Commit Graph

279 Commits

Author SHA1 Message Date
Loic Blot
70f104be07 Environment cleanup
* Move client list to ServerEnvironment and use RemotePlayer members instead of Player
* ClientEnvironment only use setLocalPlayer to specify the current player
* Remove ClientEnvironment dead code on player list (in fact other players are CAO not Player objects)
* Drop LocalPlayer::getPlayer(xxx) functions which aren't used.
* Improve a little bit performance by using const ref list for ClientEnvironment::getPlayerNames() & Client::getConnectedPlayerNames()
* Drop isLocal() function from (Local)Player which is not needed anymore because of previous changes

This change permits to cleanup shared client list which is very old code.
ClientEnvironment doesn't use player list anymore, it only contains the local player, as addPlayer is only called from Client constructor client side.
Clients are only CAO on client side, this cleanup permit to remove confusion about player list.
2016-10-09 15:17:10 +02:00
Loic Blot
569b89b36f Move RemotePlayer code to its own cpp/header 2016-10-08 22:27:44 +02:00
Loic Blot
7bbd716426 RemotePlayer/LocalPlayer Player base class proper separation (code cleanup) (patch 3 of X)
* remove IGameDef from Player class, only LocalPlayer has it now
* move many attributes/functions only used by LocalPlayer from Player to LocalPlayer
* move many attributes/functions only used by RemotePlayer from Player to RemotePlayer
* make some functions const
* hudGetHotbarSelectedImage now returns const ref
* RemotePlayer getHotbarSelectedImage now returns const ref
* various code style fixes
2016-10-08 22:27:44 +02:00
Loic Blot
fd5a130b86 More code cleanup (UNORDERED + RemotePlayer/LocalPlayer)
* 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
2016-10-08 22:27:44 +02:00
Loic Blot
656faf7373 Player/LocalPlayer/RemotePlayer inheritance cleanup (part 2 on X)
* 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())
2016-10-08 15:57:50 +02:00
Loic Blot
613797a304 Replace various std::map with UNORDERED_MAP + various cleanups
This is part 2 for 5f084cd98d7b3326b51320455364337539710efd

Other improvements:

* Use the defined ItemGroupList when used
* make Client::checkPrivilege const
* inline some trivial functions
* Add ActiveObjectMap typedef
* Add SettingsEntries typedef
2016-10-05 10:53:19 +02:00
Ekdohibs
559dd99469 Make node timers more efficient 2016-06-11 23:35:17 +01:00
obneq
6278da296b Handle particle spawners in env and delete expired ids
Rebased by Zeno (2016-04-2016)
2016-04-28 02:09:36 +10:00
Auke Kok
c5c727d627 Allow NodeTimer, ABM and block mgmt interval changes.
ABM's are hardcoded to run every 1.0s, NodeTimers are hard coded to
run at every 1.0s. Block mgmt is running every 2.0sec.

However, these timers can be better tuned for both higher and lower
values by server owners. Some server owners want to, and have the
resources to send more packets per second to clients, and so they
may wish to send smaller updates sooner. Right now all ABM's are
coalesced into 1.0 second intervals, resulting in large send queues
to all clients. By reducing the amount of possible timers, one can
get a far better response rate and lower the perception of lag.

On the other side of the camp, some servers may want to increase
these values, which again isn't easily doable.

The global settings abm_interval and nodetimer_interval are set to
current values by default. I've tested with 0.2/0.5 type values
and noticed a greatly improved response and better scattering of
nodetimers, as well as enjoying not faceplanting into doors with
pressure plates anymore.
2016-03-19 17:56:26 +00:00
Auke Kok
dc8bf4e928 Avoid try/catch for settings.
We can just test for the presence of these settings nicely here,
no need to use a try / catch construct.
2016-03-09 01:45:23 +01:00
Auke Kok
4e59fcf5c1 Add consistent monotonic day counter - get_day_count()
I've written several experimental bits of code that revolve around the
need for a consistent calendar, but implementing one is extremely hard
in mods due to time changes and mods overriding core.get_timeofday(),
which will conflict.

The second part of the problem is that doing this from a mod requires
constant maintenance of a settings file.

An implementation in core is trivial, however, and solves all of
these problems at virtually no cost: No extra branches in server
steps, and a single branch when minetest.set_time_of_day(), which is
entirely reasonable.

We store the day_count value in env_meta.txt.

The use case is obvious: This change allows mods to create an actual
virtual calendar, or properly account for seasonal changes, etc..

