* showPauseMenu is now part of game
* remove many flags parameters passed to game functions, use the member.
* rename VolatileRunFlags to GameUIFlags (this will permit to share structure with client and CSM
* updatePointedThing: remove pointer ref, we already have the pointer in rundata
* move some attributes outside of VolatileRunFlags after renaming, to game class
* rename statustext to m_statustext
* make some const variables static
* All those changes permit to reduce a little bit function class cost and will permit to interface CSM with some interesting Game flags
* Expose GameUIFlags to client
* Client now have GameUIFlags parameter and setters for other classes
* Fix minimap show/hide in Lua because we now have access to the real flag
* client side mods are located in clientmods/
* move builtin/preview.lua to clientmods/preview/init.lua as a preview mod
* refactor ModConfiguration class to work properly with client and server using child objects
* move some Server constructor mod load code to ModConfiguration to reduce code duplication between client and server
* remove mods.{cpp,h} unused functions
* use UNORDERED_SET instead of std::set in some modspec storages
* squashed: CSM: Implement register_globalstep
* Re-use fatal error mechanism from server to disconnect client on CSM error
* Little client functions cleanups
* squashed: CSM: add core.after function
* core.after is shared code between client & server
* ModApiUtil get_us_time feature enabled for client
* rename GameScripting to ServerScripting
* Make getBuiltinLuaPath static serverside
* Add on_shutdown callback
* Add on_receiving_chat_message & on_sending_chat_message callbacks
* ScriptApiBase: use IGameDef instead of Server
This permits to share common attribute between client & server
* Enable mod security in client side modding without conditions
* 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
* 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()).
Breath is now handled server side. Changing this behaviour required some modifications to core:
* Ignore TOSERVER_BREATH package, marking it as obsolete
* Clients doesn't send the breath to server anymore
* Use PlayerSAO pointer instead of peer_id in Server::SendPlayerBreath to prevent a useless lookup (little perf gain)
* drop a useless static_cast in emergePlayer
Fixes#4878
Also remove an artificial viewing range reduction that
(presumably) was added to compensate for miscomputed
viewing ranges, and that doesn't seem to be needed any
more (thanks to lhofhansl).
* 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.
* 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
* 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())
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
If compiling according to a C++ version before C++11, then define
std::to_string ourselves.
Add a to_wstring version as well
As std::to_string() for floating point types uses %.6f as floating
point format converter, instead of %G, it needs special care.
To preserve ftos() behavior (which is expected to use the %G format
converter), it no longer uses to_string().
The legacy init packet (pre v25) sends information about the client's
password that a server could use to log in to other servers if the
username and password are the same. All the other benefits of SRP of
protocol v25 are missed if the legacy init packet is still sent during
connection creation.
This patch adds an option to not send the v25 init packet. Not sending
the v25 packet means breaking compat with pre v25 servers, but as the
option is not enabled by default, no servers are affected unless the
user explicitly flips the switch. More than 90% of the servers on the
serverlist support post v25 protocols.
The patch also fixes a bug with greying out of non compliant servers
being done wrongly, the min and max params were mixed.
* 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
* 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.
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.
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.
NodeResolver name lists now belong to the NodeResolver object instead of
the associated NodeDefManager. In addition to minimizing unnecessary
abstraction and overhead, this move permits NodeResolvers to look up nodes
that they had previously set pending for resolution. So far, this
functionality has been used in the case of schematics for
serialization/deserialization.
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
Because we get a Buffer<u8> from ConnectionEvent, don't convert it to SharedBuffer<u8> and return it to Server/Client::Receive which will convert it to NetworkPacket
Instead, put the Buffer<u8> directly to NetworkPacket and return it to packet processing
This remove a long existing memory copy
Also check the packet size directly into Connection::Receive instead of packet processing
Filename screenshot_ + ISO 8601 format + [-serial]
i.e. screenshot_YYYY-MM-DDTHH::MM::SS[-serial].png
Serial is added if the filename + timestamp already exists and is in the range 1 to 999
* Combine client and server man pages.
* Update unit test options and available databases in man page.
* Add `--worldname` to man page.
