Commit Graph

148 Commits

Author SHA1 Message Date
Desour
8b73743baa Reduce number of recursively included headers
This should improve compilation speed.

Things changed:
* Prefer forward-declarations in headers.
* Move header-includes out of headers if possible.
* Move some functions definitions out of headers.
* Put some member variables into unique_ptrs (see Client).
2023-04-27 18:50:33 +02:00
Lars
649211bf27 Allow the ABM time budget to be configurable. 2020-08-18 16:04:32 -07:00
sfan5
054c5dfaa3 scriptapi: Sort out ServerEnvironment / Environment distinction properly
The API implementation is shared between CSM and SSM.
Functions should retrieve a plain env when they do not
need any server-specific functions.
2020-04-11 13:12:51 +02:00
Lars Hofhansl
fad263dec9 Revert "Add an active object step time budget #6721"
This reverts commit 9c669016d1578a5c62f932c6ccb7a2b4b1e21f0a.
See #6907
2018-01-12 23:47:39 -08:00
Lars Hofhansl
9c669016d1 Add an active object step time budget #6721
This can be set via the active_object_interval option.
2017-12-06 12:21:54 -08:00
Loïc Blot
17016090e3 Travis: Update clang from 4.0 to 5.0 (#6467)
* Update clang from 4.0 to 5.0
2017-10-09 11:32:06 +02:00
paramat
a383eb0eb9 World start time: Add setting for this, default unchanged 2017-09-04 05:10:52 +01:00
Loïc Blot
ae9b5e0098 Modernize code: very last fixes (#6290)
Last modernization fixes
2017-08-20 19:37:29 +02:00
Loïc Blot
921151d97a C++ modernize: Pragma once (#6264)
* Migrate cpp headers to pragma once
2017-08-17 22:19:39 +02:00
Loïc Blot
85511a642f Cleanup various headers to reduce compilation times (#6255)
* Cleanup various headers to reduce compilation times
2017-08-16 22:11:45 +02:00
JRottm
8325d7f482 Start off newly generated worlds early at sunrise, 5:15am (#6211)
Gives starting singleplayer games this subtle "dawn of a new world" feel.
I would have set it even earlier (up to 4:45am), but I was worried that in
some pre-existing games the player could be overwhelmed by hostile
mobs right at the start, seriously changing gameplay.

It's just the default, individual games should be able to override it, and
for public servers it's irrelevant anyway, because only the first player to
set foot in the world will notice, and that's usually the server admin.
2017-08-05 21:08:21 +02:00
Dániel Juhász
3caad3f3c9 Expose getPointedThing to Lua
This commit introduces Raycast, a Lua user object, which can be
used to perform a raycast on the map. The ray is continuable, so one can
also get hidden nodes (for example to see trough glass).
2017-07-07 22:28:23 +01:00
Loïc Blot
76be103a91 C++11 patchset 9: move hardcoded init parameters to class definitions (part 1) (#5984)
* C++11 patchset 9: move hardcoded init parameters to class definitions

C++11 introduced the possibility to define the default values directly in class definitions, do it on current code

Also remove some unused attributes

* CollisionInfo::bouncy
* collisionMoveResult::collides_xy
* collisionMoveResult::standing_on_unloaded
* Clouds::speed

* More constructor cleanups + some variables removal

* remove only write guiFormSpecMenu::m_old_tooltip
* move header included inside defintions in genericobject.h
* remove some unused since years exception classes
* remove unused & empty debug_stacks_init
* remove unused & empty content_nodemeta_serialize_legacy
* remove forgotten useless bool (bouncy) in collision.cpp code
2017-06-16 11:25:52 +02:00
Loïc Blot
ab128e03ff C++11 patchset 6: forbid object copy using assigment/copy function deleters (#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
2017-06-10 13:49:15 +02:00
Loïc Blot
d4c0f91275 Use C++11 mutexes only (remove compat code) (#5922)
* Fix event LINT & remove default constructor/destructors
* remove compat code & modernize autolock header
2017-06-06 16:29:28 +02:00
Loïc Blot
b3dfe5332c C++11 patchset 3: remove Atomic/GenericAtomic and use std::atomic (#5906) 2017-06-06 14:34:14 +02:00
Loic Blot
bf6569b570 Minetest for C++11 (CMakeLists + Travis)
* Move GCC to GCC 6 & GCC 7
* Move Clang to Clang 3.6 & Clang 4.0
* LINT moves from Clang 3.9 to Clang 4.0
* Move XCode 7.3 to 8.0
* Use more travis tricks to install compilers instead of adding complexity to our build script
* Clang format fixes on checked files (compat Cpp11 instead of Cpp03)
* Mingw GCC update from 4.8.4 to 5.3 (Ubuntu Xenial)
* Drop mingw cmake generated files and add them to gitignore
2017-06-04 09:57:08 +02:00
Loïc Blot
91a9382c25 Pass clang-format on various cpp/header files (#5559) 2017-04-23 09:52:40 +02:00
Loïc Blot
0891975ad6 [CSM] Add core.get_timeofday & core.get_day_count env calls (#5401)
* [CSM] Add core.get_timeofday & core.get_day_count env calls

