Commit Graph

59 Commits

Author SHA1 Message Date
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
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
ShadowNinja
c93f7f5cea Fix synchronization issue at thread start
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.
2017-01-28 18:52:07 -05:00
sfan5
ce106a4113 Revert "Extend minetest.is_yes()"
This reverts commit c435eabf3ffb77eab955d5faeb5450da1befc149.
2017-01-07 11:05:05 +01:00
red-001
c435eabf3f Extend minetest.is_yes() 2017-01-07 09:54:51 +01:00
Dániel Juhász
3f8261830e Improve getPointedThing() (#4346)
* 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()).
2017-01-04 19:18:40 +01:00
Loic Blot
52ba1f867e Breath cheat fix: server side
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
2017-01-01 23:11:26 +01:00
ShadowNinja
f522e7351a Fix RemoveRelatvePathComponents
This used to return "/foo" for "../foo" when it should return the enpty
string (i.e., error removing all relative components).
2016-12-20 17:17:38 +10:00
sfan5
bb06d377a1 Fix filepath > RemoveRelativePathComponent unittest
(was broken by e4ee6548afd01040046ee3780d0fbb121d141251)
2016-11-27 18:39:00 +01:00
Loic Blot
595932a860 Fix overloading problems mentioned by clang 2016-10-30 16:30:55 +01:00
Ner'zhul
9d25242c5c PlayerSAO/LocalPlayer refactor: (#4612)
* Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO
* Move breath to PlayerSAO & LocalPlayer
* Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO
* Migrate m_yaw from Player to LocalPlayer for client
* Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it
* Move pitch to LocalPlayer & PlayerSAO
* Move m_position from Player to LocalPlayer
* Move camera_barely_in_ceiling to LocalPlayer as it's used only there
* use PlayerSAO::m_base_position for Server side positions
* remove a unused variable
* ServerActiveObject::setPos now uses const ref
* use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded
* Move hp from Player to LocalPlayer
* Move m_hp from LuaEntitySAO to UnitSAO
* Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
2016-10-30 14:53:26 +01:00
Ner'zhul
361e687f3a Add unittests to test player saving/loading (#4679) 2016-10-27 09:45:01 +02:00
Loic Blot
61d1751dff Travis: build matrix improvements + CPP11 build 2016-10-06 00:28:24 +02:00
sfan5
45a9145a4b Only include keycode unittests in client build (fixes #4559) 2016-09-29 16:31:31 +02:00
sfan5
cc0b3c1cd1 Add keycode.cpp unittests 2016-09-25 17:26:38 +02:00
David Carlier
48b3bb980d couple of memory leaks fixes. 2016-08-10 16:59:32 +02:00
paramat
ea12da939f Mapgen: Remove unused 'flat' and 'trees' flags from mg_flags
When the 'flat' and 'trees' flags were moved into mgv6_spflags they
were left in mg_flags in an attempt to support old mgv6 worlds. However
their appearence in mg_flags causes confusion, also, later, old-world
support was found to be broken for mgv6 worlds with 'notrees'.

This commit cleans up the mess and comes a month after a thread warning
of the change, and explaining the required action, was posted in the
news subforum. Only old mgv6 worlds with 'flat' or 'notrees' are
affected, a small minority of worlds, the required action being
correctly setting these flags in mgv6_spflags.

Disable a section of the 'map settings manager' unit test which is to
be changed as it is causing problems for pull requests.
2016-08-04 06:58:42 +01:00
est31
4ec6671909 test_map_settings_manager: Fix Wunused-result warning 2016-08-04 00:29:06 +02:00
est31
c1bdb552bc Temporarily disable "testStartStopWait" Threading unit test on mac
The "testStartStopWait" unit test is unreliably failing on mac,
for some time already. See bug #3786.

Having the unittest fail unreliably doesn't help anybody but mostly
inhibits the main feature of travis builds: to test PRs for regressions.

