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* More C++03 fixesLoic Blot2018-06-03
* ServerEnv: Clean up object lifecycle handling (#6414)sfan52018-06-03
* Revert "Detach the player from entities on death." (#5087)Loïc Blot2017-01-21
* Detach the player from entities on death. (#5077)red-0012017-01-21
* Fix missing const in ServerActiveObject::getStaticDataLoic Blot2017-01-14
* Optimize SAO getStaticData by using std::string pointer instead of return copyLoic Blot2017-01-13
* Performance fix + SAO factorizationRogier2017-01-11
* PlayerSAO/LocalPlayer refactor: (#4612)Ner'zhul2016-10-30
* Attached particle spawnersraymoo2016-10-13
* Player/LocalPlayer/RemotePlayer inheritance cleanup (part 2 on X)Loic Blot2016-10-08
* Prevent attached models from disappearing during parent reload (#4128)Foghrye42016-10-08
* 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
* Fix typo in variable nameKahrl2015-05-28
* Add some missing getter functions to the lua APITeTpaAka2015-05-28
* Consistent const string paramsest312015-05-27
* Remove Queue class which uses std::list and use native std::queueLoic Blot2015-03-05
* SAO: re-add old ActiveObjectTypes for a future migration layerLoic Blot2015-02-17
* SAO work: ActiveObject types & SAO cleanup * Replace u8 types with ActiveObje...Loic Blot2015-02-17
* Replace setting unlimited_player_transfer_distance with player_transfer_distanceSmallJoker2014-11-08
* Remove remenants of mob codePavel Puchkin2014-10-23
* Allow modifying movement speed, jump height and gravity per-player via the Lu...MirceaKitsune2013-04-05
* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Full protocol 13 compatibility on server sidePerttu Ahola2012-11-29
* A bunch of fixesMirceaKitsune2012-11-25
* Update attachments at the ending of the addToScene function for parents. And ...MirceaKitsune2012-11-25
* Framework for the attachment system, new object property which allows changin...MirceaKitsune2012-11-25
* Get the new animation framework properly workingMirceaKitsune2012-11-25
* Add dtime_s to entity activationPerttu Ahola2012-09-09
* Optimize headersPerttu Ahola2012-06-17
* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* ObjectRef:set_armor_groups() and ObjectRef:set_properties() - works on player...Perttu Ahola2012-03-30
* Add GenericCAO and player armor groups, but don't use them yetPerttu Ahola2012-03-29
* added PlayerSAO and RemotePlayer, removed ServerRemotePlayerKahrl2012-03-29
* Entity damage system WIP; Remove C++ mobsPerttu Ahola2012-03-10
* Fix some warnings on some compilersGiuseppe Bilotta2012-02-02
* The huge item definition and item namespace unification patch (itemdef), see ...Kahrl2012-01-12
* Make players be again visible from a long distancePerttu Ahola2011-12-02
* Players are more like objects + related stuffPerttu Ahola2011-12-01
* Player-is-SAO WIPPerttu Ahola2011-12-01
* Add ServerActiveObject::removingFromEnvironment()Perttu Ahola2011-12-01
* CraftItem rework and Lua interfaceKahrl2011-11-29
* Create framework for getting rid of global definitions of node/tool/item/what...Perttu Ahola2011-11-29
* Scripting WIP: dynamic object stuffPerttu Ahola2011-11-29
* ServerRemotePlayer implements ServerActiveObjectPerttu Ahola2011-11-29
* Scripting WIPPerttu Ahola2011-11-29
* Scripting WIPPerttu Ahola2011-11-29
n>client); std::string serializeRequiredHashSet(); static void deSerializeHashSet(const std::string &data, std::set<std::string> &result); // Maps filename to file status std::map<std::string, FileStatus*> m_files; // Array of remote media servers std::vector<RemoteServerStatus*> m_remotes; // Filesystem-based media cache FileCache m_media_cache; // Has an attempt been made to load media files from the file cache? // Have hash sets been requested from remote servers? bool m_initial_step_done = false; // Total number of media files to load s32 m_uncached_count = 0; // Number of media files that have been received s32 m_uncached_received_count = 0; // Status of remote transfers unsigned long m_httpfetch_caller; unsigned long m_httpfetch_next_id = 0; long m_httpfetch_timeout = 0; s32 m_httpfetch_active = 0; s32 m_httpfetch_active_limit = 0; s32 m_outstanding_hash_sets = 0; std::unordered_map<unsigned long, std::string> m_remote_file_transfers; // All files up to this name have either been received from a // remote server or failed on all remote servers, so those files // don't need to be looked at again // (use m_files.upper_bound(m_name_bound) to get an iterator) std::string m_name_bound = ""; };