While experimenting with entities I ran into this unresolvable
error where the server is sending some texture that the client
crashes on. The crash prevents the client from ever reconnecting,
resulting in a server that has to use clearobjects.
We shouldn't crash but just ignore the object and move on.
```
0x00000000004dc0de in TextureSource::generateImagePart (this=this@entry=0x7118eb0, part_of_name="[applyfiltersformesh",
baseimg=@0x7fffffffbe98: 0x9f1b010) at /home/sofar/git/minetest/src/client/tile.cpp:1744
1744 u32 xscale = scaleto / dim.Width;
(gdb) bt
#0 0x00000000004dc0de in TextureSource::generateImagePart (this=this@entry=0x7118eb0, part_of_name="[applyfiltersformesh",
baseimg=@0x7fffffffbe98: 0x9f1b010) at /home/sofar/git/minetest/src/client/tile.cpp:1744
```
After reconnecting, the client now can connect without issues
and displays an error message:
```
ERROR[Main]: generateImagePart(): Illegal 0 dimension for part_of_name="[applyfiltersformesh", cancelling.
ERROR[Main]: generateImage(): Failed to generate "[applyfiltersformesh"
ERROR[Main]: Irrlicht: Invalid size of image for OpenGL Texture.
```
Gravel now falls back to stone.
Gravel is not a particularly fundamental node, allowing it to fall back
to stone frees up subgames from having to include a gravel node.
Non-blob-ore gravel is only present in mgv6 as extremely rare 'gravel
biomes'.
Add a fallback node for stair_desert_stone to avoid ignore placed
in Minimal subgame desert dungeons.
Don't allow river_water_source to fallback to water_source as river
water needs to be non-renewable and have a short flow range.
Make stair_sandstonebrick fall back to sandstonebrick instead of
sandstone.
Re-order some lines.
Add a comment.
Fix missing decorations at horizontal chunk borders by adding
'updateHeightmap()' after terrain generation.
Swap order of 'calculateNoise' and 'calcBiomeNoise' because
'calculateNoise' modifies the heat and humidity maps created in
'calcBiomeNoise'.
Remove confusing comment, code block is not just for mods and
seems essential for correct mapgen behaviour.
Previously, m_move_pool could accomodate the client moving from the new
position to the old one, and the server accepted the client to go back
to its old position. However, it couldn't then accomodate the client
moving from its old to its new position, and therefore would reset position
to the old position. Thus, by emptying m_move_pool after a teleport, the
server no longer accepts the client to go back to its old position. A
drawback is however that a laggy client *will* trigger a few
"moved_too_fast" anticheats before being told about its new position.
Don't report player cheated if caused by lag.
Fixes#5118
Keep compatibility with protocol < 30 clients now that visual_scale
is no longer applied twice to plantlike drawtype and mods are being
updated to a new value.
For Game::openConsole() and GUIChatConsole::openConsole() the
parameter name 'height' is misleading because it's actually a
percentage of the screen/window height.
If a newly spawned thread called getThreadId or getThreadHandle before
the spawning thread finished saving the thread handle, then the
handle/id would be used uninitialized. This would cause the threading
tests to fail since isCurrentThread would return false, and if Minetest
is built with C++11 support the std::thread object pointer would be
dereferenced while ininitialized, causing a segmentation fault.
This fixes the issue by using a mutex to force the spawned thread to
wait for the spawning thread to finish initializing the thread object.
An alternative way to handle this would be to also set the thread
handle/id in the started thread but this wouldn't work for C++11
builds because there's no way to get the partially constructed object.
Visual_scale was applied twice to plantlike by accident sometime between
2011 and 2013, squaring the requested scale value. Visual_scale is
correctly applied once in it's other uses in signlike and torchlike.
Two lines of code are removed, they also had no effect for the vast
majority of nodes with the default visual_scale of 1.0.
The texture continues to have it's base at ground level.
* 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).
The do .. while loop is waiting for both dir.X and dir.Z to be non-zero,
so should continue to loop if either dir.X or dir.Z are zero. The brackets
present suggest this was intended to be OR not AND.
Desert and sandstone dungeons have 2 node wide corridors. Previously,
nodebox stairs were disabled because dungeon generation code did not
support nodebox stairs wider than 1 node, now it does.
Add 'stair desert stone' content id to MappgenBasic.
Requires 'mapgen stair desert stone' to be added to Minetest Game.
My recent dungeon commit allowed stairs to be placed across the full
width of corridors, but some of the new node positions accessed were
missing checks for being within the voxelmanip, causing occasional
segfaults near dungeons with corridors wider than 1 node.
Add 'vm->m_area.contains(pos)' checks just before stair position
voxelmanip access. This allows an earlier check to be removed as it
is now redundant.
The default of 15 is unchanged.
7 degrees is x10 magnification which is common for binoculars.
Alter hardcoded limits in camera.cpp:
Minimum 7 degrees.
Maximum 160 degrees to match upper limits in advanced settings.
Previously, code did not support stair nodeboxes in corridors wider
than 1 node.
Make stair nodeboxes full width even in corridors with different
widths in X and Z directions.
- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
Previously, object meshes had their North and South faces darker than
East and West faces, the opposite of nodes and meshnodes. This commit
corrects this.
State constants as float-literals not double-literals.
Simplify code.
Add comment.
Original credits goes to @Rogier-5
* Merge common attributes between LuaEntitySAO & PlayerSAO to UnitSAO
* Make some functions const
* Improve some lists performance by returning const ref
Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
* 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
Fix the maths that check if any part of a mapblock or sector is over the
set map_generation_limit.
