* Server::overrideDayNightRatio doesn't require to return bool
There is no sense to sending null player, the caller should send a valid object
* Server::init: make private & cleanup
This function is always called before start() and loads some variables which can be loaded in constructor directly.
Make it private and call it directly in start
* Split Server inventory responsibility to a dedicated object
This splits permit to found various historical issues:
* duplicate lookups on player connection
* sending inventory to non related player when a player connects
* non friendly lookups on detached inventories ownership
This reduce the detached inventory complexity and also increased the
lookup performance in a quite interesting way for servers with thousands
of inventories.
* Fix configuration caching in log_deprecated
The configured variable was never set to true.
I've set the variables to thread_local because the configuration should be reloaded after reentering the world from mainmenu.
* Optimize getObjectsInsideRadius calls
our previous implementation calls the ActiveObjectMgr to return ids and then lookup those ids in the same map and test each object
Instead now we call the global map to return the pointers directly and we ask filtering when building the list using lamba.
This drop double looping over ranges of active objects (and then filtered one) and drop x lookups on the map regarding the first call results
ServerEnvironment is a huge class with many accessors. In various places it's not needed
Remove it to reduce the ServerEnvironment view.
Idea here is to reduce size of some of our objects to transport lightweight managers and permit easier testing
Pathfinder is now tied to a generic map, not a ServerMap, it can be
ported to client
Move LuaEntitySAO to a new dedicated file
Drop TestSAO (useless object)
Drop the old static startup initialized SAO factory, which was pretty useless.
This factory was using a std::map for 2 elements, now just use a simple condition owned by ServerEnvironment, which will be lightweight, that will also drop a one time useful test on each LuaEntitySAO creation. This should reduce server load on massive SAO creation
- Move the text segment below the 47-bit limit, needed for script_exception_wrapper which must be lightuserdata
- Replace CUSTOM_RIDX_SCRIPTAPI with full userdata
* Fix pathfinder fail when startpos is over air
* Note down pathfinder restrictions
* Implement real A* search
* Pathfinder: Implement buildPath non-recursively
* Update find_path documentation
* Pathfinder: Check if jump path is unobstructed
* Pathfinder: Fix drop check first checking upwards
* Pathfinder: Return nil if source or dest are solid
* Pathfinder: Use priority queue for open list
This bug is only exposed by 91eef646a59575bd9ae792e257bb6ad12fafc0b1
independent of the move of get_connected_players from Lua to C++.
Previously, there would be a small time window where the SAO had
its peer ID set to PEER_ID_INEXISTENT but the RemotePlayer was
still linked to the SAO, resulting in an ObjectRef that crashed
on certain function calls (#9387).
Unified flags handling in C++ and Lua Settings API
-> Reading only, for now. Writing can be implemented later, if needed.
API function to read the currently active flags
-> was impossible from Lua
Co-authored-by: Wuzzy <wuzzy2@mail.ru>
GenericCAO::getPosition() did not take the camera offset into account
LocalPlayer attachment cleanup: Use sane getParent() function
Make that getPosition() (GenericCAO and LocalPlayer) always return the absolute position
Safety-guards for CSM callbacks to abort on a bad implementation
Only run callbacks when the mods are loaded (and with it: builtin)
Duplication checks inside constructors
This change reduces the amount of sent data towards clients. Inventory lists that are already known to the player are skipped, saving quite some data over time.
Raises protocol version to 38 to ensure correct backwards-compatible code.
* Fix some issues with minetest.clear_craft
- Fix memory leak
- Fix crafts with an output count not being cleared when clearing by
input.
- Fix recipe list being reversed when clearing by input.
* Add CraftInput::empty()
This prevents set_properties() calls that have nothing to do with hp_max or breath_max overriding the saved hp before another mod has the chance to set a player's intended hp_max (such as in on_joinplayer).
This allows games to specify biome cave liquids and avoid the old
hardcoded behaviour, but preserves the ability to have multiple
cave liquids in one biome, such as lava and water.
When multiple cave liquids are defined by the biome definition,
make each entire cave use a randomly chosen liquid, instead of
every small cave segment using a randomly chosen liquid.
Plus an optimisation:
Don't place nodes if cave liquid is defined as 'air'
* Force send a mapblock to a player.
Send a single mapblock to a specific remote player.
