the client to go back to its old position. A drawback is however that a laggy client *will* trigger a few "moved_too_fast" anticheats before being told about its new position. Don't report player cheated if caused by lag. Fixes #5118
* Make entity on_punch have same signature and behaviour as player on_punchsapier2017-01-28
|
* Implement player attribute backend (#4155)Loïc Blot2017-01-27
| | | | | | | | | | | | | | | * This backend permit mods to store extra players attributes to a common interface. * Add the obj:set_attribute(attr, value) Lua call * Add the obj:get_attribute(attr) Lua call Examples: * player:set_attribute("home:home", "10,25,-78") * player:get_attribute("default:mana") Attributes are saved as a json in the player file in extended_attributes key They are saved only if a modification on the attributes occurs and loaded when emergePlayer is called (they are attached to PlayerSAO).
* Revert "Detach the player from entities on death." (#5087)Loïc Blot2017-01-21
|
* Add Entity get_texture_mod() to Lua APIsapier2017-01-21
| | | | Send texture modifier to clients connecting later too
* Detach the player from entities on death. (#5077)red-0012017-01-21
|
* Remove `mathconstants.h` and use the correct way to get `M_PI` in MSVC. (#5072)red-0012017-01-20
|
* Fix MSVC build Build broken by 98e36d7SmallJoker2017-01-19
|
* Optimize SAO getStaticData by using std::string pointer instead of return copyLoic Blot2017-01-13
| | | | Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
* Cleanup content_sao by factorizing similar code partsRogier2017-01-13
| | | | Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
* Performance fix + SAO factorizationRogier2017-01-11
| | | | | | | | | | Original credits goes to @Rogier-5 * Merge common attributes between LuaEntitySAO & PlayerSAO to UnitSAO * Make some functions const * Improve some lists performance by returning const ref Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
* Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-09
| | | | | | | | | | | | | | | | | | | | | * Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused
* Breath cheat fix: server sideLoic Blot2017-01-01
| | | | | | | | | Breath is now handled server side. Changing this behaviour required some modifications to core: * Ignore TOSERVER_BREATH package, marking it as obsolete * Clients doesn't send the breath to server anymore * Use PlayerSAO pointer instead of peer_id in Server::SendPlayerBreath to prevent a useless lookup (little perf gain) * drop a useless static_cast in emergePlayer
* 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.
* Wieldhand: Allow overriding the handTeTpaAka2016-11-26
|
* Fix mob deserialization errors in the client (#4743)Rogier-52016-11-10
| | | | | | | | | The problem was seen while using the mobf mod package. The problem happens when the server serializes entity attachments. Sometimes, such attachments no longer exist. The serialization code skips those. However, the total number of attachments was serialized earlier. Therefore the client expects more than it gets, and logs a serialization error.
* PlayerSAO saving fix (#4734)Ner'zhul2016-11-05
| | | | | PlayerSAO::disconnected() function was historical and remove the link between SAO and RemotePlayer session. With previous attributes linked to RemotePlayer saving was working. But now attributes are read from SAO not RemotePlayer and the current serialize function verify SAO exists to save the player attributes. Because PlayerSAO::disconnected marks playersao for removal, only mark playerSAO for removal and let PlayerSAO::removingFromEnvironment do the correct saving behaviour and all the disconnection process instead of doing a partial removal and let the server loop doing the RemotePlayer cleanup and remove some saved attributes...
