previously function used tonumber which returned float
this caused errors in large numbers and resulted in
obj-def-handlers being invalid when retrived from lua tables in c
* Move included json code to jsoncpp subdirectory
This is needed to avoid having to specify the minetest src directory
as a system include when fixing the json includes.
* Fix json includes
They used "", so that the compiler searches the project's directory
first. The result was that when compiling with a system jsoncpp,
the project's own version of json.h was still included, instead of
the system version.
The includes now use <>, so a system location, or one specified with
'-Ilocation' is searched only.
* Fix for jsoncpp deprecated function warning
When compiling with a newer version of jsoncpp (and
ENABLE_SYSTEM_JSONCPP=true), jsoncpp emits a warning
about a deprecated function that minetest uses.
This fallback to std::map & std::set for older compilers
Use UNORDERED_SET as an example in decoration and ore biome sets
Use UNORDERED_MAP as an example in nameidmapping
Fix height check comparison from '>=' to '>'.
Fix getHeight() for schematic decorations to account for
'deco place center y' flag and for how normal placement
sinks schematic 1 node into the ground.
Jungletrees were not being placed at y = 46, y = 47 despite
having an acceptable 16 nodes of height above ground surface.
When the 'flat' and 'trees' flags were moved into mgv6_spflags they
were left in mg_flags in an attempt to support old mgv6 worlds. However
their appearence in mg_flags causes confusion, also, later, old-world
support was found to be broken for mgv6 worlds with 'notrees'.
This commit cleans up the mess and comes a month after a thread warning
of the change, and explaining the required action, was posted in the
news subforum. Only old mgv6 worlds with 'flat' or 'notrees' are
affected, a small minority of worlds, the required action being
correctly setting these flags in mgv6_spflags.
Disable a section of the 'map settings manager' unit test which is to
be changed as it is causing problems for pull requests.
l_request_insecure_environment didn't ignore all whitespace in the
secure.trusted_mods config option.
Replaces std::remove with std::remove_if and the isspace function.
Since the creation of minetest, it had no window icon on X11.
Now we have one.
The misc/minetest-xorg-icon-128.png file is a rendering of the
misc/minetest.svg file with inkscape, created with something like:
inkscape -z -e misc/minetest-xorg-icon-128.png -w 128 -h 128 misc/minetest.svg
The "testStartStopWait" unit test is unreliably failing on mac,
for some time already. See bug #3786.
Having the unittest fail unreliably doesn't help anybody but mostly
inhibits the main feature of travis builds: to test PRs for regressions.
Therefore, disable the specific unit test for until bug #3786
is fixed.
The source used a hodge-podge of different combinations of different
macros to check for linux: 'linux', '__linux', '__linux__'.
As '__linux__' is standard (Posix), and the others are not, the source
now uniformly uses __linux__. If either linux or __linux are defined,
it is made sure that __linux__ is defined as well.
It seems that various different devices register as
Joysticks on linux, and their presence has caused
lots of confusion amongst minetest users.
Therefore, disable the joystick feature.
Closes#4261Closes#4221
This commit refactors the majority of the Mapgen settings system.
- MapgenParams is now owned by MapSettingsManager, itself a part of ServerMap,
instead of the EmergeManager.
- New Script API functions added:
core.get_mapgen_setting
core.get_mapgen_setting_noiseparams,
core.set_mapgen_setting, and
core.set_mapgen_setting_noiseparams.
- minetest.get/set_mapgen_params are deprecated by the above new functions.
- It is now possible to view and modify any arbitrary mapgen setting from a mod,
rather than the base MapgenParams structure.
- MapgenSpecificParams has been removed.
