| Commit message (Collapse) | Author | Age |
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* Force send a mapblock to a player.
Send a single mapblock to a specific remote player.
This is badly needed for mods and games where players are teleported
into terrain which may be not generated, loaded, or modified
significantly since the last player visit.
In all these cases, the player currently ends up in void, air, or
inside blocks which not only looks bad, but has the effect that the
player might end up falling and then the server needs to correct for
the player position again later, which is a hack.
The best solution is to send at least the single mapblock that the
player will be teleported to. I've tested this with ITB which does this
all the time, and I can see it functioning as expected (it even shows
a half loaded entry hallway, as the further blocks aren't loaded yet).
The parameter is a blockpos (table of x, y, z), not a regular pos.
The function may return false if the call failed. This is most likely
due to the target position not being generated or emerged yet, or
another internal failure, such as the player not being initialized.
* Always send mapblock on teleport or respawn.
This avoids the need for mods to send a mapblock on teleport or
respawn, since any call to `player:set_pos()` will pass this code.
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The "what" parameter is being passed by value, most likely by
accident as the type is "const std::string". Convert it to a
reference by adding the missing "&".
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Includes newer style changes and fixes by est31
Improve the block position de-serialization
Add type NodeMetadataMap
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Breaks backwards compatibility for good
Bump protocol version
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Also set it to false for node dig particles, as they are often created
and high in number.
Improve particle documentation.
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* Remove unused ignore_id
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& Satisfy LINT
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* Server: move shutdown parts to a specific shutdown state object
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Replaces mods and texture pack tabs with a single content tab
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* Drop EventManager from GameDef & do some client cleanups
* EventManager is only used by Client. Don't expose it on Server & GameDef for nothing
* Drop Client::event() in favor of direct calls to getEventManager
* Cleanup some event put from new + put to put(new)
* MtEvent: add Type(u8) enum
* This will enhance event performance & ensure stricter type
* Drop MtEvent::checkIs (unused)
* clang-tidy reported fixes
* Code style
* Move event_manager.h to the client directory as it's only used by client
Add EventManager unittests + switch to unordered_map as order is not important here
Drop a unused function
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* Server: delegate mod management & config to ServerModConfiguration (rename it to ServerModManager)
* Use c++11 range based loops
* Add unittests + experimental/default mod as a test case to permit testing mod loading in future tests
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ClientInterface::markBlockposAsNotSent
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* ObjectRef::set_local_animation: fix wrong lua return (should push a boolean, currently returns nil)
* ObjectRef::set_eye_offset: fix wrong lua return (should push a boolean, currently returns nil)
* Fix various Server functions which depends on RemotePlayer objet and return true/false when player object is nil whereas it's a caller implementation error. Change those bool functions to void and add sanitize_check call instead. Current callers are always checking player object validity
* Optimize Server::setClouds : use CloudParams object ref instead of attribute deserialization from structure & perform RemotePlayer::setCloudParams directly in server class like many other calls
* Optimize Server::SendCloudParams: use CloudParams object ref instead of deserialized attributes
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Call directly accessible RemotePlayer::getHotbarSelectedImage() from server api
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Call directly accessible RemotePlayer::getHotbarImage() from server api & make it const ref
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Call directly accessible RemotePlayer::getHotbarItemcount() from server api
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user by the server. (#6878)
This doesn't check the fields in anyway whatsoever so it should only be seen as a way to mitigate exploits, a last line of defense to make it harder to exploit bugs in mods, not as a reason to not do all the usually checks.
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* Rename IWritableNodeDefManager to NodeDefManager
* Make INodeDefManager functions const
* Use "const *NodeDefManager" instead of "*INodeDefManager"
* Remove unused INodeDefManager class
* Merge NodeDefManager and CNodeDefManager
* Document NodeDefManager
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bind_addr is already ready when using constructor as we read is.IPv6 from it, instead pass the whole address
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* 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
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Implement network communication for channels
* Implement ModChannel manager server side to route incoming messages from clients to other clients
* Add signal handler switch on client & ModChannelMgr on client to handle channels
* Add Lua API bindings + client packet sending + unittests
* Implement server message sending
* Add callback from received message handler to Lua API using registration method
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Also remove the setting 'send_pre_v25_init'
Keep old enum entries for obsolete commands
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* Fix HP transport + some double <-> float problems
TOCLIENT_HP transport u16 hp as a u8, use u16 HP, this prevent HP over 255 to overflow across network
* Fix more double/float problem in serverpackethandler & remove implicit struct type for TileAnimationParams
* Fix connection unittests container
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* 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
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* Optimize headers (part 2)
* less debug.h in headers
* less remoteplayer.h for everybody
* Cleanup (part 2)
* camera.h: mesh.h
* mapgen.h: mapnode.h
* serverenvironment.h: mapblock.h
* nodedef.h: shader.h
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* Migrate cpp headers to pragma once
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* Cleanup various headers to reduce compilation times
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It's only used in emerge threads and it's a local object, don't expose it to the whole Minetest
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* [CSM] Add flavour limits controlled by server
Server send flavour limits to client permitting to disable or limit some Lua calls
* Add limits for reading nodedefs and itemdefs
* flavour: Add lookup node limits
* Merge get_node_or_nil into get_node.
Sending fake node doesn't make sense in CSM, just return nil if node is not available for any reason
* Add node range customization when noderange flavour is enabled (default 8 nodes)
* Limit nodes range & disable chat message sending by default
* Bump protocol version
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* 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
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* Sound: Add pitch option
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These code be generated by CSM, a modded client or just copy and pasted by the player.
Changes
- Update configuration example and setting translation file.
- Remove colour codes before logging chat.
- Add setting to remove colour codes before processing the chat.
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(#5945)
C++11 implement function deleting, it's generally used to prevent some object copy
In script API use this function removal on ScriptApiBase instead of ScriptApiClient/Server/MainMenu, this affect all ScriptApis
Move DISABLE_CLASS_COPY with constructor, the deleted function permit to replace function in its original place
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* Fix event LINT & remove default constructor/destructors
* remove compat code & modernize autolock header
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Default true.
Add 'm_clouds_enabled' bool to sky.h, set from new bool in 'set sky' API.
Make 'getCloudsVisible()' depend on 'm_clouds_enabled' instead of
'm_visible' (whether normal sky is visible).
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* Player data to Database
Add player data into databases (SQLite3 & PG only)
PostgreSQL & SQLite: better POO Design for databases
Add --migrate-players argument to server + deprecation warning
* Remove players directory if empty
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