We add a "/days" chatcommand that displays the current day count. No
permissions are needed. It can only retrieve the day count, not
modify it.
2016-03-09 01:45:23 +01:00
est31
d494733839 Add minetest.register_lbm() to run code on block load only 2016-03-07 19:54:26 +01:00
rubenwardy
4efb7eb734 Cache some settings 2016-02-26 00:50:39 +00:00
Kahrl
b1428ab4bb Add '/clearobjects quick' 2016-02-11 04:22:58 +00:00
est31
c75ab52115 Fix time progressing too fast
Before, time progressed wrongly. This was due to a mistake in how m_time_of_day_f was calculated,
and a regression of the last two commits.
2015-11-04 07:12:02 +01:00
est31
8f03995604 Time: use locks again
The Atomic implementation was only partially correct, and was very complex.
Use locks for sake of simplicity, following KISS principle.
Only remaining atomic operation use is time of day speed, because that
really is only read + written.

Also fixes a bug with m_time_conversion_skew only being decremented, never
incremented (Regresion from previous commit).

atomic.h changes:
	* Add GenericAtomic<T> class for non-integral types like floats.

	* Remove some last remainders from atomic.h of the volatile use.
2015-11-04 03:44:09 +01:00
est31
f9b09368f0 Time: Remove serverside getter, and use atomic operations
It isn't possible to use atomic operations for floats, so don't use them there.

Having a lock is good out of other reasons too, because this way the float time
and the integer time both match, and can't get different values in a race,
e.g. when two setTimeofDay() get executed simultaneously.
2015-11-03 19:07:45 +01:00
est31
ca8e56c15a Environment: Time of day fixes and add serverside getter
-> Put access to time variables under the time lock.
-> Merge both time locks, there is no point to have two locks.
-> Fix the lock being released too early in Environment::setTimeOfDay
-> Add serverside getter so that you don't have to get
	the environment if you only have the server
2015-10-27 23:19:17 +01:00
paramat
3b9f99e0d6 ABMs: Make catch-up behaviour optional
Default is true for backwards compatibility
Update lua_api.txt
2015-10-18 16:42:59 +01:00
ShadowNinja
6f2d785d0f Rename macros with two leading underscores
These names are reserved for the compiler/library implementations.
2015-10-14 02:39:37 -04:00
ShadowNinja
96cc5b34fe Use warningstream for log messages with WARNING
Remove DTIME macro and its uses, too
2015-10-14 01:36:48 -04:00
Loic Blot
596484da4f Save and remove player by pointer
Why doing things simple ? Use pointer instead of strings to save players and remove them.
Saving players by name does a lookup to find pointer we already have ! Idem with removePlayer
Also remove unused removePlayer(peer_id), it's never called
2015-09-23 19:37:05 +02:00
Loic Blot
9c635f28ac Little optimization on getAdded/Removed activeobjects per player loop.
Use std::queue instead of std::set, we don't need such a heavy container.
Don't convert position to int to convert it back to float in the next function.
2015-09-19 20:57:07 +02:00
est31
6c81be51ff Fix object position border checking
Borders have to be converted into BS format in order to be accurately comparable to
object positions.
2015-09-16 17:39:49 +02:00
est31
f61f817b9c Disallow placing entities outside safe boundaries
Entity positions are serialized as F1000. Disallow placing
entities outside safe borders with the minetest.add_entity
call.

Note that this patch only enforces those boundaries for
placing entities, moving entities that move outside boundaries
aren't affected.

Thanks to @nanepiwo for pointing this out.
2015-09-15 19:45:17 +02:00
Loic Blot
1f1e14ab7f Change m_client_event_queue's type to std::queue
As indicated in its name, m_client_event_queue should be a queue.
Change std::list to std::queue to improve the queue's performance.
2015-09-08 21:23:09 +02:00
David Jones
34b7a147dc Change i++ to ++i 2015-08-25 18:33:52 -04:00
ShadowNinja
e4bff8be94 Clean up threading
* Rename everything.
    * Strip J prefix.
    * Change UpperCamelCase functions to lowerCamelCase.
  * Remove global (!) semaphore count mutex on OSX.
  * Remove semaphore count getter (unused, unsafe, depended on internal
    API functions on Windows, and used a hack on OSX).
  * Add `Atomic<type>`.
  * Make `Thread` handle thread names.
  * Add support for C++11 multi-threading.
  * Combine pthread and win32 sources.
  * Remove `ThreadStarted` (unused, unneeded).
  * Move some includes from the headers to the sources.
  * Move all of `Event` into its header (allows inlining with no new includes).
  * Make `Event` use `Semaphore` (except on Windows).
  * Move some porting functions into `Thread`.
  * Integrate logging with `Thread`.
  * Add threading test.
2015-08-23 22:04:06 -04:00
kwolekr
bcf38a2ad1 SEnv: Remove static_exists from ActiveObjects in deleted blocks 2015-08-16 15:55:07 -04:00
Břetislav Štec
67997af67f src/environment.cpp: Fix NULL pointer dereference 2015-08-01 20:44:18 +02:00
Loic Blot
aab7c83d02 Remove some old dead code. Fix some Clang warnings in SRP (ng->N... will
always evaluate to true.
2015-07-24 21:48:02 +02:00
est31
3b50b2766a Optional reconnect functionality
Enable the server to request the client to reconnect.

