* No function overloading
* Adhere coding style and with method names following
lowercase_underscore_style
* Use std::string in external API, handling these is
much more fun
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
Outdated servers are always sending tiledefs with culling
enabled no matter what, as the value was previously entirely
ignored.
To compensate, we must (1) detect that we're running against
an old server with a new client, and (2) disable culling for
mesh, plantlike, firelike and liquid draw types no matter what
the server is telling us.
In order to achieve this, we need to bump the protocol version
since we cannot rely on the tiledef version, and test for it
being older. I've bumped the protocol version, although that
should have likely happened in the actual change that introduced
the new backface_culling PR #3578. Fortunately that's only 2
commits back at this point.
We also explicitly test for the drawtype to assure we are not
changing the culling value for other nodes, where it should
remain enabled.
This was tested against various pub servers, including 0.4.13 and
0.4.12.
Fixes#3598
Fix regression of commit
5e507c9829942c434a6f1ae7a4f3a488c7e50bef "Add server side ncurses terminal"
which allowed all players, even those without a shout priv, to chat.
Fixes#3362.
This adds a chat console the server owner can use for administration
or to talk with players.
It runs in its own thread, which makes the user interface immune to
the server's lag, behaving just like a client, except timeout.
As it uses the same console code as the f10 console, things like nick
completion or a scroll buffer basically come for free.
The terminal itself is written in a general way so that adding a
client version later on is just about implementing an interface.
Fatal errors are printed after the console exists and the ncurses
terminal buffer gets cleaned up with endwin(), so that the error still
remains visible.
The server owner can chose their username their entered text will
have in chat and where players can send PMs to.
Once the username is secured with a password to prevent anybody to
take over the server, the owner can execute admin tasks over the
console.
This change includes a contribution by @kahrl who has improved ncurses
library detection.
- SRP: print the address only once, not twice
- Legacy: previously the address was not printed at all
- Make both messages structurally the same, to facilitate log analyzers
1. Do two renames:
* SER_FMT_CLIENT_VER_LOWEST -> SER_FMT_VER_LOWEST_WRITE
* SER_FMT_VER_LOWEST -> SER_FMT_VER_LOWEST_READ
Now the two define values are consistently named with the _WRITE defines
SER_FMT_VER_{HIGHEST,LOWEST}_WRITE, and to better point out what the two
serialisation versions actually are for.
2. wrap some lines in doc/worldformat.txt, and point out that the node
timers are serialized at a later point, as this can cause confusion about
what now happens (if one doesn't strictly read the if block's conditions).
3. some whitespace fixes in NodeTimerList::serialize, and one new comment.
Its obvious that "u16 command" is inside every packet, therefore this
commit removes all mentions of the command, if non-array like notation
is used. We already didn't add "u16 command" to new packets or removed
it at packet changes, so now we remove it from existing packets.
* 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.
This was needed due to the TileDef serialisation changes. Originally it has been planned
to also add utf-8 based chat to 26, but chat changes aren't final yet, so they are done
in one change, after the release, and not two small ones, causing us having to be compliant
to three versions of the packet.
-> Fix server crash with protocol >=25 if a default password is set.
-> Remove some useless and possibly confusion causing code for the TOCLIENT_FIRST_SRP packet handler
Use wide_to_utf8 and utf8_to_wide instead of wide_to_narrow and narrow_to_wide at almost all places.
Only exceptions: test functions for narrow conversion, and chat, which is done in a separate commit.
Previously, m_proto_ver was set to the serialisation version
inside the legacy init packet.
Now, if the server doesn't send a protocol version (protocols < 25),
we set m_proto_ver to some value < 25 and > 0.
* 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
Adds everything needed for SRP (and everything works too),
but still deactivated, as protocol v25 init packets aren't final yet.
Can be activated by changing the LATEST_PROTOCOL_VERSION header to 25
inside networkprotocol.h.
Change types for passed password from wstring to string, which removes converting
back and forth in most cases. Move the narrow_to_wide conversion, where its neccessary,
closer to irrlicht. Remove trailing spaces in guiPasswordChange.cpp. Make parameters for
translatePassword passed as const reference.