* Fix a bunch of places where `"Minetest"` was used directly instead of `PROJECT_NAME`.
* Disable server build by default on all operating systems.
* Make `ENABLE_FREETYPE` not fail if FreeType isn't found.
* Enable LevelDB, Redis, and FreeType detection by default.
* Remove the `VERSION_PATCH_ORIG` hack.
* Add option to search for and use system JSONCPP.
* Remove broken LuaJIT version detection.
* Rename `DISABLE_LUAJIT` to `ENABLE_LUAJIT`.
* Rename `minetest_*` variables in `version.{h,cpp}` to `g_*`.
* Clean up style of CMake files.
* TOSERVER_INIT_LEGACY
* TOSERVER_DELETEDBLOCKS
* TOSERVER_GOTBLOCKS
* TOSERVER_REMOVED_SOUNDS
Also use a std::vector instead of std::set for TOSERVER_REMOVED_SOUNDS
NetworkPacket.cpp:
* Remove some deprecated functions, we must use streaming interface
* m_data converted from u8* to std::vector<u8>
* Add an exporter to forge packet to Connection object
* implement operator << std::wstring. n
* implement operator << std::string
* dynamic resize when write packet content.
* fix string writing and performances.
* create ServerCommandFactory, used by client to get useful informations about packet processing (sending).
* Reliability
* Transmit channel
* Implement putRawString for some ugly char (_INIT packet), and use it.
* Many packet read and write migrated
* Implement oldForgePacket to interface writing with current connection
* fix U8/char/bool writing
* fix string writing and performances.
* add some missing functions
* Use v3s16 read instead of reading x,y,z separately
* Add irr::video::SColor support into packets
* Add some missing handlers
* Add a template function to increase offset
* Throw a serialization error on packet reading (must be improved)
PacketFactories:
* Create ServerCommandFactory, used by client to get useful informations about packet processing (sending).
* Create ClientCommandFactory, used by server to get useful informations about packet processing (sending).
Client.cpp:
* implement NetworkPacket ::Send interface.
* Move packet handlers to a dedicated file
* Remove Client::Send(SharedBuffer)
Server.cpp:
* implement NetworkPacket ::Send interface.
* Rewrite all packets using NetworkPacket
* Move packet handlers to a dedicated file
* Remove Server::Send(SharedBuffer)
ClientIface.cpp:
* Remove sendToAll(SharedBuffer<u8>)
Connection.hpp rework:
* Remove duplicate include
* Remove duplicate negation
* Remove a useless variable
* Improve code performance by using a m_peers_list instead of scanning m_peers map
* Remove Connection::Send(SharedBuffer)
* Fix useafterfree into NetworkPacket Sending
* Remove unused Connection::sendToAll
Test.cpp:
* Remove dead code
* Update tests to use NetworkPackets
Misc:
* add new wrappers to Send packets in client, using NetworkPacket
* Add NetworkPacket methods for Connection
* coding style fix
* dead code since changes cleanup
* Use v3s16 read instead of reading x,y,z separately in some packets
* Use different files to handle packets received by client and server
* Cleanup: Remove useless includes
ok @Zeno-
Tested by @Zeno- @VanessaE and @nerzhul on running servers
* Move networkcode to a dedicated directory
* Rename clientserver.h to network/networkprotocol.h (Better name) and sanitize some includes
* Create object NetworkPacket
* It stores command (opcode) and data separated
* It also stores peer_id
* Data reading can be done by using a streaming interface
* Change packet routing analysis
* Remove old conditional analysis
* Now uses function pointed analysis and add connection state ({Client,Server}::handlers)
* Connection state permit to categorize condition to handle before analyze packets
* Create a handler for depreciated messages, instead of duplicating code
NOTE 1: This does not mean a 2x increase in framerate. Increase in fps may be up to 1-2fps
NOTE 2: This local 'caching' of settings is not optimal and an alternative solution will be worked on after 0.4.11 is released
Without this patch node 0,0,0 is highlighted when enable_node_highligting is false
There is a minor lighting issue remaining, however it seems to be related to a different bug (https://github.com/minetest/minetest/issues/1887)