* 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
Use the --color command line parameter instead of a setting for coloured logs
This fixes the missing warningstream bug, g_settings->get mustn't be used there.
Also, the decision about en- or disabling log colours fits better to the command line parameters than minetest settings.
Change to --worldlist instead of --world list.
Gets rid of --worldpath parameter added as part of this pull request,
instead moving the listing function to a command --worldlist that
accepts either name, path, or both and prints out the corresponding
information.
Returns the decoration ID for the provided decoration name string.
For use with gennotify, to know the decoration IDs for use in
'minetest.set_gen_notify'.
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.
Previously only 'mapgen water source' and 'mapgen river water source'
were checked for. Games can use multiple liquid nodes defined for biomes,
many of which will not be aliased to those 2 mapgen aliases, causing
floating dungeons to generate in some liquids.
Now we check for liquid drawtype instead, so can remove liquid nodes
from dungeonparams.
Also check for 'airlike' drawtype instead of 'CONTENT_AIR' to avoid
generation in 'airlike' nodes in some rare situations. This will also be
needed for when we add definable biome air nodes.
* 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
The CSM HUD PR caused some strange behavior including aborts due to parts of it using some slightly hacky code, the event refactor changing how events are processed and a minor oversight.
* Make InputHandler own the key cache
* Add a helper function InputHandler::cancelPressed to avoid multiple similar calls in game.cpp
* Move RandomInputHandler::step definition into cpp file
Joystick input is a RealInputHandler only usage, make it intelligent and handle the joystick with keyboard direct.
This permits to remove many getters in game which should be owned by RealInputHandler
* Attempt to add registration confirmation
Using SRP auth mechanism, if server sent AUTH_MECHANISM_FIRST_SRP that means the player isn't exist.
Also tell player about the server and chosen username.
Local game has localhost as IP address of the server.
Add RenderingEngine::draw_menu_scene() to draw GUI and clouds background.
aborted -> connection_aborted
* Rewrite information message text
Client::promptConfirmRegister() -> Client::promptConfirmRegistration()
Other enhancements:
* Simplify setStatusText to showStatusText, as it shows the label too (preventing almost every setStatusText to call setStatusTextTime(0)
* Add unittests
Game class is too huge and has too specialization on various subjects, like UI, formspecs, client, renderer. Start to move UI related things to GameUI object and cleanup them
Other improvements:
* updateChat: more performance on error messages by remove string copies
* Initialize all game class members in definition instead of constructor (with nullptr instead of NULL)
* Drop unused Client::show{GameChat,GameHud,Profiler,GameFog}
* Add GameUI unittests
* [CSM] Don't load the IO library.
* Rename the function to match the Lua API function name and add a missing `const`
* Add a comment to explain some strange code and fix the other issues pointed out by shadowninja.
The `disconnected_*` boxes are the opposites of the `connect_*` ones,
i.e. when a node has no suitable neighbours on the respective side, the
according disconnected box is drawn.
* disconnected_top
* disconnected_bottom
* disconnected_front
* disconnected_left
* disconnected_back
* disconnected_right
* disconnected (when there is *no* neighbour)
* disconnected_sides (when there are *no* neighbours to the sides)
Fixes#6676.
Allow animated meshes to be cached in Irrlicht's builtin mesh cache.
Use Material.EmmissiveColor instead of manipulating the mesh' vertex colors.
Remove player object property 'can zoom'.
Add player object property 'zoom fov'.
Remove clientside setting for 'zoom fov'.
Object property default is 15 degrees in creative mode, zoom disabled
in survival mode.
Needed due to zoom now loading and/or generating distant world
according to zoom FOV.
Update object properties serialisation version to 3.
See #6667
By setting active_object_send_range_blocks > active_block_range a server admin
can allow clients to retrieve active objects futher out from the player at
relatively low cost to the server
(only objects in the players' view cone are considered).
Solves some issues with ModStorage functionality in mapgen threads
that occurred when mapgen threads continued to run after the main
server thread had stopped. Also shuts down mapgen threads before
shutdown callbacks are called.