This can be done with the now extended minetest.request_shutdown([reason], [reconnect]) setting.
2015-07-23 07:38:13 +02:00
est31
bf7174f3f9 Server kicks: make messages configurable, cache wstring 2015-07-17 06:37:16 +02:00
nerzhul
f9dbec6edf Kick players when shutting down server and there is a crash due to a Lua stack exception 2015-07-16 20:27:42 +02:00
kwolekr
5006ce8260 Remove raw message output on AOM deserialization failure
Improve TOCLIENT_ACTIVE_OBJECT_MESSAGES robustness for handling invalid data
2015-07-13 23:29:29 -04:00
est31
dd91b3d6fb Generic CAO cleanups and renames for clarification
* Use enum for GENERIC_CMD_*
* Rename m_attachements to attachement_parent_ids (public member and clearer name)
* Rename GENERIC_CMD_SET_ATTACHMENT to GENERIC_CMD_ATTACH_TO
* USHRT_MAX + 1 buffer sizes to prevent overflows as @kahrl suggested
* Remove unneccessary m_id from GenericCAO (shadowing protected superclass member for no reason) as @kahrl suggested
2015-06-20 03:37:30 +02:00
est31
40226e5274 Make attached objects visible in 3rd person view 2015-06-20 02:59:53 +02:00
kwolekr
46684beec1 Record MapBlock modification reasons as flags instead of strings
This improves performance of MapBlock::raiseModified by a factor of 6.
Also, clean up mapblock.h a bit and inline small functions.
2015-05-17 22:14:26 -04:00
nerzhul
eec01bc2fa Re-apply 972d17baea81ffe6d508b291ef97207a4822e1da...
but not rename the container. Approved-By est31
2015-04-22 11:47:22 +02:00
kwolekr
e0eec201a1 Revert "m_active_object_messages is used like a queue. Use std::queue instead of std::list. Also rename to m_active_object_messages_queue"
This reverts commit 972d17baea81ffe6d508b291ef97207a4822e1da.
The commit being reverted was unauthorized.  There had been no discussion,
review, or sign-off prior to submittal to upstream.
2015-04-21 18:12:01 -04:00
Loic Blot
972d17baea m_active_object_messages is used like a queue. Use std::queue instead of std::list. Also rename to m_active_object_messages_queue 2015-04-21 23:28:13 +02:00
Loic Blot
0c634a9719 Use std::vector instead of std::set for Environment::getObjectsInsideRadius
We are only iterating sequentially, we don't need a set here
Also use a vector reference instead of a copy
2015-04-16 18:37:29 +02:00
Craig Robbins
9527984dbc Move globals from main.cpp to more sane locations
Move debug streams to log.cpp|h

Move GUI-related globals to clientlauncher

Move g_settings and g_settings_path to settings.cpp|h

Move g_menuclouds to clouds.cpp|h

Move g_profiler to profiler.cpp|h
2015-04-01 23:04:25 +10:00
kwolekr
b4247dff2e Fix usage of destroyed mutex
Also fix a memory leak
Fix overloaded virtual warning in Player::move()
Remove some trailing whitespace
2015-03-31 23:50:38 -04:00
Craig Robbins
dbe5a446c3 Minor bug fix (lag between damage flash and hearts updating) 2015-03-17 17:39:59 +10:00
Craig Robbins
c552d293fa Fix various damage related bugs (client-side)
E.g. spawning or teleporting into lava to become invinsible
2015-03-17 17:08:00 +10:00
Loic Blot
4e63c977c7 Use the new Player::isDead function when it's the case 2015-03-13 08:57:58 +01:00
Craig Robbins
ced6d20295 For usages of assert() that are meant to persist in Release builds (when NDEBUG is defined), replace those usages with persistent alternatives 2015-03-07 22:41:47 +10:00
Loic Blot
9749d9fee6 Fix issue #2441: crash on respawn, since a conversion std::list to std::vector on Environment.cpp
* Also change some std::list to std::vector for ClientMap::renderMap
* Remove disabled code in ClientMap::renderMap, disabled since a long time
2015-03-05 15:36:20 +01:00
Loic Blot
365e4ae0fa Performance improvement: Use std::list instead of std::vector for request_media, Server::getModNames, Environment::m_simple_objects.
* Also remove unused Server::m_modspaths
2015-03-05 10:44:48 +01:00