Commit Graph

269 Commits

Author SHA1 Message Date
Loic Blot
2bec28f462
Remove Server::m_ignore_map_edit_events (noop) 2018-06-15 08:41:50 +02:00
Loïc Blot
9a1d3584c2
Server: move shutdown parts to a specific shutdown state object (#7437)
* Server: move shutdown parts to a specific shutdown state object
2018-06-13 21:58:34 +02:00
rubenwardy
87ad4d8e7f
Add online content repository
Replaces mods and texture pack tabs with a single content tab
2018-04-19 20:14:53 +01:00
Loïc Blot
ce873108aa
Client eventmanager refactor (#7179)
* Drop EventManager from GameDef & do some client cleanups

* EventManager is only used by Client. Don't expose it on Server & GameDef for nothing
* Drop Client::event() in favor of direct calls to getEventManager
* Cleanup some event put from new + put to put(new)
* MtEvent: add Type(u8) enum
* This will enhance event performance & ensure stricter type
* Drop MtEvent::checkIs (unused)

* clang-tidy reported fixes

* Code style

* Move event_manager.h to the client directory as it's only used by client

Add EventManager unittests + switch to unordered_map as order is not important here

Drop a unused function
2018-03-30 18:32:52 +02:00
Andrew Ward
dfc8198349
Add reasons to on_dieplayer and on_hpchange 2018-03-28 16:05:18 +01:00
Andrew Ward
2323842dd3
Add formspec theming using prepended strings 2018-03-28 16:04:41 +01:00
Loic Blot
478b785bc8
Drop Server::m_enable_rollback_recording it's only used in server constructor 2018-03-16 09:12:39 +01:00
Loic Blot
858c95630f
Forgot to remove obsolete Server::m_mods 2018-03-16 08:44:57 +01:00
Loïc Blot
6c184947c3
Server: delegate mod management & config to ServerModConfiguration (#7131)
* Server: delegate mod management & config to ServerModConfiguration (rename it to ServerModManager)

* Use c++11 range based loops
* Add unittests + experimental/default mod as a test case to permit testing mod loading in future tests
2018-03-16 08:41:33 +01:00
Loic Blot
def46c6cdb Drop unused Server::m_ignore_map_edit_events_peer_id 2018-03-09 23:27:26 +01:00
Loic Blot
6036f865cb Drop less performant Server::setBlockNotSent for ClientInterface::markBlockposAsNotSent 2018-03-09 23:27:26 +01:00
Loic Blot
c7c03ad7a6 Cleanup & bugfix
* 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
2018-03-08 23:00:17 +01:00
Loic Blot
c7656edaa5 Cleanup: drop Server::hudGetHotbarSelectedImage()
Call directly accessible RemotePlayer::getHotbarSelectedImage() from server api
2018-03-08 23:00:17 +01:00
Loic Blot
4be46aeeb1 Cleanup: drop Server::hudGetHotbarImage()
Call directly accessible RemotePlayer::getHotbarImage() from server api & make it const ref
2018-03-08 23:00:17 +01:00
Loic Blot
373f1bfb4a Cleanup: drop Server::hudGetHotbarItemcount()
Call directly accessible RemotePlayer::getHotbarItemcount() from server api
2018-03-08 23:00:17 +01:00
red-001
4bb41a19dc Mitigate formspec exploits by verifying that the formspec was shown to the user by the server. (#6878)
This doesn't check the fields in anyway whatsoever so it should only be seen as a way to mitigate exploits, a last line of defense to make it harder to exploit bugs in mods, not as a reason to not do all the usually checks.
2018-02-18 22:33:42 +01:00
Dániel Juhász
3face01a20 Node definition manager refactor (#7016)
* Rename IWritableNodeDefManager to NodeDefManager
* Make INodeDefManager functions const
* Use "const *NodeDefManager" instead of "*INodeDefManager"
* Remove unused INodeDefManager class
* Merge NodeDefManager and CNodeDefManager
* Document NodeDefManager
2018-02-10 21:04:16 +01:00
SmallJoker
990d0b0264 Inventory: Restrict access from too far away 2017-11-24 05:39:47 +00:00
Loïc Blot
2afe62952c Server: affect bind_addr on constructor instead of start() (#6474)
bind_addr is already ready when using constructor as we read is.IPv6 from it, instead pass the whole address
2017-09-28 13:47:30 +02:00
Loïc Blot
ad7daf7b52 Add session_t typedef + remove unused functions (#6470)
* Add session_t typedef + remove unused functions

u16 peer_id is used everywhere, to be more consistent and permit some evolutions on this type in the future (i'm working on a PoC), uniformize u16 peer_id to SessionId peer_id
2017-09-27 19:47:36 +02:00
Loïc Blot
6f1c907204 Implement mod communication channels (#6351)
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
2017-09-26 00:11:20 +02:00
SmallJoker
ee9a442ecc Network: Remove large parts of deprecated legacy code (#6404)
Also remove the setting 'send_pre_v25_init'
Keep old enum entries for obsolete commands
2017-09-12 19:48:09 +02:00
Loïc Blot
1d4a2a6ea7 Network proto handlers/container fixes (#6334)
* Fix HP transport + some double <-> float problems

TOCLIENT_HP transport u16 hp as a u8, use u16 HP, this prevent HP over 255 to overflow across network

* Fix more double/float problem in serverpackethandler & remove implicit struct type for TileAnimationParams

