5915 Commits

Author SHA1 Message Date
est31
0545d14454 Fix two reconnect bugs
Fix two bugs related to the reconnect feature
introduced by commit

3b50b2766aeb09c9fc0ad0ea07426bb2187df3d7 "Optional reconnect functionality"

1. Set the password to the stored one

Before, we have done the reconnect attempt with a
cleared password, so using the feature would only
work if you had an empty password.
Thanks to @orwell96 for reporting the bug.

2. Reset the reconnect_requested flag after its use

the_game only writes to the reconect_requested flag
if it sets it to true. It never sets it to false.
If the flag is not reset after its use, all "reset"s
to the main menu will look like the server had
requested a reconnect.
2016-03-15 08:55:45 +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
paramat
191dd5cdbc Mapgen: Fix light in tunnels at mapchunk borders
Don't excavate the overgenerated stone at node_max.Y + 1,
this creates a 'roof' over the tunnel, preventing light in
tunnels at mapchunk borders when generating mapchunks upwards.
2016-03-14 08:45:01 +00:00
HybridDog
95a304db08 Fix player teleportation bug whilst sneaking
Only set back position when sneaking if player wasn't teleported by adding and using a bool "got_teleported" to player
it fixes #2876
2016-03-14 08:44:28 +00:00
Auke Kok
18acddb373 Connected nodes: fix 2 minor bugs
1. Copy-paste error: properly test for back-connection.

In the case of two different connected nodebox types, we want to
assure that if A connects to B, that B also connects to A. This test
was accidentally not implemented correctly.

2. Clear the connects_to_ids before deserializing.

With each new connected node, the deserialization code added more
and more targets to the map, since the map wasn't cleared in between
deserialization steps. This caused e.g. wall blocks to connect to
things in the fence connects_to map.
2016-03-14 05:05:04 +01:00
Jeija
d3e029b4f6 Resend blocks when modified while sending to client 2016-03-12 23:59:44 +01:00
Diego Martinez
d5c0e09d40 Add options for screenshot format and quality 2016-03-12 17:12:43 -05:00
Auke Kok
14a15265db Allow nodes to specify which sides to connect to.
NDT_CONNECTED attempts to connect to any side of nodes that it can
connect to, which is troublesome for FACEDIR type nodes that generally
may only have one usable face, and can be rotated.

We introduce a node parameter `connect_sides` that is valid for
any node type. If specified, it lists faces of the node (in "top",
"bottom", "front", "left", "back", "right", form, as array) that
connecting nodeboxes can connect to. "front" corresponds to the south
facing side of a node with facedir = 0.

If the node is rotatable using *simple* FACEDIR, then the attached
face is properly rotated before checking. This allows e.g. a chest
to be attached to only from the rear side.
2016-03-12 12:08:17 -05:00
Auke Kok
f11d473497 Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.

This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.

In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.

The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.

Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.

Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.

I've posted a screenshot demonstrating the flexibility at
    http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.

Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.

A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.

These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
      connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.

Example lua code needed to generate these nodes can be found here:
    https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-03-12 12:08:17 -05:00
ShadowNinja
ac37bd8b97 Fix chat console not opening after formspec opened over it
The MainMenuManager set the console invisible when a
formspec opened over it, but didn't properly close it,
and the chat console never set itself visible again.
2016-03-12 12:01:40 -05:00
paramat
207f76a87e Documentation: Auto-update conf.example and settings_translation_file.cpp 2016-03-12 04:03:43 +00:00
orwell96
ff125e3a1b Fix ask_reconnect_on_crash option being ignored
Since commit

3b50b2766aeb09c9fc0ad0ea07426bb2187df3d7 "Optional reconnect functionality"

there is a config option named ask_reconnect_on_crash.
It asks the client to reconnect to the server if the server crashed.
It has been implemeted and works, but due to a function parameter not
being passed it never showed effect. This patch adds the parameter
and fixes the bug.

