342 Commits

Author SHA1 Message Date
Vincent Glize
679790df61 LocalPlayer api lua 2017-04-08 22:04:30 -07:00
Vincent Glize
74a467af38 [CSM] Add event on_connect player API lua (#5540)
* Add event on_connect player API lua
2017-04-08 08:20:30 +02:00
red-001
887549792a [CSM] Add function and chat command to disconnect from server. (#5487) 2017-04-01 13:40:56 +02:00
number Zero
f6fdba81af Add mesh generation delay 2017-03-26 05:50:59 +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
nerzhul
0da8c64041 [CSM] Add enable_client_modding param (default: false) 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
Loïc Blot
be647e257f [CSM] implement client side mod loading (#5123)
* client side mods are located in clientmods/
* move builtin/preview.lua to clientmods/preview/init.lua as a preview mod
* refactor ModConfiguration class to work properly with client and server using child objects
* move some Server constructor mod load code to ModConfiguration to reduce code duplication between client and server
* remove mods.{cpp,h} unused functions
* use UNORDERED_SET instead of std::set in some modspec storages
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
red-001
216eec637e Remove client-side chat prediction. (#5055)
Network lag isn't really a big issue with chat and chat prediction makes writing mods harder.
2017-01-17 00:09:47 +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
Dániel Juhász
46aff27445 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
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
Rogier
14a9128747 View range: Set maximum to 4000 nodes
The network protocol does not support larger than 255 mapblocks.
2016-12-12 07:20:50 +00:00
Rogier-5
c95e1f0553 Fix computation of viewing range (in blocks) sent to server (#4882)
Fixes #4878

Also remove an artificial viewing range reduction that
(presumably) was added to compensate for miscomputed
viewing ranges, and that doesn't seem to be needed any
more (thanks to lhofhansl).
2016-12-11 19:49:49 +01:00
Lars Hofhansl
7d5bf4c229 Optimize block sent: Fix rendering issue 2016-12-03 02:34:45 +00:00
lhofhansl
52bf98ff4c Optimize/adjust blocks/ActiveObjects sent at the server based on client settings. (#4811)
Optimize/adjust blocks and active blocks sent at the server based on client settings.
2016-11-30 18:13:14 +10:00
raymoo
7c4f76cca7 Add control information to player interacts (#4685) 2016-11-12 17:22:39 +10:00
Loic Blot
94cfb9ae7c Environment cleanup
* Move client list to ServerEnvironment and use RemotePlayer members instead of Player
* ClientEnvironment only use setLocalPlayer to specify the current player
* Remove ClientEnvironment dead code on player list (in fact other players are CAO not Player objects)
* Drop LocalPlayer::getPlayer(xxx) functions which aren't used.
* Improve a little bit performance by using const ref list for ClientEnvironment::getPlayerNames() & Client::getConnectedPlayerNames()
* Drop isLocal() function from (Local)Player which is not needed anymore because of previous changes

This change permits to cleanup shared client list which is very old code.
ClientEnvironment doesn't use player list anymore, it only contains the local player, as addPlayer is only called from Client constructor client side.
Clients are only CAO on client side, this cleanup permit to remove confusion about player list.
2016-10-09 15:17:10 +02:00
Loic Blot
3558ac7829 More code cleanup (UNORDERED + RemotePlayer/LocalPlayer)
* ClientEnvironment now uses UNORDERED MAP for active objects
* Use RemotePlayer and LocalPlayer everywhere it's possible
* Minor code style fixes
* Drop Client::getBreath() unused function
2016-10-08 22:27:44 +02:00
Loic Blot
d28e980e7c Player/LocalPlayer/RemotePlayer inheritance cleanup (part 2 on X)
* Server/Client Environments now have an helper to cast Player object in the right type to use it
* Server: use RemotePlayer everywhere and remove previous added casts
* Client: use LocalPlayer where needed
* Environment: remove unused functions (getPlayers(), getRandomConnectedPlayer(), getNearestConnectedPlayer())
2016-10-08 15:57:50 +02:00
Loic Blot
2b5c276768 Use more unordered_maps to improve performance in c++11 builds 2016-10-06 12:33:35 +02:00
Loic Blot
17bad192fe Replace various std::map with UNORDERED_MAP + various cleanups
This is part 2 for 5f084cd98d7b3326b51320455364337539710efd

