* Player data to Database
Add player data into databases (SQLite3 & PG only)
PostgreSQL & SQLite: better POO Design for databases
Add --migrate-players argument to server + deprecation warning
* Remove players directory if empty
* Remove the copy from db::loadBlock by using a pointer to the destination
* cleanup db backend, the child backend doesn't have to set their functions as virtual
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.
Previously, the server called FATAL_ERROR when a Lua error occured.
This caused a (mostly useless) core dump.
The server now simply throws an exception, which is caught and printed before
exiting with a non-zero return value.
This also fixes a number of instances where errors were logged multiple times.
- 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
* 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.
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
* 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.
* Remove --enable-unittests and --disable-unittests and add --do-unittests function
* --do-unittests function will exit 0 on success.
* minetest and minetestserver binaries are launched with --do-unittests in travis build.
The following is a record of 31 commits before squashing:
Revert "Remove m_ext_ptr in GUIFormSpecMenu, replaced by refcount mechanism"
This reverts commit b49e5cfc7013cef7e9af79d17e04f7e7e4c377d4.
Basic reformatting with astyle
-- additional formatting will be modified, manually, as the need for it is encountered
Start "outlining" what a MinetestApp class might look like
Add MinetestApp::shutdown()
Converted class member functions to camelCase and created protos for new functions
First stage of connect to server done
Add get itemdefs/nodedefs/media code
Init clouds, camera, sky, init GUI, HUD
Input handling
Client events, camera, sound, draw
Fix wield hand getting stuck digging and add debug text back
Fix FPS
Added profiler graph back
Fix FPS issue
Need to work out what went wrong and clean up the copy/paste stuff
Annotate
Various:
Rewrote limitFps()
Limited scope of some variables
Jitter calcs
Reduce scope of objects
Move some stuff out of ::run and minor formatting cleanup
Scope reduction
Function splits
Removed old (broken) limitFps()
Added exception handling back
Fixed some formatting
Reverted commented out unit tests (uncommented them)
Slow clouds down on loading and media screens so the behaviour is like the original the_game()
Formatting/style (no functional changes)
Manually reapply upstream b49e5cf: Remove m_ext_ptr in GUIFormSpecMenu, replaced by refcount mechanism
Fixed silly errors on my part
Minor formatting cleanups
Removed strange differentiation in FPS limiting when loading
FPS limiting was done differently if cloud_menu_background was true, which does not make sense
Cleaning up
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