This is badly needed for mods and games where players are teleported
into terrain which may be not generated, loaded, or modified
significantly since the last player visit.
In all these cases, the player currently ends up in void, air, or
inside blocks which not only looks bad, but has the effect that the
player might end up falling and then the server needs to correct for
the player position again later, which is a hack.
The best solution is to send at least the single mapblock that the
player will be teleported to. I've tested this with ITB which does this
all the time, and I can see it functioning as expected (it even shows
a half loaded entry hallway, as the further blocks aren't loaded yet).
The parameter is a blockpos (table of x, y, z), not a regular pos.
The function may return false if the call failed. This is most likely
due to the target position not being generated or emerged yet, or
another internal failure, such as the player not being initialized.
* Always send mapblock on teleport or respawn.
This avoids the need for mods to send a mapblock on teleport or
respawn, since any call to `player:set_pos()` will pass this code.
* Drop the ID mapper, use a big u64 instead. This will permit to resync server ids properly with the manager code
* Modernize some code parts (std::unordered_map, auto)
* generate id on client part on U32_MAX + 1 ids, lower are for server ids
* Fix various bugs (Anticheat, Lua helpers)
Anticheat: Use camera position instead of player position for shoot line calculations
Lua helpers: Increase 'i' to not overwrite earlier added table values
* Remove lag compensation
* * 1.5 for larger selection boxes
* Adds Lua methods 'set_rotation()' and 'get_rotation'. Also changed some method names to be more clear. Instead of an f32 being sent over network for yaw, now a v3f is sent for rotation on xyz axes. Perserved Lua method set_yaw/setyaw so that old mods still work, other wise to set yaw they would need to switch to set_rotation(0, yaw, 0).
* Modernize lua read (part 2 & 3): C++ templating assurance
Implement the boolean reader
Implement the string reader
Also remove unused & unimplemented script_error_handler
Add a reader with default value
Add new biome fields 'node_dungeon', 'node_dungeon_alt', 'node_dungeon_stair'.
If 'node_dungeon' is not defined dungeons fall back to classic behaviour.
Remove messy and imprecise dungeon material code from 'generateBiomes()'.
Code deciding dungeon materials is now in 'generateDungeons()' and uses the
biome at mapchunk centre for more precision.
Remove hardcoded 'MG_STONE' types as long intended.
* Fix many issues reported by clang-tidy
We have many issues in code related to some performance to float <-> double.
Clang-tidy reported it in performance-type-promotion-in-math-fn
I fixed many of them. It's not ready for a promote to blocking
Also fix some value which should be const-ref
* Cleanup sound manager client
* Use some const refs
* Use auto on iterators
* Drop unused parameters
* Move sound_openal.* to client folder
* Move sound.cpp + OnDemandSoundFetcher to client/ folder + reorganize includes properly
* ObjectRef::set_local_animation: fix wrong lua return (should push a boolean, currently returns nil)
* ObjectRef::set_eye_offset: fix wrong lua return (should push a boolean, currently returns nil)
* Fix various Server functions which depends on RemotePlayer objet and return true/false when player object is nil whereas it's a caller implementation error. Change those bool functions to void and add sanitize_check call instead. Current callers are always checking player object validity
* Optimize Server::setClouds : use CloudParams object ref instead of attribute deserialization from structure & perform RemotePlayer::setCloudParams directly in server class like many other calls
* Optimize Server::SendCloudParams: use CloudParams object ref instead of deserialized attributes
Returns the decoration ID for the provided decoration name string.
For use with gennotify, to know the decoration IDs for use in
'minetest.set_gen_notify'.
* Rename IWritableNodeDefManager to NodeDefManager
* Make INodeDefManager functions const
* Use "const *NodeDefManager" instead of "*INodeDefManager"
* Remove unused INodeDefManager class
* Merge NodeDefManager and CNodeDefManager
* Document NodeDefManager
* Add minetest.bulk_set_node call + experimental mod unittest
* Optimize set_node function to prevent triple lookup on contentfeatures
Do only one lookup for old, and try to merge old and new lookup if node is same than previous node
* Add benchmark function + optimize vector population to have real results
Formspec input for each individual noise parameter and flag.
Allow noise flags to be set in advanced settings, previously only settable
in minetest.conf.