Therefore, disable the specific unit test for until bug #3786
is fixed.
2016-07-04 22:46:52 +02:00
kwolekr
3c63c3044d Add MapSettingsManager and new mapgen setting script API functions
This commit refactors the majority of the Mapgen settings system.
- MapgenParams is now owned by MapSettingsManager, itself a part of ServerMap,
  instead of the EmergeManager.
- New Script API functions added:
    core.get_mapgen_setting
    core.get_mapgen_setting_noiseparams,
    core.set_mapgen_setting, and
    core.set_mapgen_setting_noiseparams.
- minetest.get/set_mapgen_params are deprecated by the above new functions.
- It is now possible to view and modify any arbitrary mapgen setting from a mod,
  rather than the base MapgenParams structure.
- MapgenSpecificParams has been removed.
2016-07-03 15:38:36 -04:00
Ekdohibs
48939df9a5 Escape more strings: formspecs, item descriptions, infotexts...
Also, change the escape character to the more standard \x1b
Thus, it can be used in the future for translation or colored text,
for example.
2016-04-24 03:54:11 +10:00
ShadowNinja
821551a266 Implement AreaStore serialization 2016-03-07 16:33:20 -05:00
ShadowNinja
0079887b64 Move AreaStore to util 2016-03-07 16:33:20 -05:00
ShadowNinja
095db16990 Simplify AreaStore ID management 2016-03-07 16:33:20 -05:00
est31
4e93ba06a7 Don't pass non-const references to collision methods
Non const references cause a lot of confusion with behaviour of code,
and are disallowed by minetest style guide.
2016-01-29 15:53:54 +01:00
est31
5e507c9829 Add server side ncurses terminal
This adds a chat console the server owner can use for administration
or to talk with players.
It runs in its own thread, which makes the user interface immune to
the server's lag, behaving just like a client, except timeout.
As it uses the same console code as the f10 console, things like nick
completion or a scroll buffer basically come for free.
The terminal itself is written in a general way so that adding a
client version later on is just about implementing an interface.

Fatal errors are printed after the console exists and the ncurses
terminal buffer gets cleaned up with endwin(), so that the error still
remains visible.

The server owner can chose their username their entered text will
have in chat and where players can send PMs to.
Once the username is secured with a password to prevent anybody to
take over the server, the owner can execute admin tasks over the
console.

This change includes a contribution by @kahrl who has improved ncurses
library detection.
2015-11-06 08:51:14 +01:00
est31
5f342aa015 Remove some abort() calls
abort() doesn't benefit from the high level abstractions from FATAL_ERROR.
2015-10-26 04:45:00 +01:00
kwolekr
964be640cb Fix some threading things and add additional thread unittests
- Fix thread name reset on start()
- Fully reset thread state on kill()
- Add unittests to check for correct object states under various circumstances
2015-10-24 02:31:23 -04:00
kwolekr
1a5b4b38f3 Add BufReader and vector-based serialization methods 2015-10-15 01:31:31 -04:00
ShadowNinja
6f2d785d0f Rename macros with two leading underscores
These names are reserved for the compiler/library implementations.
2015-10-14 02:39:37 -04:00
ShadowNinja
2139d7d45f Refactor logging
- Add warning log level
- Change debug_log_level setting to enumeration string
- Map Irrlicht log events to MT log events
- Encapsulate log_* functions and global variables into a class, Logger
- Unify dstream with standard logging mechanism
- Unify core.debug() with standard core.log() script API
2015-10-14 01:03:54 -04:00
kwolekr
f0cd5da687 Define and use limit constants for Irrlicht fixed-width types 2015-10-04 04:00:16 -04:00
ShadowNinja
e4bff8be94 Clean up threading
* Rename everything.
    * Strip J prefix.
    * Change UpperCamelCase functions to lowerCamelCase.
  * Remove global (!) semaphore count mutex on OSX.
  * Remove semaphore count getter (unused, unsafe, depended on internal
    API functions on Windows, and used a hack on OSX).
  * Add `Atomic<type>`.
  * Make `Thread` handle thread names.
  * Add support for C++11 multi-threading.
  * Combine pthread and win32 sources.
  * Remove `ThreadStarted` (unused, unneeded).
  * Move some includes from the headers to the sources.
  * Move all of `Event` into its header (allows inlining with no new includes).
  * Make `Event` use `Semaphore` (except on Windows).
  * Move some porting functions into `Thread`.
  * Integrate logging with `Thread`.
  * Add threading test.
2015-08-23 22:04:06 -04:00
onkrot
5556ba168f Remove unused functions. 2015-08-16 14:29:33 +02:00
est31
738fbc66d0 Fix Lua PcgRandom
Before, this lua code led to a crash:

