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path: root/src/network/networkpacket.cpp
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* Proselytize the network. Use IEEE F32 (#8030)SmallJoker2019-01-03
| | | | | * Proselytize the network. Use IEEE F32 * Remove unused V2F1000 functions
* Fix undefined behaviour on getting pointer to data in empty vectornOOb31672017-12-22
| | | | `&vector[0]` is undefined if vector.empty(), causing build failure on MSVC
* NetworkPacket::putRawPacket: resize m_data to datasize + memcpyLoic Blot2017-10-10
| | | | | | In some cases NetworkPacket was created using default constructor and m_data is not properly sized. This fixed out of bounds memory copy Also use memcpy instead of std::vector affectation to enhance packet creation
* 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 cleanup (#6310)Loïc Blot2017-08-25
| | | | | | | | | | | | | | * Move Connection threads to dedicated files + various cleanups * ConnectionReceiveThread::processPacket now uses function pointer table to route MT packet types * Various code style fixes * Code style with clang-format * Various SharedBuffer copy removal * SharedBuffer cannot be copied anymore using Buffer * Fix many SharedBuffer copy (thanks to delete operator)
* 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
* Cleanup various headers to reduce compilation times (#6255)Loïc Blot2017-08-16
| | | | * Cleanup various headers to reduce compilation times
* 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
* C++11 cleanup on constructors dir network (#6021)Vincent Glize2017-06-21
| | | | * C++11 cleanup on constructors dir network
* NetworkPacket: don't copy push std::string and std::wstringLoic Blot2017-04-14
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* Add particle animation, glowsfan52017-01-18
| | | | | This is implemented by reusing and extending the TileAnimation code for the methods used by particles.
* Fix for commit 87dcee6 It uses the wrong variable and only covers some use ↵gregorycu2016-01-04
| | | | cases. This change covers all use cases.
* Prevent technically unsafe access with empty vectorgregorycu2016-01-03
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* Make NetworkPacket respect serialized string size limitskwolekr2015-08-10
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* Fix critical vulnerabilities and bugs with NetworkPacketkwolekr2015-08-06
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* Stop NetworkPacket methods from producing bloated packetsJay Arndt2015-05-05
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* Create PacketError exception and use it with ACTIVEOBJECT_REMOVE_ADD handler ↵Loic Blot2015-04-03
| | | | which can be unreliable
* NetworkPacket: reading outside packet is now clearer.Loic Blot2015-04-01
| | | | Use a common function to check the reading offset
* Connection::Receive(): receive Network Packet instead of SharedBuffer<u8>.Loic Blot2015-03-31
| | | | | | | 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
* Use Buffer not SharedBuffer in NetworkPacket::oldForgePacketLoic Blot2015-03-30
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* Remove unused ConnectionCommand::sendToAll function. ↵Loic Blot2015-03-22
| | | | | | NetworkPacket::oldForgePacket returns Buffer instead of SharedBuffer and is used in ConnectionCommand instead of Connection::Send This remove the NetworkPacket buffer => SharedBuffer => Buffer copy. Now NetworkPacket => Buffer
* [Patch 2/4] Network rework: packet writing, sending and cleanupsLoic Blot2015-02-16
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* Network Layer 7 rework (Packet handling)Loic Blot2015-02-10
* 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