468 Commits

Author SHA1 Message Date
red-001
887549792a [CSM] Add function and chat command to disconnect from server. (#5487) 2017-04-01 13:40:56 +02:00
Loic Blot
114b1d89de Fix clang-format Columns Width
Also fix l_client.cpp/h and remove them from whitelist
2017-03-31 22:29:34 +02:00
Loïc Blot
6310f842bc l_minimap: don't show minimap if configuration doesn't allow it 2017-03-29 15:50:22 +02:00
bigfoot547
06aac53a03 [CSM] Add function to get player names in range (#5435)
* [CSM] Add function to get currently connected player names
2017-03-22 21:13:03 +01:00
Loïc Blot
d6c34a3407 Refactor Game class (part 2) (#5422)
* showPauseMenu is now part of game
* remove many flags parameters passed to game functions, use the member.
* rename VolatileRunFlags to GameUIFlags (this will permit to share structure with client and CSM
* updatePointedThing: remove pointer ref, we already have the pointer in rundata
* move some attributes outside of VolatileRunFlags after renaming, to game class
* rename statustext to m_statustext
* make some const variables static
* All those changes permit to reduce a little bit function class cost and will permit to interface CSM with some interesting Game flags
* Expose GameUIFlags to client
* Client now have GameUIFlags parameter and setters for other classes
* Fix minimap show/hide in Lua because we now have access to the real flag
2017-03-19 13:18:52 +01:00
Loïc Blot
6ec8516c8f [CSM] Fix minimap problems (#5405)
This fixes issue #5404
2017-03-17 07:54:49 +01:00
Loïc Blot
6483d88b89 [CSM] Add core.get_timeofday & core.get_day_count env calls (#5401)
* [CSM] Add core.get_timeofday & core.get_day_count env calls

* [CSM] Add core.get_node_level, core.get_node_max_level, core.find_node_near
2017-03-17 07:48:29 +01:00
Loïc Blot
b9e61d4da3 [CSM] Add minimap API modifiers (#5399)
* Rename Mapper (too generic) to Minimap
* Add lua functions to get/set position, angle, mode for minimap
* Client: rename m_mapper to m_minimap
* Add minimap to core.ui namespace (core.ui.minimap)
* Add various functions to manage minimap (show, hide, toggle_shape)
* Cleanup trivial declaration in client
2017-03-16 10:34:54 +01:00
Loïc Blot
aadc6b9f06 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
paramat
fc7d75c19d Get biome list: Downgrade missing biome message to infostream
It is harmless for a biome listed in an ore or decoration registration
to be missing.
Now that we are registering certain biomes or not based on options
(such as floatland biomes), the biome lists in ore and decoration
registrations trigger these error messages, avoiding these error
messages would need a large amount of duplication of ore and decoration
registrations.
2017-03-16 02:56:03 +00:00
red-001
c43ad771f6 Add get_wielded_item 2017-03-13 23:56:05 +01:00
red-001
b261ab875f [CSM] Add get_node and get_node_or_nil 2017-03-13 23:56:05 +01:00
Loic Blot
cff2797dd4 [CSM] storage + fixes 2017-03-13 23:56:05 +01:00
red-001
2001a8c195 [CSM] Add local formspecs. (#5094) 2017-03-13 23:56:05 +01:00
Loïc Blot
04680f648a [CSM] sound_play & sound_stop support + client_lua_api doc (#5096)
* squashed: CSM: Implement register_globalstep
  * Re-use fatal error mechanism from server to disconnect client on CSM error
  * Little client functions cleanups

* squashed: CSM: add core.after function
  * core.after is shared code between client & server
  * ModApiUtil get_us_time feature enabled for client
2017-03-13 23:56:05 +01:00
red-001
1c7fd8a35c [CSM] Add client-sided chat commands (#5092) 2017-03-13 23:56:05 +01:00
red-001
4fea6c30de [CSM] Add method that display chat to client-sided lua. (#5089) (#5091)
* squashed: [Client-sided scripting] Don't register functions that don't work. (#5091)
2017-03-13 23:56:05 +01:00
Loic Blot
045cc40d91 [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
Dániel Juhász
fe21088bca Light calculation: New bulk node lighting code
This commit introduces a new bulk node lighting algorithm to minimize
lighting bugs during l-system tree generation, schematic placement and
non-mapgen-object lua voxelmanip light calculation.

If the block above the changed area is not loaded, it gets loaded to avoid
lighting bugs.
Light is updated as soon as write_to_map is called on a voxel manipulator,
therefore update_map does nothing.
2017-03-11 02:06:18 +00:00
Loïc Blot
65e75bba93 Add ModMetadata API (#5131)
* mod can create a ModMetadata object where store its values and retrieve it.
* Modmetadata object can only be fetched at mod loading
* Save when modified using same time as map interval or at server stop
* add helper function to get mod storage path
* ModMetadata has exactly same calls than all every other Metadata
2017-02-08 00:15:55 +01:00
rubenwardy
75153f5323 Fix incompatibility of ItemStack.to_table() introduced by stack meta 2017-02-07 21:18:17 +00:00
rubenwardy
8441029477 Add ItemStack key-value meta storage 2017-02-04 22:07:55 +00:00
rubenwardy
1303719641 Derive NodeMetaRef from MetaDataRef 2017-02-04 22:07:55 +00:00
rubenwardy
f861226cc1 Make NodeMetaRef::getmeta a non-static member 2017-02-04 22:07:55 +00:00
kilbith
833c48dc59 Serverlist: Add ping indicators (#5164) 2017-02-03 23:53:43 +10:00
SmallJoker
1ca1d9ae97 from_table: Fix crash for missing inventory or field 2017-01-28 16:38:46 +01:00
Loïc Blot
b24578ef70 Implement player attribute backend (#4155)
* This backend permit mods to store extra players attributes to a common interface.
* Add the obj:set_attribute(attr, value) Lua call
* Add the obj:get_attribute(attr) Lua call

