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<title>minetest.git/src/server, branch 5.3.0</title>
<subtitle>lizzy's patches for luanti
</subtitle>
<id>https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=5.3.0</id>
<link rel='self' href='https://git.vlhl.dev/lizzy/luanti/minetest.git/atom?h=5.3.0'/>
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<updated>2020-06-04T17:31:46+00:00</updated>
<entry>
<title>Move shared parameters sending to UnitSAO (#9968)</title>
<updated>2020-06-04T17:31:46+00:00</updated>
<author>
<name>SmallJoker</name>
<email>SmallJoker@users.noreply.github.com</email>
</author>
<published>2020-06-04T17:31:46+00:00</published>
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<id>urn:sha1:c1e01bc638637efa788b5698238a465406bc3f5e</id>
<content type='text'>
Better header sorting by topic
Make UnitSAO-specific parameters private
Skip redundant recursive entity sending code (since ~5.2.0)
</content>
</entry>
<entry>
<title>Clean up CAO nametag handling and remove deprecated AO_CMD</title>
<updated>2020-05-29T20:54:50+00:00</updated>
<author>
<name>sfan5</name>
<email>sfan5@live.de</email>
</author>
<published>2020-05-26T14:05:06+00:00</published>
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<id>urn:sha1:4c8e1c320054ee0dc5d8ec821a6b4cd69002aa09</id>
<content type='text'>
AO_CMD_UPDATE_NAMETAG_ATTRIBUTES was deprecated in
9eee3c3f465c071bb9908749cf48be3c131a1bdf (0.4.14)
</content>
</entry>
<entry>
<title>Value copy / allocation optimizations mostly in server, SAO and serialize code</title>
<updated>2020-05-27T19:58:40+00:00</updated>
<author>
<name>sfan5</name>
<email>sfan5@live.de</email>
</author>
<published>2020-05-26T15:38:31+00:00</published>
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<id>urn:sha1:471e567657dfd75a994a1b54d7a23cf4541a6bed</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Server class code cleanups (#9769)</title>
<updated>2020-05-07T20:38:41+00:00</updated>
<author>
<name>Loïc Blot</name>
<email>nerzhul@users.noreply.github.com</email>
</author>
<published>2020-05-07T20:38:41+00:00</published>
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<id>urn:sha1:454dbf83a9bf292910c1495a2aa49fd8b960c28f</id>
<content type='text'>
* Server::overrideDayNightRatio doesn't require to return bool
There is no sense to sending null player, the caller should send a valid object

* Server::init: make private &amp; cleanup
This function is always called before start() and loads some variables which can be loaded in constructor directly.
Make it private and call it directly in start

* Split Server inventory responsibility to a dedicated object

This splits permit to found various historical issues:
* duplicate lookups on player connection
* sending inventory to non related player when a player connects
* non friendly lookups on detached inventories ownership

This reduce the detached inventory complexity and also increased the
lookup performance in a quite interesting way for servers with thousands
of inventories.</content>
</entry>
<entry>
<title>Server: Improve some log messages (#9820)</title>
<updated>2020-05-05T15:05:11+00:00</updated>
<author>
<name>sfan5</name>
<email>sfan5@live.de</email>
</author>
<published>2020-05-05T15:05:11+00:00</published>
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<id>urn:sha1:d1c6cc72cce7e02dcaca7797b463d071d67d27db</id>
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</content>
</entry>
<entry>
<title>Add MetricsBackend with prometheus counter support</title>
<updated>2020-04-29T05:48:08+00:00</updated>
<author>
<name>Loic Blot</name>
<email>loic.blot@unix-experience.fr</email>
</author>
<published>2020-04-27T06:31:37+00:00</published>
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<id>urn:sha1:56bababcdfce097a4e08cc3d1de8d798e7999ce7</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Expose collision information to LuaEntity on_step</title>
<updated>2020-04-27T18:45:46+00:00</updated>
<author>
<name>sfan5</name>
<email>sfan5@live.de</email>
</author>
<published>2020-04-14T12:11:33+00:00</published>
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<id>urn:sha1:3475759d1adbd4a64c6250fd87981f783e64f69c</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Optimize get_objects_inside_radius calls (#9671)</title>
<updated>2020-04-16T06:25:48+00:00</updated>
<author>
<name>Loïc Blot</name>
<email>nerzhul@users.noreply.github.com</email>
</author>
<published>2020-04-16T06:25:48+00:00</published>
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<id>urn:sha1:e8ac5a31cf12afcfddf8e3ed31e8038930edb06f</id>
<content type='text'>
* Optimize getObjectsInsideRadius calls

our previous implementation calls the ActiveObjectMgr to return ids and then lookup those ids in the same map and test each object
Instead now we call the global map to return the pointers directly and we ask filtering when building the list using lamba.

This drop double looping over ranges of active objects (and then filtered one) and drop x lookups on the map regarding the first call results
</content>
</entry>
<entry>
<title>Drop content_sao.{cpp,h}</title>
<updated>2020-04-11T14:07:17+00:00</updated>
<author>
<name>Loic Blot</name>
<email>loic.blot@unix-experience.fr</email>
</author>
<published>2020-04-11T09:22:15+00:00</published>
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<id>urn:sha1:5146086a64d5eeb480948d612a008a2ec81455d4</id>
<content type='text'>
Move LuaEntitySAO to a new dedicated file
Drop TestSAO (useless object)
Drop the old static startup initialized SAO factory, which was pretty useless.
This factory was using a std::map for 2 elements, now just use a simple condition owned by ServerEnvironment, which will be lightweight, that will also drop a one time useful test on each LuaEntitySAO creation. This should reduce server load on massive SAO creation
</content>
</entry>
<entry>
<title>Move PlayerSAO to dedicated files</title>
<updated>2020-04-11T14:07:17+00:00</updated>
<author>
<name>Loic Blot</name>
<email>loic.blot@unix-experience.fr</email>
</author>
<published>2020-04-11T07:59:09+00:00</published>
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<id>urn:sha1:894a34aef48024a752a1ef151d046955d83858d0</id>
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