Allowing scrolling with the mousewheel when the vertical scrollbar is
hidden, unnecessarily exposes oversized containers and newlines at the
end of the text. For example try scrolling over the textareas in the
pause menu. This PR addresses the issue by requiring the scrollbar to be
visible before allowing the scrolling with the mousewheel.
No longer decide placement on 'buildable_to' parameter.
Dust nodes only look acceptable placed on cubic nodes.
Modders may not want to make their plantlike decorations 'buildable_to'.
We try to use default fallback for both mono and main font when custom font path is not exist. This way, if Minetest is not corrupted, we could avoid crash.
Add "all_floors" and "all_ceilings" flags for simple and schematic
decorations. Decorations are placed on all floor and/or ceiling surfaces.
Decorations are placed before dungeon generation so placement in dungeons
is not possible.
Add 'getSurfaces()' function to mapgen.cpp that returns 2 arrays of y
coordinates for all floor and ceiling surfaces in a specified node column.
Move 'getHeight()' checks into DecoSimple and DecoSchematic. Delete
'getHeight()' functions.
This causes blocks in front of the player to be rendered sooner and
blocks in the periphal view (that would soon be out of view) a bit later.
Overall this leads to smoother rendering as the player is moving around.
Formspec input for each individual noise parameter and flag.
Allow noise flags to be set in advanced settings, previously only settable
in minetest.conf.
Standardise 'group format' for noise parameters set in minetest.conf, as
only these support noise flags. However the older 'single line' format is
still accepted to support existing minetest.conf files.
Therefore auto-generate minetest.conf.example with noise parameters in
'group format'.
Setting 'type' in settingtypes.txt is now either 'noise_params_2D' or
'noise_params_3D', the dimension number is displayed in the advanced
settings edit page.
This helps retrieving the right set of blocks when the player is falling,
traveling on cart, or in general traveling in a direction different from
the view direction.
Necessary for placing the base cube of 'plantlike_rooted' drawtype in the
seabed instead of on it.
Useful for placing decorations sunk into, or buried in, the ground.
For solid nodes, the lighting at a corner becomes face-dependent, which
means that only the four nodes in face-direction contribute to the
lighting (getSmoothLightSolid).
For special nodes, which use the lighting values at the eight corners of
a node, the lighting is not face-dependent, but certain nodes of the
eight surrounding nodes of a corner (here indices 4, 5, 6 and 7) can be
obstructed.
Ambient occlusion now also occurs for solid nodes, if two, three or four
of the four nodes in face-direction are solid.
In some cases NetworkPacket was created using default constructor and m_data is not properly sized.
This fixed out of bounds memory copy
Also use memcpy instead of std::vector affectation to enhance packet creation
If 'param2_max' is not used, parameter 'param2' works as before for
compatibility.
If 'param2_max' is used, 'param2' and 'param2_max' become the lower
and upper bounds of a per-decoration random param2.
Increase scrollrate depending on fontsize
Scroll on mousewheel
Allow scrolling and marking text on non writable textareas
Update lua api about readonly mode
Show scrollbar if text overflows
If either of the 2 noise parameters are omitted the ore will occur from y_min
to y_max in a simple horizontal stratum. As this does not compute noise
performance improves, and is ideal for placing many layers.
Clean up some nearby ore documentation.
* Make Player::peer_id server-side only and add getters and setters
Player::peer_id has no sense client side, move it to server, make it private and add setter and getter
Also add some PEER_ID_INEXISTENT instead of harcoded 0
* Add no_static_save property to luaentites to not save them statically.
This allows for temporary objects that would get deleted anyway as soon as they are loaded again without the static saving overhead.
* Use positive meaning for static_save object property
* Invert meaning also for the LUA parameter
Note: getboolfield() does not change &result when field does not exist, so it defaults to the default value in the header file, which is 'true'.
* Extend push_object_properties()
* 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
* Update JsonCPP to 1.8.3
* Fix deprecated functions
Json::FastWriter, Json::StyledWriter and Json::Reader are marked deprecated since 1.1 and are deprecated in 0.8 but not shown at compilation time.