local pcg = PcgRandom(42)
local value = pcg:next()

This was because if you called s32 PcgRandom::range(min, max) with the
minimum and maximum possible values for s32 integers (which the lua
binding code did), u32 PcgRandom::range(bound) got called with 0 as the
bound. The bound however is one above the maximum value, so 0 is a "special"
value to pass to this function. This commit fixes the lua crash by
assigning the RNG's full range to the bound 0, which is also fits to the
"maximum is bound - 1" principle, as (u32)-1 is the maximum value in the
u32 range.
2015-08-12 11:36:22 +02:00
kwolekr
42cf5e972d Improve accuracy and safety of float serialization
Multiplying by a factor of 1/1000.f (rather than dividing by 1000.f) directly
introduces an error of 1 ULP.  With this patch, an exact comparison of a
floating point literal with the deserialized F1000 form representing it is now
guaranteed to be successful.
In addition, the maxmium and minimum safely representible floating point
numbers are now well-defined as constants.
2015-08-01 19:30:08 -04:00
kwolekr
bf991bde45 Clean up util/serialization.{cpp,h} and add unit tests 2015-08-01 19:24:46 -04:00
kwolekr
7919318be7 tests: Log exceptions thrown inside of unit tests 2015-07-31 23:30:25 -04:00
est31
c30a2d6854 Add AreaStore data structure 2015-07-27 06:42:56 +02:00
kwolekr
6f07f79c2f Add more robust error checking to deSerialize*String routines
Add serializeHexString()
Clean up util/serialize.cpp
2015-07-13 22:38:01 -04:00
est31
b0784ba871 Use UTF-8 instead of narrow
Use wide_to_utf8 and utf8_to_wide instead of wide_to_narrow and narrow_to_wide at almost all places.
Only exceptions: test functions for narrow conversion, and chat, which is done in a separate commit.
2015-07-08 10:12:44 +02:00
figec
3b65a6a36c Fix wrap_rows at inner byte of multibyte sequence
Also fix UTF-8 inner byte bounds and make unittest for case this fixes.
2015-06-18 23:39:23 +02:00
est31
43dab2ffc8 Make wrap_rows not wrap inside utf-8 multibyte sequences
Also count multibyte sequences as "one" character.
Adds unittest for the bug reporter's case.
Fixes #2796.
2015-06-17 22:22:15 +02:00
est31
d105bf27dd Add UTF and other utility unit tests 2015-06-14 12:07:51 +02:00
kwolekr
6c5a6967ec Split ObjDef/ObjDefManager out to objdef.cpp 2015-05-18 22:30:25 -04:00
kwolekr
11a96e4901 Add -Wsign-compare for Clang builds and fix some signed/unsigned compiler warnings 2015-05-16 20:15:03 -04:00
kwolekr
2b99d904f6 Schematics: Add per-node force placement option 2015-05-09 18:44:00 -04:00
kwolekr
f091bbd563 Fix compilation for non-client builds, and fix signed comparison warning 2015-05-08 01:21:34 -04:00
kwolekr
2dba29ebf2 Tests: Add schematic unittests
Improve schematic file-saving interface
Add ability to create temporary test files
2015-05-08 00:55:42 -04:00
kwolekr
656575b59d NodeResolver: Remove NodeResolveMethod
This simplifies NodeResolver logic and makes some interfaces cleaner.
2015-05-07 02:36:01 -04:00