Commit Graph

582 Commits

Author SHA1 Message Date
TeTpaAka
c0335f7d13 Add some missing getter functions to the lua API
ObjectRef:
get_properties
get_armor_groups
get_animation
get_attach
get_bone_position

Players:
get_physics_override
hud_get_hotbar_itemcount
hud_get_hotbar_image
hud_get_hotbar_selected_image
get_sky
get_day_night_ratio
get_local_animation
get_eye_offset

Global:
minetest.get_gen_notify
minetest.get_noiseparams
2015-05-28 16:46:35 +02:00
rubenwardy
603297cc35 Add texture overriding 2015-05-19 21:27:07 +02:00
est31
497299afd6 Lower log level for unexpected behaviour
Its a possible mistake to log in to a server with twice the same name.
Before, it triggered a server wide error message, now it logs to actionstream.
2015-05-19 00:55:58 +02:00
ShadowNinja
3a8c788880 Add mod security
Due to compatibility concerns, this is temporarily disabled.
2015-05-16 18:32:31 -04:00
est31
82e35edff5 Make early protocol auth mechanism generic, and add SRP
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.
2015-05-11 18:40:27 +02:00
est31
33c11415bf Gracefully handle PacketErrors 2015-05-08 06:51:03 +02:00
est31
ccc09abc2d Protocol 25: wstring -> string for custom access denial reasons
Also fix std::logic_error when server::DenyAccess() is used with only two arguments.
2015-04-22 14:10:39 +02:00
kwolekr
479f38973e Schematics: Refactor NodeResolver and add NodeResolveMethod
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.
2015-04-16 16:27:05 -04:00
Ner'zhul
ce8a9ed94b Fix a rare crash case un SendPlayerHP
If the player is disconnected while Lua API is doing a l_punch call, for example, the playersao is NULL and the server crash. Fix it.
2015-04-11 10:07:23 +02:00
Loic Blot
5132908f4b TOCLIENT_ACTIVE_OBJECT_MESSAGES: channel must be 1 for unreliable message 2015-04-07 14:28:36 +02:00
Loic Blot
8804c47e59 TOCLIENT_ACTIVE_OBJECT_REMOVE_ADD can be unreliable, catch PacketError exception.
Also set the packet size at creation not when pushing rawString, no functional change
2015-04-05 11:39:38 +02:00
est31
334e70455b Crafting speedup
This greatly increases crafting performance, especially in worlds with many mods.

Approved by @kwolekr.

Introduces a hash-type-layered fall-through mechanism, where every layer specifies one hash algorithm,
and the "deeper the fall", the more collisions to expect for the algorithm. One Craft definition
only resides at one layer, which improves speed for lower layers (and a complete fail), due to most
craft definitions residing at high layers.

Due to the fall-through design, the undocumented behaviour that later craft recipes
override older ones had to be weaked up a bit, but craft recipes with the same hash and layer
will still override.
2015-04-05 09:25:46 +02:00
Loic Blot
470de10de3 Fix players spawned at (0,0,0) in some rare cases instead of static_spawnpoint, if set
Approved by: @kwoelkr
2015-04-03 09:44:36 +02:00
Craig Robbins
9527984dbc Move globals from main.cpp to more sane locations
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
2015-04-01 23:04:25 +10:00
Loic Blot
1fe4256462 Connection::Receive(): receive Network Packet instead of SharedBuffer<u8>.
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
2015-03-31 11:01:08 +02:00
ShadowNinja
93fcab952b Clean up and tweak build system
* 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.
2015-03-27 15:00:48 -04:00
Loic Blot
7851c4f7a2 Don't send an InventoryAction at each setInventoryModified, we only need one SendInventory per inventory modification
Client doesn't like to receive multiples SendInventory for one action, this can trigger glitches on clients (sometimes due to incorrect UDP packet ordering due to UDP protocol)

This fix issue #2544
2015-03-24 14:13:17 +01:00
est31
538036d004 Fix game minetest.conf default settings
This was a regression introduced by f6e4c5d9cf459e8278a76a2beaee59732e841458 .
2015-03-18 13:03:02 -04:00
Loic Blot
7685969274 Server::step throw is never catched in minetestserver
Replace it with an errorstream + assert for server

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()
2015-03-17 15:26:20 +01:00
Loic Blot
bfc4652c66 Fix a little regression on SendActiveObjectMessages which send all TOCLIENT_ACTIVE_OBJECT_MESSAGES as reliable 2015-03-17 09:16:39 +01:00
kwolekr
699d42efc6 Revert "Server::step throw is never catched. Replace it with an errorstream + assert"
This reverts commit 5f8e48c63baf12930430d5d8fc07495021599e61.
2015-03-16 21:17:27 -04:00
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