Commit Graph

561 Commits

Author SHA1 Message Date
Loic Blot
5f8e48c63b Server::step throw is never catched. Replace it with an errorstream + assert
This throw can be trigger by LuaError exception or ConnectionBindFailed exception in the following functions:
* EmergeThread::Thread()
* ScriptApiEnv::environment_Step()
* ScriptApiEnv::player_event()
* ServerThread::Thread()
2015-03-16 20:25:35 +01:00
Loic Blot
e7736ffdd6 Move TOCLIENT_ACTIVE_OBJECT_REMOVE_ADD and TOCLIENT_ACTIVE_OBJECT_MESSAGES to private functions 2015-03-16 12:01:40 +01:00
Loic Blot
b2801d8127 SendPlayerHPOrDie everytime at client connection, damage enabled or not, this will fix the player which stay dead at connection 2015-03-15 19:09:26 +01:00
Loic Blot
083c8c734e Replace NetworkPacket pointers to references 2015-03-13 22:01:49 +01:00
Loic Blot
74d34da6cb Prepare Protocol v25 init & authentication.
* TOSERVER_INIT and TOCLIENT_INIT renamed to _LEGACY
* TOSERVER_PASSWORD merged from dev-0.5, can use protocol v24 and v25
* TOCLIENT_ACCESS_DENIED merged from dev-0.5, can use protocol v24 and v25, with normalized strings an a custom id for custom errors
* new TOSERVER_INIT packet only send MT version, supported compressions, protocols and serialization, this permit to rework everything later without break the _INIT packet
* new TOSERVER_AUTH packet which auth the client
* new TOCLIENT_HELLO packet which send server serialization version atm
* new TOCLIENT_AUTH_ACCEPTED which is send when TOCLIENT_AUTH was okay. After this packet, the client load datas from servers, like after TOCLIENT_INIT_LEGACY packet
2015-03-13 20:23:03 +01:00
Loic Blot
126f36c2e6 Rename some packet and handlers to <packet>_Legacy name for compat layer between new network changes and old network clients 2015-03-13 13:40:48 +01:00
Loic Blot
4e63c977c7 Use the new Player::isDead function when it's the case 2015-03-13 08:57:58 +01:00
ngosang
f6e4c5d9cf Respect game mapgen flags and save world noise params 2015-03-07 15:53:39 -05:00
Craig Robbins
ced6d20295 For usages of assert() that are meant to persist in Release builds (when NDEBUG is defined), replace those usages with persistent alternatives 2015-03-07 22:41:47 +10:00
Loic Blot
aa474e4501 Server.cpp Use std::list instead of std::vector for playSound, fillMediaCache, sendRequestedMedia, sendMediaAnnouncement and related functions 2015-03-05 11:40:04 +01:00
Loic Blot
82482ecd9d Server::AsyncRunStep: buffered_messages now uses std::vector instead of std::list. * sendRemoveNode and sendAddNodes are also converted as a side effect 2015-03-05 11:23:54 +01:00
Loic Blot
365e4ae0fa Performance improvement: Use std::list instead of std::vector for request_media, Server::getModNames, Environment::m_simple_objects.
* Also remove unused Server::m_modspaths
2015-03-05 10:44:48 +01:00
Loic Blot
b214cde5b4 Remove Queue class which uses std::list and use native std::queue 2015-03-05 16:49:51 +10:00
Loic Blot
2066655aae ClientInterface::getClientIDs doesn't need a std::list. Use a std::vector for better perfs 2015-03-04 16:30:24 +01:00
Loic Blot
7e088fdfe3 We always know playerSAO when calling SendInventory. Using it instead of searching it via peer_id 2015-03-04 15:28:33 +01:00
Loic Blot
40bf1d7b5f Send Position packet on event, don't check it at each AsyncRunStep.
* This permit to cleanup the player checking loop
2015-03-04 12:19:26 +01:00
Loic Blot
7f8f9785d7 ASyncRunStep doesn't need to lock when do setTimeOfDaySpeed.
* setTimeOfDaySpeed already lock a mutex when modify the value, we don't need to lock all environment.
* add a fine grain lock for getTimeOfDay and setTimeOfDay to solve environment multithread modifications on this value
2015-03-04 11:46:31 +01:00
Loic Blot
1b2f64473e Send Inventory packet on event, don't check it at each AsyncRunStep.
* Call UpdateCrafting into SendInventory because this functions is only called before SendInventory
* Use Player* instead of peer_id for UpdateCrafting because SendInventory already has the Player* pointer, then don't loop for searching Player* per peer_id
* m_env_mutex don't need to be used with this modification because it's already locked before the calls
2015-03-04 11:29:39 +01:00
Loic Blot
038d3a31df Remove unused m_wielded_item_not_sent 2015-03-03 17:36:54 +01:00
Loic Blot
7e56637ed0 Send Breath packet on event, don't check it at each AsyncRunStep 2015-03-03 16:33:20 +01:00
Loic Blot
64ff966bae Send Player HP when setHP (or a setHP caller) is called instead of looping and testing the state change. 2015-03-03 16:06:04 +01:00
Loic Blot
009149a073 Fix some memory leaks on packet sending. 2015-02-21 17:27:31 +01:00
Loic Blot
5a5854ea9d Move hex.h to util/ 2015-02-21 14:32:35 +01:00
Loic Blot
3998a1f8f9 Move sha1.hpp and base64.hpp to util/ 2015-02-21 14:03:27 +01:00
Loic Blot
27d4e89d32 Fix unused (and so, broken) enable_rollback_recording. This option must be reloaded at server loop but loaded when server starts, for data consistency (not a hot load variable)
ok @ShadowNinja
2015-02-18 09:28:39 +01:00
Loic Blot
ed04e8e9e4 [Patch 2/4] Network rework: packet writing, sending and cleanups
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
2015-02-16 11:00:55 +01:00
Loic Blot
bb59a8543d Replace getPlayer(playername) by getPlayer(peer_id) in some possible cases. ok @Zeno- 2015-02-10 16:03:16 +01:00
Loic Blot
a704c04f00 Network Layer 7 rework (Packet handling)
* 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
2015-02-10 20:04:08 +10:00
SmallJoker
929e0b0ad8 Give full breath after death 2015-02-05 17:33:08 +10:00
Loic Blot
80a7408e4d Fix a crash (assert) when client set serial version < 24 in INIT
When SER_FMT_VER_LOWEST is set to zero, then the test is stupid in INIT because all client works. In mapblock we check if client's serialization version is < 24, but if client sent serialization version < 24 (15 for example) the server set it and tried to send nodes, then BOOM