Use new methods to serialize/deserialize
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
Change OpenAL distance model from AL_INVERSE_DISTANCE to
AL_INVERSE_DISTANCE_CLAMPED to avoid excessive volume when very close
to the sound location, for example MTG doors, and MTG fire sounds which
are combined at an average position and often located in air nodes.
Because AL_REFERENCE_DISTANCE has been reduced to 1 node (the distance
under which gain is clamped), multiply volume by the same factor to keep
sound gains the same as before, since the gain is calculated as:
gain = (AL_REFERENCE_DISTANCE / distance)
Feature is unnecessary and would greatly complicate future development,
it would also make 'get biome at pos' extremely complex.
Mgv7: Revert option to repeat surface biomes in floatlands, which
depended on the above.
Error was exposed by commit a1389c38658fe69c3bd25c3099bae9a4e51ed401
'nplaced' was not set to U16_MAX when biome 'stone' was placed, so when
biome was recalculated in a column of stone, the 'nplaced' value
caused a few remaining filler nodes to be placed.
Occurs when the lower biome has a deeper depth of 'top' plus 'filler'
than the upper biome.
For 3D noise tunnels only, replace unsupported biome 'top' and 'filler'
nodes in tunnel roof with the defined biome 'stone'.
This makes terrain created by 3D noise tunnels consistent with the rest
of mapgen, which does exactly the same in this situation.
The 'glow' value is added to the ambient light value.
Negative 'glow' disables light's effect on object colour, for faking
self-lighting, UI-style entities, or programmatic colouring in mods.
Dig prediction allows clients to remove dug nodes without
waiting for server acknowledgement.
This patch allows mods to override dig prediction,
it can either be turned off or a different "prediction node"
can be selected.
For precise control of schematic vertical position relative to the
'place_on' node.
Avoids workarounds that add empty nodes to a schematic and therefore
reduce performance.
Also remove long-unused decoration cutoff code.
* Implement minetest.register_on_userlimit_check
This new callback permits to bypass the max_users parameter with new mods condition, based on player name or IP
Only one mod needs to permit it.
Move core part for builtin privileges checks to builtin
Creates a single undulating ore stratum that is continuous across mapchunk
borders and horizontally spans the world.
Due to being continuous is ideal for creating bands of alternative stone
type running through cliffs and mountains, or underground layers.
Add missing documentation of 'ore_param2' parameter.
* Fix animation frame_speed and blend loosing precision due to incorrect data type
Add lua function set_animation_frame_speed to update the frame speed without resetting the animation to start
* 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
* Formspec: Add options to set background color and opacity (fullscreen mode)
* Enhance previous comment: Set formspec background when regenerate UI.
* This permit to do the calcul only at regen and override it with bgcolor tag
* Add a setting for default background color into formspec, separated from fullscreen
* Add a little performance gain on formspecs using a const ref instead of copying formspec string
* Refactor clientevent structure
* Move structure outside of client header
* Create client events on heap not stack, this remove the ClientEvent object copy
* Use clientEventHandler to route events
* Alternative code for slipping
- does not depend on frame rate
- controllable via environment variables for now
* Adjust slipping speed for item entities too.
* Final version of framerate-independent slippery code
* Remove dead code and fix formatting
* getStandingNodePos should only look 0.05 nodes downwards
This ensures that, even if the player is standing on a partially
filled node, this node is used as the standing node and not the
node below it.
Specific use: enables slippery slabs
* Exchange global getStandingPosNode change for local inline change
Reverts previous commit
* Revert the item movement changes
* Slippery nodes now slip over cliffs and edges
Players no longer suddenly stop before falling off.
Also refactored slippery code into getSlipFactor method.
* Slipping over an edge gated by player's is_slipping state
A new flag for just this case, to reduce costly node lookups in
the normal case of leaning over a non-slippery edge.
Public access for consistency and potential future uses.
