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* Soft node overlay (#5186)Dániel Juhász2017-04-21
| | | | This commit adds node overlays, which are tiles that are drawn on top of other tiles.
* Fix various performance issues reported by cppcheck (#5628)Loïc Blot2017-04-21
| | | * Also remove 1 non declared but defined functions
* Fix various copy instead of const ref reported by cppcheck (part 3) (#5616)Loïc Blot2017-04-20
| | | | * Also remove 2 non declared but defined functions * Make some functions around const ref changes const
* Fix MSVC build broken by 34d32ceSmallJoker2017-04-17
| | | | | `round` -> `myround` Remove superflous `floor` calls
* Implement delayed server shutdown with cancelation (#4664)Loïc Blot2017-04-15
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* NetworkPacket: don't copy push std::string and std::wstringLoic Blot2017-04-14
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* Fix wrong channel type in Client/Server CommandFactoriesLoic Blot2017-04-14
| | | | This is a u8 not a u16
* Fix "error: ‘playerSAO’ was not declared"Auke Kok2017-04-06
| | | | | | | | Cause: 351cc2e79a7d78f7ec97ff9b33e4f0bad4042b19 A rebase issue missed a rename from playerSAO to playersao. Tested.
* Fix spacingEkdohibs2017-04-06
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* Fix problems when overriding the hand:Ekdohibs2017-04-06
| | | | | - If the hand can dig a node the item wielded can't, allow to dig it anyway. - Fix the API callbacks from setting the hand instead of the wielded item.
* Fix multiple death messages (#5305)presstabstart2017-04-06
| | | | Fix multiple death messages (#3565) and damage server logs after death.
* Client handlers: Remove useless stringstream usage in two handlers (#5510)Loïc Blot2017-04-04
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* Update server min protocol version to v24 (#5411)Loïc Blot2017-03-19
| | | | | | | | | | * Update server min protocol version to v24 It's based on @sfan5 stats. See https://kitsunemimi.pw/tmp/serverlist_stats_2017-03-17.txt v24 was bumped 25/08/14 and 0.4.11 was released 25/12/14 * Drop protocol v23 and lesser code
* [CSM] Add minimap API modifiers (#5399)Loïc Blot2017-03-16
| | | | | | | | * Rename Mapper (too generic) to Minimap * Add lua functions to get/set position, angle, mode for minimap * Client: rename m_mapper to m_minimap * Add minimap to core.ui namespace (core.ui.minimap) * Add various functions to manage minimap (show, hide, toggle_shape) * Cleanup trivial declaration in client
* [CSM] Add enable_client_modding param (default: false)nerzhul2017-03-13
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* [CSM] Add on_death, on_hp_modification & oh_damage_taken callbacks (#5093)Loïc Blot2017-03-13
| | | | | | * Add on_death callback * Add on_hp_modification & on_damage_taken callbacks * move preview code to preview.lua
* [CSM] Add method that display chat to client-sided lua. (#5089) (#5091)red-0012017-03-13
| | | | * squashed: [Client-sided scripting] Don't register functions that don't work. (#5091)
* [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
* Plantlike: Fix visual_scale being applied squaredparamat2017-02-10
| | | | | | | | | | | | | | | | | | This re-applies 2 commits that were reverted. Visual_scale was applied twice to plantlike by accident sometime between 2011 and 2013, squaring the requested scale value. Visual_scale is correctly applied once in it's other uses in signlike and torchlike. Two lines of code are removed, they also had no effect for the vast majority of nodes with the default visual_scale of 1.0. The texture continues to have it's base at ground level. Send sqrt(visual_scale) to old clients. Keep compatibility with protocol < 30 clients now that visual_scale is no longer applied twice to plantlike drawtype and mods are being updated to a new value.
* Revert "Plantlike visual scale: Send sqrt(visual_scale) to old clients"Craig Robbins2017-02-10
| | | | This reverts commit cdc538e0a242167cd7031d40670d2d4464b87f2c.
* Plantlike visual scale: Send sqrt(visual_scale) to old clientsparamat2017-01-30
| | | | | | Keep compatibility with protocol < 30 clients now that visual_scale is no longer applied twice to plantlike drawtype and mods are being updated to a new value.
* Wrap to positive degree values (#5106)raymoo2017-01-24
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* Add hardware node coloring. Includes:Dániel Juhász2017-01-23
| | | | | | - Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted"
* Add particle animation, glowsfan52017-01-18
| | | | | This is implemented by reusing and extending the TileAnimation code for the methods used by particles.