- Move mapgen creation logic out of EmergeManager and into Mapgen
- Internally represent mapgen type as an enum value, instead of a string
- Remove the need for a MapgenFactory per mapgen
Reduce spread from 96 to primes 61 and 67 (either side of 64)
Prime spreads help to keep 3D noise periodic features unaligned
'cave width' 0.2 to preserve tunnel width
Reduce octaves to 3 to improve network structure
- Generalise node names to c_wall and c_alt_wall
- Remove 'mossratio' and instead disable alt_wall loop if
c_alt_wall == CONTENT_IGNORE
- Use one generalised 3D noise for alternative wall nodes and in
mgv6 create moss distribution similar to the previous
- Rename rarity noise to density noise and enable the option of multiple
dungeons per chunk determined by the value. Recreate previous distribution
- Add parameters for min and max rooms per dungeon
- Add dungeon y limits
- Integrate river water properly
Generalisation is needed now that we have sandstone and desert stone
dungeons by default and can choose any node for alternative structure.
The current code is based around cobble dungeons with mossycobble
alternative nodes, the 2 noises controlling the alternative nodes
are based on wetness.
Enabling multiple dungeons per chunk with definable number of rooms
allows the option of very dense and complex underground structures
that could interconnect to create megastructures.
Y limits are added to be consistent with other mapgen elements, and
enable locaton of dungeon or megastructure realms as part of our
'stacked realms' philosophy.
Add new colours 'skycolour_bright_night', 'bgcolour_bright_night'
and enable these between sunset end and sunrise start
Night sky has same hue as day sky but is darker and more saturated
Night horizon haze (bgcolour) is slightly less saturated and
slightly brighter than night sky, to be consistent with daytime
horizon haze
Mgvalleys: Remove riverbed sand placement from base terrain generation
Riverbed material placement moved to MapgenBasic::generateBiomes()
Document fields and add note that the biome API is still unstable
- Adds only ~100 nodes per chunk to trans_liquid with similar processing time
- Adds liquid nodes themselves instead of potential solid nodes below them
- CONTENT_IGNORE nodes are interpreted as if they continue their neighborhood
- This allows liquid columns to span multiple chunks without being interrupted
- NOTE: Expects an one-node border in generation chunk without liquid changes
Previously, rivers were sometimes blocked by vertical walls
of mountain terrain due to river carving being disabled
when base terrain height was below water_level - 16
Remove now unused base terrain heightmap created in
generateTerrain()
Gives a convenient way to check a player's password.
This entirely bypasses the SRP protocol, so should be used
with great care.
This function is not intended to be used
in-game, but solely by external protocols, where no
authentication of the minetest engine is provided, and
also only for protocols, in which the user already gives the
server the plaintext password.
Examples for good use are the classical http form, or irc,
an example for a bad use is a password change dialog inside
formspec.
Users should be aware that they lose the advantages of the SRP
protocol if they enter their passwords for servers outside the
normal entry box, like in in-game formspec menus,
or through irc /msg s,
This patch also fixes an auth.h mistake which has mixed up the
order of params inside the decode_srp_verifier_and_salt function.
Zeno-: Added errorstream message for invalid format when I committed
Adds the particle option `collision_removal = bool`
Some particles are hard to use right now since they either go through
solid blocks (without collision detection), and with collision
detection enabled they (e.g. raindrops) would just stop dead on the
floor and sit there until they expire, or worse, scrape along a wall
or ceiling.
We can solve the problem by adding a boolean flag that tells the
particle to be removed if it ever collides with something. This will
make it easier to add rain that doesn't fall through your roof or stick
on the top of it. Or clouds and smoke that don't go through trees.
Particles that collide with this flag are marked expired
unconditionally, causing them to be treated like normal expired
particles and cleaned up normally.
Documentation is adjusted accordingly.
An added bonus of this patch is that particles can potentially collide
many times with nodes, and this reduces the amount of collisions to 1
(max), which may end up reducing particle load on the client.
This commit moves noise calculation to the functions where the noise is
actually required, increasing the separation of concerns and level of
interdependency for each mapgen method. Valleys Mapgen is left unmodified.
- Convert instances of numeric literal doubles to floats
- Move dswitchint to a local variable now that being a member is unnecessary
- Improve const correctness
- Indentation fixes
MSVC and GCC evaluate parameters in right-to-left order, whereas Clang
evaluates in left-to-right order, and of course, an optimization could
leave the order of evaluation completely indeterminate.
This commit fixes all instances of the error by explicitly assigning the
results of expressions that use PseudoRandom::next() or range() to their
respective vector components.