* Minor code tweaks / cosmetics
* Add temp variable to improve readability and fix indentation issues
* Move Connection threads to dedicated files + various cleanups
* ConnectionReceiveThread::processPacket now uses function pointer table to route MT packet types
* Various code style fixes
* Code style with clang-format
* Various SharedBuffer copy removal
* SharedBuffer cannot be copied anymore using Buffer
* Fix many SharedBuffer copy (thanks to delete operator)
* Setting: Safe digging and placing
* New setting 'safe_dig_and_place' under Controls
* If set, digging and placing will not auto-repeat
* Releasing buttons unblocks the respective action again
* Useful for inexperienced users in creative mode where default
repeat times may be too short
* Safe placing (right click repetition) does not need a guarding flag
* Added new setting to minetest.conf.example
* 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
* Respect object property hp_max field for players
This allows modders to configure the maximal HP per player
* Statbars: Downscale bar to full 20 HP when exceeding this value
Add default max HP for players and breath constants to builtin
Document the constants
* Rename PLAYER_MAX_HP -> PLAYER_MAX_HP_DEFAULT
the BS constant
implicitly promotes all position calculations it is used in to double even
though positions (= v3f) are only meant to be floats.
There are many, many similar occurrences everywhere, but I'm not willing to
hunt down all; I only fixed the little part I'm already familiar with.
* 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
* remove sector meta loading/saving from files which targets dead code (differs_from_disk is always empty)
* this remove empty ServerMapSector and ClientMapSector, remove MapSector childs
* empty function
* default constructor/destructor
* for range-based loops
* use emplace_back instead of push_back
* remove some unused headers in some cpp variable
* empty function
* default constructor/destructor
* remove unused Map::emergeSector(a,b)
* for range-based loops
* migrate a dirs[7] table to direction tables
* remove various old unused function
* Modernize various files (src/m*)
* range-based for loops
* code style
* C++ headers instead of C headers
* Default operators
* empty function
Thanks to clang-tidy
* server.cpp: unroll setting when sending mapblocks
* Improve a little bit performance when sending mapblocks massively
* Use a range based for
* Code style fixes
* clientobject, clouds, collision, clientsimpleobject: code modernization
* use range-based for loops
* simplify some tests
* various code style fixes
* use emplace_back instead of push_back when necessary
* use auto on some iterators
* use default operator when needed
* unroll v3s16 creation on collisionMoveSimple
Minetest performance improvement has been huge since months, server step reduction will permit to handle client events a little bit faster without too many penalty costs due to core engine
* use range-based for loops
* simplify some tests
* various code style fixes
* remove debugprint in ClientMap::getBackgroundBrightness, debug code was not intended to be there
* remove unused fields in MapDrawControl
* use emplace_back instead of push_back when necessary
* ClientInterface: add a function to verify (correctly) if user limit was reached
CS_HelloSent is a better indicator of active slots than CS_Created, which are session objects created after init packet reception
Switch existing checks to ClientInterface::isUserLimitReached()
Use range-based for loop for getClientIds() used function too
This will fix#6254 (not the memory overhead if init is flooded)
* Various code style fixes
* Use range based for loops
* Use empty instead of empty objects
* Use C++11 default keyword for trivial constructors and destructors
* Drop some useless casts
* Use emplace_back instead of push_back to improve performance of some vectors push
* Use more for range based loops
* Simplify some tests
* Code style fixes
* connection.h: better PeerChange constructor instead of creating uninitalized object and then affect variables
* Use various modern for loops
* Make some loop iterator constants, whereas there weren't
* Use empty on some size() > 0 tests
* Various little codestyle fixes
* Fix an hidden scope variable in Server::SendBlockNoLock
* Use Environment interface instead of ClientEnvironemnt
* Don't create slippery variable and then re-affect it
* itemgroup_get return a int, properly test != 0 to be clearer
Use various ranged-based for loops in ServerEnvironment::step
Also set ServerObject::getBasePosition const to be compliant
ServerEnvironment::deleteParticleSpawner: use a const iterator
When minetest is launched, if there was no nameprovided in
configuration or parameters, the game would not show any error in
console. if the --go parameter was also prowided, the game would
exit without an error. This is undesired behavior, so this merged
commit add the missing function that displays the missing error
message in console.
Gives starting singleplayer games this subtle "dawn of a new world" feel.
I would have set it even earlier (up to 4:45am), but I was worried that in
some pre-existing games the player could be overwhelmed by hostile
mobs right at the start, seriously changing gameplay.