Other improvements:

* Use the defined ItemGroupList when used
* make Client::checkPrivilege const
* inline some trivial functions
* Add ActiveObjectMap typedef
* Add SettingsEntries typedef
2016-10-05 10:53:19 +02:00
Rogier-5
abac6acd29 Use the standard to_string() functions for C++11 (#4279)
If compiling according to a C++ version before C++11, then define
std::to_string ourselves.

Add a to_wstring version as well

As std::to_string() for floating point types uses %.6f as floating
point format converter, instead of %G, it needs special care.

To preserve ftos() behavior (which is expected to use the %G format
converter), it no longer uses to_string().
2016-08-11 19:22:40 +02:00
kwolekr
81e06b1f01 Hud: Cache hud_scaling, fix minor style issues 2016-04-10 23:54:34 -04:00
est31
a334f5f527 Add option to not send pre v25 init packet
The legacy init packet (pre v25) sends information about the client's
password that a server could use to log in to other servers if the
username and password are the same. All the other benefits of SRP of
protocol v25 are missed if the legacy init packet is still sent during
connection creation.

This patch adds an option to not send the v25 init packet. Not sending
the v25 packet means breaking compat with pre v25 servers, but as the
option is not enabled by default, no servers are affected unless the
user explicitly flips the switch. More than 90% of the servers on the
serverlist support post v25 protocols.

The patch also fixes a bug with greying out of non compliant servers
being done wrongly, the min and max params were mixed.
2016-03-15 17:20:09 +01:00
est31
a60976e0cf Much better API for auth.{cpp, h}
* No function overloading
* Adhere coding style and with method names following
  lowercase_underscore_style
* Use std::string in external API, handling these is
  much more fun
2016-03-15 05:55:49 +01:00
Diego Martinez
d5c0e09d40 Add options for screenshot format and quality 2016-03-12 17:12:43 -05:00
RealBadAngel
226be7bc32 Remove preload_item_visuals code
Closes #3748
2016-02-21 17:46:50 +01:00
RealBadAngel
e0f29ab7d3 Move object nametags to camera 2016-02-18 16:43:29 +01:00
RealBadAngel
26e91b396d Use vertices with tangents only when its needed. 2016-02-15 06:05:39 +00:00
nerzhul
c4bf66116d v2d & aabbox3d<f32> & sky cleanups
* Sky: rename Box => m_box and inline getBoundingBox
* Uniformize aabbox3d<f32> to aabb3f
2016-02-11 16:55:15 +01:00
RealBadAngel
8b602bba0f Cleanup selection mesh code, add shaders for halo and selection boxes 2016-02-08 03:57:42 -05:00
Alex Ford
3d8a7bc124 Add on_secondary_use when right clicking an item in the air 2015-12-02 02:18:44 +00:00
ShadowNinja
85dbe50ec1 Rename macros with two leading underscores
These names are reserved for the compiler/library implementations.
2015-10-14 02:39:37 -04:00
est31
67c1695c16 Fix some SRP issues
-> Remove memory allocation bugs
-> Merge changes from upstream, enabling customizeable memory allocation
2015-09-30 09:19:40 +02:00
est31
9e5c0119da Hide minimap if it has been disabled by server 2015-09-01 19:00:33 +02:00
David Jones
9d1284b324 Change i++ to ++i 2015-08-25 18:33:52 -04:00
ShadowNinja
098d28aa5e 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
est31
143d1f6835 Add count based unload limit for mapblocks 2015-08-13 07:56:07 +02:00
Břetislav Štec
563d8138ea src/client.cpp: Fix mapper memory leak 2015-08-02 02:15:38 -04:00
Břetislav Štec
d1e322facf Fixed minimap memory leak 2015-07-27 11:06:46 -04:00
est31
c3162ae744 Fix srp.cpp:815 leak
Thanks @Zeno-
2015-07-27 08:15:39 +02:00