Standardise 'group format' for noise parameters set in minetest.conf, as
only these support noise flags. However the older 'single line' format is
still accepted to support existing minetest.conf files.
Therefore auto-generate minetest.conf.example with noise parameters in
'group format'.
Setting 'type' in settingtypes.txt is now either 'noise_params_2D' or
'noise_params_3D', the dimension number is displayed in the advanced
settings edit page.
Necessary for placing the base cube of 'plantlike_rooted' drawtype in the
seabed instead of on it.
Useful for placing decorations sunk into, or buried in, the ground.
If 'param2_max' is not used, parameter 'param2' works as before for
compatibility.
If 'param2_max' is used, 'param2' and 'param2_max' become the lower
and upper bounds of a per-decoration random param2.
If either of the 2 noise parameters are omitted the ore will occur from y_min
to y_max in a simple horizontal stratum. As this does not compute noise
performance improves, and is ideal for placing many layers.
Clean up some nearby ore documentation.
* Make Player::peer_id server-side only and add getters and setters
Player::peer_id has no sense client side, move it to server, make it private and add setter and getter
Also add some PEER_ID_INEXISTENT instead of harcoded 0
* Update JsonCPP to 1.8.3
* Fix deprecated functions
Json::FastWriter, Json::StyledWriter and Json::Reader are marked deprecated since 1.1 and are deprecated in 0.8 but not shown at compilation time.
Use new methods to serialize/deserialize
Implement network communication for channels
* Implement ModChannel manager server side to route incoming messages from clients to other clients
* Add signal handler switch on client & ModChannelMgr on client to handle channels
* Add Lua API bindings + client packet sending + unittests
* Implement server message sending
* Add callback from received message handler to Lua API using registration method
For precise control of schematic vertical position relative to the
'place_on' node.
Avoids workarounds that add empty nodes to a schematic and therefore
reduce performance.
Also remove long-unused decoration cutoff code.
Creates a single undulating ore stratum that is continuous across mapchunk
borders and horizontally spans the world.
Due to being continuous is ideal for creating bands of alternative stone
type running through cliffs and mountains, or underground layers.
Add missing documentation of 'ore_param2' parameter.
* Fix animation frame_speed and blend loosing precision due to incorrect data type
Add lua function set_animation_frame_speed to update the frame speed without resetting the animation to start
* Refactor clientevent structure
* Move structure outside of client header
* Create client events on heap not stack, this remove the ClientEvent object copy
* Use clientEventHandler to route events
* Respect object property hp_max field for players
This allows modders to configure the maximal HP per player
* Statbars: Downscale bar to full 20 HP when exceeding this value
Add default max HP for players and breath constants to builtin
Document the constants
* Rename PLAYER_MAX_HP -> PLAYER_MAX_HP_DEFAULT
* Modernize source code: last par
* Use empty when needed
* Use emplace_back instead of push_back when needed
* For range-based loops
* Initializers fixes
* constructors, destructors default
* c++ C stl includes
* Code modernization: subfolders
Modernize various code on subfolders client, network, script, threading, unittests, util
* empty function
* default constructor/destructor
* for range-based loops
* use emplace_back instead of push_back
* C++ STL header style
* Make connection.cpp readable in a pointed place + typo
* [CSM] Add flavour limits controlled by server
Server send flavour limits to client permitting to disable or limit some Lua calls
* Add limits for reading nodedefs and itemdefs
* flavour: Add lookup node limits
* Merge get_node_or_nil into get_node.
Sending fake node doesn't make sense in CSM, just return nil if node is not available for any reason
* Add node range customization when noderange flavour is enabled (default 8 nodes)
* Limit nodes range & disable chat message sending by default
* Bump protocol version
* New TOCLIENT_CHAT_MESSAGE packet
* Rename old packet to TOCLIENT_CHAT_MESSAGE_OLD for compat
* Handle TOCLIENT_CHAT_MESSAGE new structure client side
* Client chat queue should use a specific object
* SendChatMessage: use the right packet depending on protocol version (not complete yet)
* Add chatmessage(type) objects and handle them client side (partially)
* Use ChatMessage instead of std::wstring server side
* Update with timestamp support
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).
Allow `core.copy_dir` (main menu API) to copy directories from a
non-Minetest location. The check to disallow copying to non-Minetest
locations is retained.