* Fix connection unittests container
2017-08-29 20:37:54 +02:00
Ekdohibs
b24e6433df Add clientside translations. 2017-08-24 17:54:10 +02:00
Loïc Blot
c7160cb629 Network cleanup (#6302)
* Cleanup network headers

* Move peerhandler to a specific header to reduce compilation times
* Move socket.cpp/h to network folder

* More work

* Network code cleanups

* Move socket.{cpp,h} to network folder
* Move Address object to network/address.{cpp,h}
* Move network exceptions to network/networkexceptions.h
* Client: use unique_ptr for Connection
* Server/ClientIface: use shared_ptr for Connection

* Format fixes

* Remove socket.cpp socket.h from clang-format whitelist

* Also fix NetworkPacket code style & make it under clang-format
2017-08-24 08:28:54 +02:00
Loïc Blot
fd3afbced5 Optimize headers (part 2) (#6272)
* Optimize headers (part 2)

* less debug.h in headers
* less remoteplayer.h for everybody

* Cleanup (part 2)

* camera.h: mesh.h
* mapgen.h: mapnode.h
* serverenvironment.h: mapblock.h
* nodedef.h: shader.h
2017-08-18 19:25:07 +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
Loic Blot
31b84ce1f2
Move MapEditEventAreaIgnorer to emerge.cpp
It's only used in emerge threads and it's a local object, don't expose it to the whole Minetest
2017-07-25 08:47:52 +02:00
Loïc Blot
79f19b8369 [CSM] Add flavour limits controlled by server (#5930)
* [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
2017-07-18 21:39:55 +02:00
Loïc Blot
7ddf67aa14 Chat protocol rewrite (#5117)
* 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
2017-07-16 10:47:31 +02:00
Loïc Blot
4faaadc8d5 Cpp11 patchset 11: continue working on constructor style migration (#6004) 2017-06-18 19:55:15 +02:00
Rui
ff73c7a5da Sound: Add pitch option (#5960)
* Sound: Add pitch option
2017-06-11 13:58:26 +02:00
red-001
25ae0739ed Add a server-sided way to remove color codes from incoming chat messages (#5948)
These code be generated by CSM, a modded client or just copy and pasted by the player.

Changes
- Update configuration example and setting translation file.
- Remove colour codes before logging chat.
- Add setting to remove colour codes before processing the chat.
2017-06-10 13:49:44 +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
a98baef5e4 C++11 patchset 2: remove util/cpp11.h and util/cpp11_container.h (#5821) 2017-06-04 21:00:04 +02:00
paramat
ad9fcf859e Set sky API: Add bool for clouds in front of custom skybox
Default true.
Add 'm_clouds_enabled' bool to sky.h, set from new bool in 'set sky' API.
Make 'getCloudsVisible()' depend on 'm_clouds_enabled' instead of
'm_visible' (whether normal sky is visible).
2017-05-02 20:42:35 -07:00
Brandon
bd921a7916 Sound API: Add fading sounds 2017-05-03 03:12:45 +01:00
Ben Deutsch
f1d7a26b7c Add clouds API 2017-04-30 00:06:13 +01:00
Loïc Blot
29ab20c272 Player data to Database (#5475)
* Player data to Database

Add player data into databases (SQLite3 & PG only)

PostgreSQL & SQLite: better POO Design for databases

Add --migrate-players argument to server + deprecation warning

* Remove players directory if empty
2017-04-23 14:35:08 +02:00
red-001
0c34fe20a1 Network:Remove old opcodes and fix documentation. (#5573) 2017-04-22 13:59:02 +02:00
Loïc Blot
34d32ce55a Implement delayed server shutdown with cancelation (#4664) 2017-04-15 23:19:18 +02:00
ShadowNinja
b8484ef24e Server list cleanup
This removes the hacky server_dedicated pseudo-setting.
2017-03-18 12:37:57 +01:00
Loïc Blot
eb88e5dd4b Add ModStorageAPI to client side modding (#5396)
mod storage is located into user_path / client / mod_storage
2017-03-16 07:53:39 +01:00
Loic Blot
ba66fce833 [CSM] storage + fixes 2017-03-13 23:56:05 +01:00
Loic Blot
2efae3ffd7 [CSM] Client side modding
* 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
2017-03-13 23:56:05 +01:00
Loïc Blot
ef6feca501 Add ModMetadata API (#5131)
* mod can create a ModMetadata object where store its values and retrieve it.
* Modmetadata object can only be fetched at mod loading
* Save when modified using same time as map interval or at server stop
* add helper function to get mod storage path
* ModMetadata has exactly same calls than all every other Metadata
2017-02-08 00:15:55 +01:00
Loïc Blot
b7a98e9850 Implement player attribute backend (#4155)
* This backend permit mods to store extra players attributes to a common interface.
* Add the obj:set_attribute(attr, value) Lua call
* Add the obj:get_attribute(attr) Lua call

Examples:
* player:set_attribute("home:home", "10,25,-78")
* player:get_attribute("default:mana")

Attributes are saved as a json in the player file in extended_attributes
key

They are saved only if a modification on the attributes occurs and loaded
when emergePlayer is called (they are attached to PlayerSAO).
2017-01-27 08:59:30 +01:00
sfan5
7279f0b373 Add particle animation, glow
This is implemented by reusing and extending the
TileAnimation code for the methods used by particles.
2017-01-18 23:21:01 +01:00