* 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).
* 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
* 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
* 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
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).
* Fix various performance issues reported by cppcheck + code style (CI)
* Make CI happy with code style on master
* guiFileSelectMenu: remove useless includes
* some performance fixes pointed by cppcheck
* remove some useless casts
* TextDest: remove unused setFormSpec function
* Fix various iterator post-increment reported by cppcheck
This is not really different from the light update of a voxel
manipulator. This update does not assume that the lighting was correct
before, therefore it is useful for correction.
Also expose this function to the Lua API for light correction, and
allow voxel manipulators not to update the light.
* 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
Modification of the emergeblocks internal state was not protected
by a lock, causing a race condition.
This can be reproduced by repeatedly running emergeblocks for an
already-generated section of the map (with multiple emerge threads).
* LocalPlayer take ownership of maxHudId as it's the only caller
* RemotePlayer take ownership of day night ratio as it's the only user
* Pass getPlayerControl as const reference to prevent object copy on each call (perf improvement in ObjectRef::l_get_player_control call)
* getPlayerSAO is now only RemotePlayer call
* get/setHotbarItemCount is now RemotePlayer owned
* Server: Use RemotePlayer instead of Player object on concerned call to properly fix the object type
* PlayerSAO now uses RemotePlayer instead of Player because it's only server side
* ObjectRef::getplayer also returns RemotePlayer as it's linked with PlayerSAO
* 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
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.