Also fixes the `reconnect` option of minetest.request_shutdown being ignored.
2016-03-11 23:43:37 +01:00
paramat
7f54168a10 Documentation: Clarify global and mapgen-specific mapgen flags 2016-03-11 21:09:59 +00:00
Auke Kok
ac65ce9c1c Introduce "protection_bypass" privilege.
This privilege allows map protection bypassing for server operators
and world moderators.

Initially I had thought that bypassing protection mods would have been
something that could entirely be done inside mods and minetest_game,
but the concept of protection is defined in core, in the code of
core.is_protected().

I don't feel that it would be logical to introduce a protection
concept in core, but not some way around that for server operators
to maintain map parts that need fixing, de-griefing or cleanup.

Others had noticed the same problems, and proposed a patch to
minetest_game. That patch is fine by itself, but it fails to add
protection bypass functionality for digging normal nodes and placing
nodes.

So, instead, we indroduce the new priv "protection_bypass" in core,
and modify 'on_place_node' and 'node_dig' to allow bypassing node
protections if the player holds this priv.

This priv was tested with protector redo by tenplus1.

A followup patch to Minetest Game will include allowing special checks
for doors, trapdoors, chests in Minetest Game.

Protection mods will likely want to mimic the changes in their relevant
code sections.
2016-03-11 21:09:53 +00:00
Auke Kok
b45a71ec0d Avoid try/catch for settings.
We can just test for the presence of these settings nicely here,
no need to use a try / catch construct.
2016-03-09 01:45:23 +01:00
Auke Kok
9cf7a3ef96 Add consistent monotonic day counter - get_day_count()
I've written several experimental bits of code that revolve around the
need for a consistent calendar, but implementing one is extremely hard
in mods due to time changes and mods overriding core.get_timeofday(),
which will conflict.

The second part of the problem is that doing this from a mod requires
constant maintenance of a settings file.

An implementation in core is trivial, however, and solves all of
these problems at virtually no cost: No extra branches in server
steps, and a single branch when minetest.set_time_of_day(), which is
entirely reasonable.

We store the day_count value in env_meta.txt.

The use case is obvious: This change allows mods to create an actual
virtual calendar, or properly account for seasonal changes, etc..