The right-to-left evaluation behavior is preserved since Clang is much less
commonly used to compile Minetest than GCC and MSVC combined, and would
therefore cause the least harm.
BiomeGen defines an interface that, given a set of BiomeParams, computes biomes
for a given area using the algorithm implemented by that specific BiomeGen.
This abstracts away the old system where each mapgen supplied the noises
required for biome generation.
We can remove the function in MtNativeActivity now
as it serves precisely that purpose: to tell irrlicht
that we handled the esc key.
TODO for later:
* Perhaps try to find a more performant container than KeyList
Fixes a bug where packet reordering made the server give the
client two peer ids instead of one. This in turn confused
reliable packet sending and made connecting to the server fail.
The client usually sends three packets at init: one "dummy"
packet consisting of two 0 bytes, and the init packet as well as
its legacy counterpart. The last one can be turned off since commit
af30183124d40a969040d7de4b3a487feec466e4, but this is of lower
relevance for the bug. The relevant part here is that network
packet reorder (which is a normal occurence) can make the packets
reach the server in different order.
If reorder puts the dummy packet further behind, the following
would happen before the patch:
1. The server will get one of the init packets on channel 1 and
assign the client a peer id, as the packet will have zero as
peer id.
2. The server sends a CONTROLTYPE_SET_PEER_ID packet to inform
the client of the peer id.
3. The next packet from the client will contain the peer id set by
the server.
4. The server sets the m_has_sent_with_id member for the client's
peer structure to true.
5. Now the dummy packet arrives. It has a peer id of zero, therefore
the server searches whether it already has a peer id for the
address the packet was sent from. The search fails because
m_has_sent_with_id was set to true and the server only searched
for peers with m_has_sent_with_id set to false.
6. In a working setup, the server would assign the dummy packet to
the correct peer id. However the server instead now assigns a
second peer id and peer structure to the peer, and assign the
packet to that new peer.
7. In order to inform the peer of its peer id, the server sends a
CONTROLTYPE_SET_PEER_ID command packet, reliably, to the peer.
This packet uses the new peer id.
8. The client sends an ack to that packet, not with the new peer id
but with the peer id sent in 2.
9. This packet reaches the server, but it drops the ACK as the peer
id does not map to any un-ACK-ed packets with that seqnum. The
same time, the server still waits for an ACK with the new peer
id, which of course won't come. This causes the server to
periodically re-try sending that packet, and the client ACKing it
each time.
Steps 7-9 cause annoyances and erroneous output, but don't cause
the connection failure itself.
The actual mistake that causes the connection failure happens in 6:
The server does not assign the dummy packet to the correct peer, but
to a newly created one.
Therefore, all further packets sent by the client on channel 0 are
now buffered by the server as it waits for the dummy packet to reach
the peer, which of course doesn't happen as the server assigned
that packet to the second peer it created for the client.
This makes the connection code indefinitely buffer the
TOSERVER_CLIENT_READY packet, not passing it to higher level code,
which stalls the continuation of the further init process
indefinitely and causes the actual bug.
Maybe this can be caused by reordered init packets as well, the only
studied case was where network has reliably reordered the dummy
packet to get sent after the init packets.
The patch fixes the bug by not ignoring peers where
m_has_sent_with_id has been set anymore. The other changes of the
patch are just cleanups of unused methods and fields and additional
explanatory comments.
One could think of alternate ways to fix the bug:
* The client could simply take the new peer id and continue
communicating with that. This is however worse than the fix as
it requires the peer id set command to be sent reliably (which
currently happens, but it cant be changed anymore). Also, such a
change would require both server and client to be patched in order
for the bug to be fixed, as right now the client ignores peer id
set commands after the peer id is different from
PEER_ID_INEXISTENT and the server requires modification too to
change the peer id internally.
And, most importantly, right now we guarantee higher level server
code that the peer id for a certain peer does not change. This
guarantee would have to be broken, and it would require much
larger changes to the server than this patch means.
* One could stop sending the dummy packet. One may be unsure whether
this is a good idea, as the meaning of the dummy packet is not
known (it might be there for something important), and as it is
possible that the init packets may cause this problem as well
(although it may be possible too that they can't cause this).