Examples:
* player:set_attribute("home:home", "10,25,-78")
* player:get_attribute("default:mana")

Attributes are saved as a json in the player file in extended_attributes
key

They are saved only if a modification on the attributes occurs and loaded
when emergePlayer is called (they are attached to PlayerSAO).
2017-01-27 08:59:30 +01:00
sfan5
a4f76cfa40 Initialize TileAnimationParams to prevent crashes/bugs for legacy invocations of add_particle{,spawner} (fixes #5108) 2017-01-24 15:19:29 +01:00
Loïc Blot
576308cb1d Revert "Detach the player from entities on death." (#5087) 2017-01-21 17:30:55 +01:00
sapier
8df666f56e Add Entity get_texture_mod() to Lua API
Send texture modifier to clients connecting later too
2017-01-21 17:01:02 +01:00
red-001
9f6e715c65 Detach the player from entities on death. (#5077) 2017-01-21 16:11:55 +01:00
sfan5
ef197b4880 Add particle animation, glow
This is implemented by reusing and extending the
TileAnimation code for the methods used by particles.
2017-01-18 23:21:01 +01:00
sapier
552225ff0e Fix typo in alias for deprecated settexturemod 2017-01-17 19:41:52 +01:00
rubenwardy
e8ba0cc76f Rename ObjectRef methods to be consistent and predictable 2017-01-16 15:34:44 +00:00
Rui
d773473add Make nametag removable with set_nametag_attributes (#5021) 2017-01-11 20:25:25 +01:00
Rogier
1386ba186e Performance fix + SAO factorization
Original credits goes to @Rogier-5

* Merge common attributes between LuaEntitySAO & PlayerSAO to UnitSAO
* Make some functions const
* Improve some lists performance by returning const ref

Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-11 15:53:56 +01:00
Rui
f1b3f9d929 Add staticdata parameter to add_entity (#5009)
* Add staticdata parameter to add_entity
* Add add_entity_with_staticdata to core.features
2017-01-09 20:39:45 +01:00
Ner'zhul
14a094c1a2 Environment & IGameDef code refactoring (#4985)
* Environment code refactoring
* Cleanup includes & class declarations in client & server environment to improve build speed
* ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts.
* Cleanup IGameDef
  * Move ITextureSource* IGameDef::getTextureSource() to Client only.
  * Also move ITextureSource *IGameDef::tsrc() helper
  * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call
  * drop unused emerge() call
  * cleanup server unused functions (mentionned before)
* Drop one unused parameter from ContentFeatures::updateTextures
* move checkLocalPrivilege to Client
* Remove some unnecessary casts
* create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it
* Fix some comments
* Change required IGameDef to Server/Client pointers
* Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects
* Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu
* drop ClientMap::sectorWasDrawn which is unused
2017-01-09 20:39:22 +01:00
Loic Blot
4e008ba0bb Move ServerEnvironment to dedicated cpp/header files
* also cleanup some unneeded inclusions
2017-01-08 12:16:06 +01:00
Loic Blot
295d6102c0 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
adrido
a0d2cea433 Dont compare short with bool (#4963)
Fixes a compiler warning on MSVC
2016-12-28 21:22:01 +01:00
sfan5
cca7feaa6c Fix warning reported by clang (possible bug in Settings lua api) 2016-12-21 10:20:06 +01:00
ShadowNinja
79c3da8546 Mod security: Allow read-only access to all mod paths 2016-12-20 06:34:04 +00:00
Auke Kok
28c2f61e19 Simple decorations: Fix range check for deco->deco_param2
Allow any int value, and properly range check it before casting.
2016-12-08 08:38:10 +00:00
Auke Kok
2f71a16b08 Simple deco: Allow setting param2 value on placement
Schematics can already be placed with a param2 value, but not
simple 1-node plant decorations of the simple type.

This adds a `param2` field to the simple deco type that is
checked to be between 0 and 255, and put to the placed node
at mapgen.

This can be used to put a degrotate value in, or e.g. a fill
value for leveltype nodes, or a place_param2 value at mapgen
placement, or vary the shape of meshoptions plantlike drawtype.
2016-12-07 04:17:17 +00:00
sfan5
a4191476ab Allow restricting detached inventories to one player
This combats the problem of sending the hundreds of
"creative" / "armor" or whatever detached invs that
exist on popular servers to each and every player
on join or on change of said invs.
2016-11-28 13:41:19 +01:00
sfan5
a99777ab39 Revert "Adding particle blend, glow and animation (#4705)"
This reverts commit 93e3555eae2deaeca69ee252cfa9cc9c3e0e49ef.
2016-11-14 15:28:06 +01:00
Foghrye4
04ea490226 Adding particle blend, glow and animation (#4705) 2016-11-15 00:09:59 +10:00
Rogier
92620bf458 Fix crash when attached object no longer exists
Active objects that are attached to other objects are not safe
from deletion. As a result, the parent object may have a reference
to an id of a child's that no longer exists.

If at some point an attempt is made to manipulate the child,
enviromment->getActiveObject(child-id) returns NULL. Using the
NULL pointer causes the crash...
2016-11-13 10:10:28 +01:00
Brandon
7e703858b8 Add minetest.get_server_uptime() function to Lua API (#4702)
Add minetest.get_server_uptime() function to Lua API
2016-11-02 09:36:58 -07:00