* [CSM] Add core.get_node_level, core.get_node_max_level, core.find_node_near
2017-03-17 07:48:29 +01:00
Loic Blot
430d3b28e4 Cleanup some header inclusions to improve compilation times 2017-01-11 15:53:56 +01:00
Ner'zhul
8e7449e092 Environment & IGameDef code refactoring (#4985)
* Environment code refactoring
* Cleanup includes & class declarations in client & server environment to improve build speed
* ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts.
* Cleanup IGameDef
  * Move ITextureSource* IGameDef::getTextureSource() to Client only.
  * Also move ITextureSource *IGameDef::tsrc() helper
  * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call
  * drop unused emerge() call
  * cleanup server unused functions (mentionned before)
* Drop one unused parameter from ContentFeatures::updateTextures
* move checkLocalPrivilege to Client
* Remove some unnecessary casts
* create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it
* Fix some comments
* Change required IGameDef to Server/Client pointers
* Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects
* Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu
* drop ClientMap::sectorWasDrawn which is unused
2017-01-09 20:39:22 +01:00
Loic Blot
98e36d7d68 Move ServerEnvironment to dedicated cpp/header files
* also cleanup some unneeded inclusions
2017-01-08 12:16:06 +01:00
Loic Blot
eb2c19bbed Move ClientEnvironment to dedicated cpp/header files 2017-01-08 12:16:06 +01:00
Dániel Juhász
3f8261830e Improve getPointedThing() (#4346)
* Improved getPointedThing()

The new algorithm checks every node exactly once.
Now the point and normal vector of the collision is also returned in the
PointedThing (currently they are not used outside of the function).
Now the CNodeDefManager keeps the union of all possible nodeboxes, so
the raycast won't miss any nodes. Also if there are only small
nodeboxes, getPointedThing() is exceptionally fast.
Also adds unit test for VoxelLineIterator.

* Cleanup, code move

This commit moves getPointedThing() and
Client::getSelectedActiveObject() to ClientEnvironment.
The map nodes now can decide which neighbors they are connecting to
(MapNode::getNeighbors()).
2017-01-04 19:18:40 +01:00
Ner'zhul
9d25242c5c PlayerSAO/LocalPlayer refactor: (#4612)
* Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO
* Move breath to PlayerSAO & LocalPlayer
* Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO
* Migrate m_yaw from Player to LocalPlayer for client
* Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it
* Move pitch to LocalPlayer & PlayerSAO
* Move m_position from Player to LocalPlayer
* Move camera_barely_in_ceiling to LocalPlayer as it's used only there
* use PlayerSAO::m_base_position for Server side positions
* remove a unused variable
* ServerActiveObject::setPos now uses const ref
* use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded
* Move hp from Player to LocalPlayer
* Move m_hp from LuaEntitySAO to UnitSAO
* Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
2016-10-30 14:53:26 +01:00
raymoo
c9e7a27eeb Attached particle spawners 2016-10-13 17:33:16 +02:00
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
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
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
Kahrl
b1428ab4bb Add '/clearobjects quick' 2016-02-11 04:22:58 +00:00
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
kwolekr
c56d7fe0eb Add DISABLE_CLASS_COPY macro (and use it)
Use this macro to disallow copying of an object using the assignment
operator or copy constructor.  This catches otherwise silent-but-deadly
mistakes such as "ServerMap map = env->getMap();" at compile time.

If so desired, it is still possible to copy a class, but it now requires
an explicit call to memcpy or std::copy.
2015-10-27 22:05:08 -04:00
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
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
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
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
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
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
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