It's just the default, individual games should be able to override it, and
for public servers it's irrelevant anyway, because only the first player to
set foot in the world will notice, and that's usually the server admin.
Another small general problem: the player is always standing exactly on the
bondary between 2 nodes e.g. Y=1.5 is exactly between nodes Y=1 and Y=2.
floatToInt() and myround() will round +/-n.5 always 'outwards' to +/-(n+1),
which means they behave differently depending on where you are: they round
upwards above sea level and downwards when underground. This inconsistency
comes from the way the coordinates are calculated, independent of the
specific C++ code.
The result is a tiny bit of lost performance when moving underground,
because 1 node level more than necessary is checked for collisions. This can
be amended by adding a tiny offset to minpos_f.Y, like @paramat suggested.
This is not an elegant solution, but still better than wasting CPU.
To determine the area (nodes) where a player movement took place
collisionMoveSimple() first took the old/new player coordinates and rounded
them to integers, then added the player character's collision box and
implicitely rounded the result. This has 2 problems:
Rounding the position and the box seperately, then adding the resulting
integers means you get twice the rounding error. And implicit rounding
always rounds towards 0.0, unlike floatToInt(), which rounds towards the
closest integer.
Previous (simplified) behavior: round(pos)+(int)box, for example player at
Y=0.9, body is 1.75m high: round(0.9)+(int)1.75 = 1+1 = 2.
==> A character's height of 1.75m always got rounded down to 1m, its width
of +/-0.3 even became 0.
Fixed by adding the floats first, then rounding properly: round(pos+box) =
round(0.9+1.75) = round(2.65) = 3.
Construct dungeons from the node defined as biome 'node_stone' if
'mapgen_stone', 'mapgen_desert_stone' and 'mapgen_sandstone' are not
detected.
Feature long-intended by kwolekr/hmmmm and present in code as a TODO.
Move point at which light is sampled up to 0.5 nodes above foot level,
to avoid that point sometimes passing into the node below causing the
model to go dark.
The getBackgroundBrightness() function detects darkness in the view direction
to decide when to make the skybox dark. The volume checked was too narrow and
missed the left and right edges of the view, too easily causing a dark skybox.
Widen the checked volume to match a FOV of 72 degrees and a 16:9 aspect ratio
game window.
Remove usage of the SharedBuffer in zlib compression which has two problems:
* We copied the whole memory block to compress it (not good with mapblocks)
* We copied sometimes strings to SharedBuffer to SharedBuffer (2nd time)
Use this method in MapNode::serializeBulk + optimize serialization but merging 3 identical loops in a single loop
correctBlockNodeIds does 2 lookups for each loaded node, one to translate DB ID to name and a second to translate name to real ID. Name to real ID is very consumming if done on every node. As mapblocks are in most cases composed of many identical adjacent nodes, cache previous source and destination id and use them on the next node to prevent any lookup on those maps.
This reduce the function load from 15% of my CPU usage to ~0.7%, on the test, calls was reduced from 2.5M lookups to 42k lookups, it's a huge performance gain
* TileLayer: use shared_ptr for vector framespec
This reduce memory copy of TileLayer from (4 to 16) * FrameSpec where FrameSpec = (sizeof(int) + 3 * sizeof(ptr)) to int + sizeof(ptr)
Callgrind difference
Before: https://lut.im/RGkiJqQb8T/LeQIEXpAuRzfl7gd.png
After: https://lut.im/bcqmwee1xu/cTwtptY5tRuS9lp0.png
* Fix one push_back to use vector::emplace_back & optimize inclusions
* VoxelManip cleanups (const ref, const move) permitting to improve a little bit performance
* VoxelArea: precalculate extent (performance enhancement)
This permits to reduce extend high cost to zero and drop many v3s16 object creation/removal to calculate extent
It rebalance the client thread update to updateFastFaceRow instead of MapBlockMesh generation
This will also benefits to mapgen
Allows setting of the mountain 'zero level' (y where density gradient is zero).
It is easy to vertically shift smooth terrain by editing noise parameter 'offset',
but vertically shifting mountain terrain was complex and imprecise, involving
making a calculation based on an average of the mountain height parameter.