To resolve the problem:
* Create a different CLIENT_MIN_VERSION to handle this problem
* Remove the exception
* Use an assert in case of bad developer code
2015-01-27 16:55:25 +01:00
Kahrl
f8bd1f3563 Fix uninitialized variable Server::m_next_sound_id 2015-01-24 06:44:41 +01:00
ShadowNinja
a9f81b729b Send real port to server list 2015-01-23 21:38:34 +10:00
onkrot
0fd1ee0380 Performance fixes. 2015-01-13 23:48:56 +10:00
kwolekr
cd4d213ae0 NodeResolver: Perform callback immediately if node registration phase finished
Also add NodeResolver callbacks on the client
2015-01-04 16:32:31 -05:00
kwolekr
a3d7203be5 Fix map parameter load order 2014-12-30 12:30:42 -05:00
kwolekr
5e2753c712 Expose mapgen parameters on scripting init
Add minetest.get_mapgen_params()
Deprecate minetest.register_on_mapgen_init()
2014-12-29 12:59:59 -05:00
Craig Robbins
3993102e88 Fix -Wtype-limits warnings and remove disabling of -Wtype-limits 2014-12-29 23:56:40 +10:00
kwolekr
b67f37f27e Redefine NodeResolver interface and replace with callback mechanism 2014-12-27 02:12:21 -05:00
Anton
10e0cf8b2c Use std::string::empty() instead of size() where applicable 2014-12-12 15:16:24 -05:00
Craig Robbins
9f65fd6819 Fix typo in mapblock.h 2014-12-12 20:46:37 +10:00
Muhammad Rifqi Priyo Susanto
5ffddc94c0 Add space between client names in status text (client)
Before:
Server: version=0.4.10, uptime=190.5, max_lag=0.001, clients={user1,user2,user3,user4,user5,foobar,userplayedminetestthismorning}

After:
Server: version=0.4.10, uptime=190.5, max_lag=0.001, clients={user1, user2, user3, user4, user5, foobar, userplayedminetestthismorning}
2014-12-07 21:32:08 +10:00
ShadowNinja
b1965ac209 Clean up rollback 2014-11-19 16:21:59 -05:00
Craig Robbins
5b8855e83c Remove most exceptions from getNode() (and variants) 2014-11-14 18:05:34 +10:00
Kahrl
0adadba218 Serverlist: announce mg_name from map_meta.txt instead of minetest.conf 2014-11-10 22:27:10 +01:00
SmallJoker
c40e993ce4 Replace setting unlimited_player_transfer_distance with player_transfer_distance 2014-11-08 14:56:09 +01:00
kwolekr
9e811a92e7 Split up mapgen.cpp 2014-11-01 13:16:23 -04:00
kwolekr
d274cbfce6 Add NodeResolver and clean up node name -> content ID resolution system 2014-10-26 23:55:45 -04:00
RealBadAngel
d221917170 Recalculate normals for cached meshes.
Check if mesh is here before adding to meshcollector.

Fix deleting the meshes.
2014-10-21 18:43:29 +02:00
ShadowNinja
e9c9b66ae9 Make players check inventory modification properly 2014-10-01 18:44:36 -04:00
ShadowNinja
cd0df0d5e7 Simplify player modification checks 2014-10-01 18:44:36 -04:00