We add a "/days" chatcommand that displays the current day count. No
permissions are needed. It can only retrieve the day count, not
modify it.
2016-03-09 01:45:23 +01:00
ShadowNinja
3e9b7d3da7 Add AreaStore custom ID API 2016-03-07 16:33:20 -05:00
ShadowNinja
e666e6c109 Implement AreaStore serialization 2016-03-07 16:33:20 -05:00
ShadowNinja
ec56801e71 Fix SpatialAreaStore not freeing removed areas 2016-03-07 16:33:20 -05:00
ShadowNinja
7dead21e98 Add basic AreaStore method documentation 2016-03-07 16:33:20 -05:00
ShadowNinja
b9e0e8d337 Sort AreaStore header 2016-03-07 16:33:20 -05:00
ShadowNinja
d2d654fcbf Clean up VectorAreaStore 2016-03-07 16:33:20 -05:00
ShadowNinja
239f5ed868 Move AreaStore container selection logic into getOptimalImplementation 2016-03-07 16:33:20 -05:00
ShadowNinja
9070fd90d5 Move AreaStore to util 2016-03-07 16:33:20 -05:00
ShadowNinja
a7e129ab68 Make AreaStore cache setting private 2016-03-07 16:33:20 -05:00
ShadowNinja
9ae267cae5 Simplify AreaStore ID management 2016-03-07 16:33:20 -05:00
est31
f486364e14 s_env.{cpp, h} cleanups
* Replace string by-val passing with const reference
* Fix code style
* Remove redundant `int table` definition and indentation level
2016-03-07 19:54:26 +01:00
est31
fd7cbba94b Add minetest.register_lbm() to run code on block load only 2016-03-07 19:54:26 +01:00
ShadowNinja
a4ec25f8b7 Use LuaErrors in security check macros
Throwing a LuaError calls destructors as it propagates up the stack,
wheres lua_error just executes a longjmp.
2016-03-07 13:37:15 -05:00
Jean-Patrick Guerrero
b5bb7f8105 Settings Tab: Regroup dropdown datas in tables 2016-03-06 23:42:21 +00:00
Rui914
7a9e8367db Faster insertion into table 2016-03-06 23:42:04 +00:00
Muhammad Rifqi Priyo Susanto
e4c448b00f Add forgotten valleys mapgen in mapgen name
Missing `valleys` in `settingtypes.txt` and `minetest.conf.example`.
2016-03-05 16:06:27 +01:00
Jean-Patrick Guerrero
08b9a710be Update settings tab + some misc. clean-up 2016-03-05 10:41:51 +01:00
Maksim Gamarnik
7a9fd071c1 Update Android dependencies, -O3 optimization, remove old ARMv5 config
* Update OpenSSL (thanks @sapier, i use his patch!), Curl and SQLite3.
* Remove old arm config. Almost all phones that use ARMv5 have 1 core and 256-512 RAM, it's about 2-5 FPS.
* Do -O3 optimization for libs and remove -fexpensive-optimizations for Minetest (-O3 includes this! Read gcc docs).
* OpenSSL fix - thanks @sapier, again.
2016-03-05 05:52:45 +01:00
Duane Robertson
2054aebb51 Mgvalleys: Correct spawn problems
Increase maximum spawn altitude to reduce spawn issues.
2016-03-04 02:39:04 +00:00
paramat
367d489b5e Decoration API: Allow force_placement of simple decorations 2016-03-04 02:38:55 +00:00
Jeija
9f33a11cea Require minetest.request_http_api to be called from the mod's main scope
Fixes #3764
2016-03-03 22:42:00 +01:00
ShadowNinja
be664095d9 Fix main menu being unable to set secure settings 2016-03-03 00:57:19 -05:00
ShadowNinja
4b8f7125b4 Remove debug.getupvalue from the Lua sandbox whitelist
This function could be used to steal insecure environments from trusted mods.
2016-03-03 00:09:05 -05:00
ShadowNinja
bb2c48e2d9 Add support for non-ASCII characters to chat console
This still only supports 256 characters, but that's because
Irrlicht's clipboard handlers don't support wide characters.
2016-03-02 23:23:31 -05:00
ShadowNinja
3e0afba1ca Add Android chat form 2016-03-02 23:23:31 -05:00
ShadowNinja
d8a4be8771 Add text selection and copying to console 2016-03-02 23:23:31 -05:00
ShadowNinja
e07237d9c5 Unlock cursor when opening console 2016-03-02 23:23:31 -05:00
Esteban I. Ruiz Moreno
c051bd28f0 Use the console instead of a dedicated window when pressing keymap_chat/cmd
keymap_console opens a full window for chat history browsing.
2016-03-02 23:23:31 -05:00
Aleksey Vorona
42ffda53b2 Fix a mistake in the world format documentation
Fixed a minor mistake that made it appear as if the inventory
is serialized multiple times - once per each variable. In fact
it is serialized once per each node.
2016-03-03 01:25:35 +01:00
nerzhul
1bf870c8c1 Revert "Fix jumping at node edge"
This reverts commit 60dc01dc258db842e229351b871d0989e3e7d62c.

This fixes issue #3773
2016-03-01 11:15:14 +01:00
ShadowNinja
378a03c182 Resize object_marker_red.png to 16x16
Having a non-power-of-two image broke the Android app.
2016-02-28 14:28:27 -05:00
paramat
f237a98e76 Nodedef: Restore smooth lighting to water 2016-02-27 21:27:42 +00:00
Duane Robertson
065b0f03f1 Mgvalleys: Add Dry Riverbeds
Lower water table where base humidity is low.
Alter heat and humidity to compensate for river humidity and altitude
chill.
Correct misuse of surface_max_y in generateTerrain.
Remove sand trails in the water at river mouths.
Remove river water below water_level.
Correct heat/humidity calculations where noises are less than zero.
Correct heightmap errors as much as possible.
Make humidity calculations more readable.
2016-02-27 21:27:32 +00:00
est31
1aec1ffa85 Update po files, minetest.conf.example and settings_translation_file.cpp 2016-02-27 05:50:42 +01:00