Thanks to @auouymous who had originally reported this bug and who
has helped patiently in finding its cause.
Version 1.8.2 of irrlicht changed the way that IGUIStaticText::getTextHeight() works and since that release properly deals with newlines.
From irrlicht changes.txt for 1.8.2, "IGUIStaticText::getTextHeight returns now the correct height for texts with newlines even WordWrap is not set."
* Remove the copy from db::loadBlock by using a pointer to the destination
* cleanup db backend, the child backend doesn't have to set their functions as virtual
The path finding code works fairly well except that it considers
anythin not CONTENT_AIR to be "above the surface". This results in
paths that are unwalkable for entities since e.g. plants are not
walkable. The path would force them to jump on top of grass plants,
etc..
The obvious solution is not to use CONTENT_AIR as a criteria, but
instead distinguish between walkable and non-walkable nodes. This
results in paths that properly walk through grass nodes.
This was extensively tested by a flock of electric sheep.
Note that for underwater purposes this changes the behaviour from
"the surface is walkable" to "ignore water entirely" making the
path go across the water bottom, and pathing fail likely from the
water surface. This is intentional.
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
* Fix naming style for methods and classes:
Use camelCase for methods and PascalCase for classes as
code style demands it. And use sneak_case for methods that
are not member of a class.
* Replace "* " with " *" for Pointers
* Same for references
* Put function body opening braces on new line
* Other misc minor non functional style improvements
There is no need to put them into the header, they are solely used
inside the pathfinder.
Another advantage of this change is that only the pathfinder.cpp has
to be compiled if PATHFINDER_DEBUG gets defined or undefined, not
all files including the .h.
This commit moves the pathfinder classes to the cpp file without
modifications.
Also, the PATHFINDER_DEBUG macro gets moved to the cpp file and
the PATHFINDER_CALC_TIME macro gets moved to a plce where it
actually does work.
Previously, race conditions occurred inside logging, that caused
segfaults because a thread was trying to use an old pointer that
was freed when the string was reallocated. Using a fixed-length buffer
avoids this, at the cost of cutting too long messages over seveal lines.
The shadow bug at y = 63 was caused by dark air being placed as dust,
when the biome dust was unspecified it was falling back to 'air'
In dustTopNodes only dust == 'ignore' will disable dust placement
Previous mountain terrain generation was by necessity placing
stone in air, this was removing air from any overgenerated
structures such as tunnels, dungeons and large caves
Moving it into the base terrain generation loop ensures that
only 'ignore' is replaced
generateRidgeTerrain: only return if node_max.Y < water_level - 16
Previously, if water level was set a few nodes above a mapchunk
border the river channel was only partially excavated
Instead of doing nothing at node_max.Y + 1 use 1-down
overgeneration for tunnel generation and noisemaps
Move some old unused code in mgv7 to end of file
It was caused by player not moving because fall was prevented, but their
velocity still increasing, causing fatal fall damage when world was
finally loaded. This commit fixes it by setting player velocity to zero
when the world around them is not loaded.
Commit
c3b279750ece0b5144bf8e973d55108347462223 "Move object nametags to camera"
has added a regression to still display
a shadow if their alpha got set to 0.
* Fix leak like behaviour if you load multiple schematics in a loop.
* Cleanup check in for, fixing theoretical out of bounds read if
Schematic::deserializeFromMts reduced the number of elements
in m_nodenames. A != check may need an overflow of the counter
before it hits, if origsize is larger than m_nodenames.size().
* Fix function name passed to errorstream: it was wrong. Also use
__FUNCTION__ instead of manually using the method name at other
places in the function.
* Don't shadow the name member in the loop.
This fixes#3935, a regression from 0338c2e.
An 'optimization' was performed where an index for the VoxelManip being
operated on was mistakenly used for bounds checking within the incorrect
VoxelArea, namely, the area wherein light should be spread.
This allows the player to more easily target and punch connected
nodeboxes, especially if they have a fixed nodebox that is very
small, like technic cabling, or xpanes. Tried it on fences and
my xpane conversion, and happy with the result.