| Commit message (Collapse) | Author | Age |
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ServerEnvironment is a huge class with many accessors. In various places it's not needed
Remove it to reduce the ServerEnvironment view.
Idea here is to reduce size of some of our objects to transport lightweight managers and permit easier testing
Pathfinder is now tied to a generic map, not a ServerMap, it can be
ported to client
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Move LuaEntitySAO to a new dedicated file
Drop TestSAO (useless object)
Drop the old static startup initialized SAO factory, which was pretty useless.
This factory was using a std::map for 2 elements, now just use a simple condition owned by ServerEnvironment, which will be lightweight, that will also drop a one time useful test on each LuaEntitySAO creation. This should reduce server load on massive SAO creation
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Move serverobject.{cpp,h} to server/serveractiveobject.{cpp,h}
Move UnitSAO class to dedicated files
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The API implementation is shared between CSM and SSM.
Functions should retrieve a plain env when they do not
need any server-specific functions.
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- Move the text segment below the 47-bit limit, needed for script_exception_wrapper which must be lightuserdata
- Replace CUSTOM_RIDX_SCRIPTAPI with full userdata
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Hide some unnecessarily verbose ones behind --trace or disable them entirely.
Remove duplicate ones. Improve their contents in some places.
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If a mod creator makes a typing mistake, this function now causes an error instead of returning the id of "ignore".
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Fix memory leak (unused allocation)
Fix star rendering
Rename sky color struct
Fix stars on android
Remove extraneous .data() from android star draw
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nodes (#9339)
* Fix pathfinder fail when startpos is over air
* Note down pathfinder restrictions
* Implement real A* search
* Pathfinder: Implement buildPath non-recursively
* Update find_path documentation
* Pathfinder: Check if jump path is unobstructed
* Pathfinder: Fix drop check first checking upwards
* Pathfinder: Return nil if source or dest are solid
* Pathfinder: Use priority queue for open list
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Followup to the previous commit.
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This bug is only exposed by 91eef646a59575bd9ae792e257bb6ad12fafc0b1
independent of the move of get_connected_players from Lua to C++.
Previously, there would be a small time window where the SAO had
its peer ID set to PEER_ID_INEXISTENT but the RemotePlayer was
still linked to the SAO, resulting in an ObjectRef that crashed
on certain function calls (#9387).
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Keeping the ObjectRefs around in a table isn't ideal and this allows
removing the somewhat nonsensical is_player_connected() added in 86ef7147.
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(#9284)
Unified flags handling in C++ and Lua Settings API
-> Reading only, for now. Writing can be implemented later, if needed.
API function to read the currently active flags
-> was impossible from Lua
Co-authored-by: Wuzzy <wuzzy2@mail.ru>
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* Wrap LC_ macro in ifdef
Windows does not have LC_MESSAGES in locale.h, so use LC_ALL on that platform
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GenericCAO::getPosition() did not take the camera offset into account
LocalPlayer attachment cleanup: Use sane getParent() function
Make that getPosition() (GenericCAO and LocalPlayer) always return the absolute position
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Previously this method would accidentally reset the locale
and break everything.
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fixes #8068
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This also fixes find_node_near restrictions being ineffective.
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Preperation for server-sent CSM which will eventually need this.
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"Deprecated" means that something is still in use, but is unsupported and needs to be removed.
"Obsolete" means it is already out of use.
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Fix some reference counters (memleak)
Map::dispatchEvent: Allocation safety using references
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Improve documentation
Read old formats
Fix free ID function. Return first gap in map
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Makes 'get_wield_item' to return the "main" ItemStack
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