* Fix overloading problems mentioned by clangLoic Blot2016-10-30
|
* 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
* Attached particle spawnersraymoo2016-10-13
|
* Move RemotePlayer code to its own cpp/headerLoic Blot2016-10-08
|
* Prevent attached models from disappearing during parent reload (#4128)Foghrye42016-10-08
|
* Player/LocalPlayer/RemotePlayer inheritance cleanup (part 1 on X)Loic Blot2016-10-08
| | | | | | | | | | | * LocalPlayer take ownership of maxHudId as it's the only caller * RemotePlayer take ownership of day night ratio as it's the only user * Pass getPlayerControl as const reference to prevent object copy on each call (perf improvement in ObjectRef::l_get_player_control call) * getPlayerSAO is now only RemotePlayer call * get/setHotbarItemCount is now RemotePlayer owned * Server: Use RemotePlayer instead of Player object on concerned call to properly fix the object type * PlayerSAO now uses RemotePlayer instead of Player because it's only server side * ObjectRef::getplayer also returns RemotePlayer as it's linked with PlayerSAO
* use unordered containers where possible (patch 4 on X)Loic Blot2016-10-06
| | | | Also remove some unused parameters/functions
* Anticheat: Use the physics_override modifiers aswellSmallJoker2016-09-09
|
* Add infotext containing entity type (e.g. mobs:cow) to unknown entities (#4431)Rogier-52016-08-11
| | | | | | | | If a mod is disabled, or upgraded without sufficient backward compatibility, then entities it has put into the world become unknown, and continue moving around, but are completely unrecognisable. This change allows the player to see their type, and therefore which mod is or was responsible.
* v2d & aabbox3d<f32> & sky cleanupsnerzhul2016-02-11
| | | | | * Sky: rename Box => m_box and inline getBoundingBox * Uniformize aabbox3d<f32> to aabb3f
* Don't pass non-const references to collision methodsest312016-01-29
| | | | | Non const references cause a lot of confusion with behaviour of code, and are disallowed by minetest style guide.
* Add support for limiting rotation of automatic face movement dir entitysSapier2015-12-19
|
* Add option to give every object a nametagBlockMen2015-12-15
| | | | or change the nametag text of players
* Rename macros with two leading underscoresShadowNinja2015-10-14
| | | | These names are reserved for the compiler/library implementations.
* Save and remove player by pointerLoic Blot2015-09-23
| | | | | | Why doing things simple ? Use pointer instead of strings to save players and remove them. Saving players by name does a lookup to find pointer we already have ! Idem with removePlayer Also remove unused removePlayer(peer_id), it's never called
* Remove profiler.h include where it's not needed. Remove some unreachable and ↵Loic Blot2015-07-21
| | | | very old code
* Fix invisible player when the attached entity is removedTeTpaAka2015-07-18
|
* Fix some issues with animations, and allow non-looped animations to be definedMirceaKitsune2015-06-22
|
* Ignore punches with no damage in the actionstreamSmallJoker2015-06-15
|
* Add minetest.register_on_player_hpchangeTeTpaAka2015-06-13
|
* Add some missing getter functions to the lua APITeTpaAka2015-05-28
| | | | | | | | | | | | | | | | | | | | | | | ObjectRef: get_properties get_armor_groups get_animation get_attach get_bone_position Players: get_physics_override hud_get_hotbar_itemcount hud_get_hotbar_image hud_get_hotbar_selected_image get_sky get_day_night_ratio get_local_animation get_eye_offset Global: minetest.get_gen_notify minetest.get_noiseparams
* Spare some string copiesest312015-05-27
|
* Generalize core.get/set_nametag_color into core.get/set_nametag_attributesTeTpaAka2015-05-15
|
* Add minetest.register_on_punchplayerBrandon2015-05-15
|
* Add get and set functions for the nametag colorTeTpaAka2015-05-15
|
* 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
* Reset the old HP method on PlayerSAO::setHPLoic Blot2015-03-19
|
* For usages of assert() that are meant to persist in Release builds (when ↵Craig Robbins2015-03-07
| | | | NDEBUG is defined), replace those usages with persistent alternatives
* Remove Queue class which uses std::list and use native std::queueLoic Blot2015-03-05
|
* Send Position packet on event, don't check it at each AsyncRunStep.Loic Blot2015-03-04
| | | | * This permit to cleanup the player checking loop
* Send Inventory packet on event, don't check it at each AsyncRunStep.Loic Blot2015-03-04
| | | | | | * Call UpdateCrafting into SendInventory because this functions is only called before SendInventory * Use Player* instead of peer_id for UpdateCrafting because SendInventory already has the Player* pointer, then don't loop for searching Player* per peer_id * m_env_mutex don't need to be used with this modification because it's already locked before the calls