Therefore avoid the loading of any over-limit blocks that were previously
generated when map_generation_limit was larger. The set limit can vary
for a world because it is not yet a per-world mapgen parameter, even when
it is sometimes it will be changed deliberately.
Therefore avoid a player being returned to world centre if they re-enter
a world while being over-limit.
Fix the createSector() crash caused by a mob spawning over-limit in an
over-limit mapblock
* 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()).
"[sheet:WxH:X,Y" assumes the base image is a tilesheet with W*H tiles
on it and crops to the tile at position X,Y. Basically it works
like "[verticalframe" but in 2D.
For testing, I combined the four default_chest images into one.
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
Remake the light_decode_table.
The table starts out without pre-filled in values since those
are always discarded by the code apparently. We calculate a
pseudo curve with gamma power function, and then apply a new
adjustment table.
The adjustment table is setup to make the default gamma of 2.2
look decent: not too dark at light level 3 or so, but too dark
at 1 and below to be playable. The curve is much smoother than
before and looks reasonable at the whole range, offering a
pleasant decay of light levels away from lights.
The `display_gamma` setting now actually does something logical:
the game is darker at values below 2.2, and brighter at values
above 2.2. At 3.0, the game is very bright, but still has a good
light scale. At 1.1 or so, the bottom 5 light levels are virtually
black, but you can still see enough detail at light levels 7-8,
so the range and spread is adequate.
I must add that my monitor is somewhat dark to begin with, since
I have a `hc` screen that doesn't dynamic range colors or try to
pull up `black` pixels for me (it is tuned for accurate color and
light levels), so this should look even better on more dynamic
display tunings.
* Calculate maximum interact distance from wielded tool
* New "interacted_while_dead" cheat_type for the Lua API
* Disallow dropping items while dead
* Move player to spawn before resurrecting them
Currently, lua does a regular exit() after a lua panic, which can make
a problem hard to debug. Invoking FATAL_ERROR() instead will print
some useful information, and abort() minetest, so that a debugger can
be used to analyze the situation.
Trying to resolve a path with RemoveRelativePathComponents that can't
be resolved without leaving leading parent components (e.g. "../worlds/foo"
or "bar/../../worlds/foo") will fail. To work around this, we leave
the relative components and simply remove the trailing components one
at a time, and bail out when we find a parent component. This will
still fail for paths like "worlds/foo/noexist/../auth.txt" (the path
before the last parent component must not exist), but this is fine
since you won't be able to open a file with a path like that anyways
(the O.S. will determine that the path doesn't exist.
Try `cat /a/../etc/passwd`).
As mgv7 is now the default mapgen i re-checked its tunnel width on request,
discovered they needed to be wider, and have made this change.
This commit widens the identical 3D noise tunnels in the other mapgens in
exactly the same way.
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).
Schematics can already be placed with a param2 value, but not
simple 1-node plant decorations of the simple type.
This adds a `param2` field to the simple deco type that is
checked to be between 0 and 255, and put to the placed node
at mapgen.
This can be used to put a degrotate value in, or e.g. a fill
value for leveltype nodes, or a place_param2 value at mapgen
placement, or vary the shape of meshoptions plantlike drawtype.
Prevent waterfalls from falling down or streams from flowing away when the
source node is in an unloaded block - Nodes near a CONTENT_IGNORE node will
be interpreted as if the ignored node is a liquid node that just supports
the current state of the nodes in question.
To avoid smaller biomes when extra biomes are added to MTGame.
The addition of bushes in MTGame grasslands makes wood resources easier
to find and less distant, so slightly larger biomes are now acceptable,
but also desirable to encourage travel and create more sense of adventure.
Floatland base terrain underside was too thin, causing excessive water
leakage through tunnels under lakes, now make it thicker.
Floatland mountain terrain had a rim 1 node thick which made it bare
stone, now make it 2 nodes thick to merge with the floatland base
terrain rim and to have a layer of biome material.
Make mountain terrain more exponentially shaped by altering the
exponent.
Remove unnecessary and potentially ugly MYMAX() applied to
n_base_height.
This combats the problem of sending the hundreds of
"creative" / "armor" or whatever detached invs that
exist on popular servers to each and every player
on join or on change of said invs.
Previously, paths like ./worlds would be resolved to /worlds since the
leading dot was considered just as irrelevant as a dot in the middle of
the path.
Position, velocity and acceleration vectors of particles are rotated
by the yaw of the parent object so that they are truly relative to it.
Clarify new attached particle spawner behavior in lua_api.txt.
Active objects that are attached to other objects are not safe
from deletion. As a result, the parent object may have a reference
to an id of a child's that no longer exists.
If at some point an attempt is made to manipulate the child,
enviromment->getActiveObject(child-id) returns NULL. Using the
NULL pointer causes the crash...
This is a slightly modified and cleaned up version of #3774 by RealBadAngel.
By sofar: Remove color change (just make it lighter) and some minor cleanups.
The client would not compute the distance from the camera to
to a mapblock correctly. The result was that blocks that were in
view (i.e. not beyond the fog limit) would not be rendered.
With the improved distance computation, a range adjustment that
existed in clientiface.cpp is no longer required.
The problem was seen while using the mobf mod package.
The problem happens when the server serializes entity attachments.
Sometimes, such attachments no longer exist. The serialization code
skips those. However, the total number of attachments was serialized
earlier. Therefore the client expects more than it gets, and logs a
serialization error.