* Remove client-side chat prediction. (#5055)red-0012017-01-17
| | | Network lag isn't really a big issue with chat and chat prediction makes writing mods harder.
* Cleanup some header inclusions to improve compilation timesLoic Blot2017-01-11
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* Move TileAnimation code to seperate filesfan52017-01-02
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* Fix non reverted change on TOSERVER_BREATH compatLoic Blot2017-01-01
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* 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
* Fix interact range check (thanks to @lhofhansl)sfan52016-12-29
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* Use the outgoing split sequence number for every outgoing packet (#4864)Rogier-52016-12-29
| | | | | (instead of the last incoming sequence number...) Fixes #4848
* Various anticheat improvementssfan52016-12-26
| | | | | | | * Calculate maximum interact distance from wielded tool * New "interacted_while_dead" cheat_type for the Lua API * Disallow dropping items while dead * Move player to spawn before resurrecting them
* Fix computation of viewing range (in blocks) sent to server (#4882)Rogier-52016-12-11
| | | | | | | | Fixes #4878 Also remove an artificial viewing range reduction that (presumably) was added to compensate for miscomputed viewing ranges, and that doesn't seem to be needed any more (thanks to lhofhansl).
* Optimize block sent: Fix rendering issueLars Hofhansl2016-12-03
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* 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
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* Revert "Adding particle blend, glow and animation (#4705)"sfan52016-11-14
| | | | This reverts commit 93e3555eae2deaeca69ee252cfa9cc9c3e0e49ef.
* Adding particle blend, glow and animation (#4705)Foghrye42016-11-15
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* Add control information to player interacts (#4685)raymoo2016-11-12
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* Fix overloading problems mentioned by clangLoic Blot2016-10-30
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* 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
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* 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
* Player/LocalPlayer/RemotePlayer inheritance cleanup (part 2 on X)Loic Blot2016-10-08
| | | | | | | * Server/Client Environments now have an helper to cast Player object in the right type to use it * Server: use RemotePlayer everywhere and remove previous added casts * Client: use LocalPlayer where needed * Environment: remove unused functions (getPlayers(), getRandomConnectedPlayer(), getNearestConnectedPlayer())
* 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
* Use more unordered_maps to improve performance in c++11 buildsLoic Blot2016-10-06
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* Chat: new settings to prevent spamLoic Blot2016-10-05
| | | | | | | | | | | Added the following chat coreside features * Chat messages length limit * Message rate limiting * Message rate kicking Note: * handleChat now takes RemotePlayer pointer instead of u16 to remove useless lookups
* Make plantlike drawtype more funAuke Kok2016-08-26
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Adds several new ways that the plantlike drawtype mesh can be changed. This requires paramtype2 = "meshoptions" to be set in the node definition. The drawtype for these nodes should be "plantlike". These modifications are all done using param2. This field is now a complex bitfield that allows some or more of the combinations to be chosen, and the mesh draw code will choose the options based as neeeded for each plantlike node. bit layout: bits 0, 1 and 2 (values 0x1 through 0x7) are for choosing the plant mesh shape: 0 - ordinary plantlike plant ("x" shaped) 1 - ordinary plant, but rotated 45 degrees ("+" shaped) 2 - a plant with 3 faces ("*" shaped) 3 - a plant with 4 faces ("#" shaped) 4 - a plant with 4 faces ("#" shaped, leaning outwards) 5 through 7 are unused and reserved for future mesh shapes. bit 3 (0x8) causes the plant to be randomly offset in the x,z plane. The plant should fall within the 1x1x1 nodebox if regularly sized. bit 4 (0x10) causes the plant mesh to grow by sqrt(2), and will cause the plant mesh to fill out 1x1x1, and appear slightly larger. Texture makers will want to make their plant texture 23x16 pixels to have the best visual fit in 1x1x1 size. bit 5 (0x20) causes each face of the plant to have a slight negative Y offset in position, descending up to 0.125 downwards into the node below. Because this is per face, this causes the plant model to be less symmetric. bit 6 (0x40) through bit 7 (0x80) are unused and reserved for future use. !(https://youtu.be/qWuI664krsI)
* Sapier's fix for the RESEND RELIABLE problem (#4170)Robert Kiraly2016-06-03
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