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path: root/src/content_sao.cpp
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2017-08-09Step height: Add as a player object propertyparamat
Add settable player step height using the existing object property. Breaks compatibility with old clients, add to protocol version 35.
2017-07-27Add LuaEntity on_death callback (#6177)Loïc Blot
Add LuaEntity on_death callback This fixes #5474
2017-07-21Player collisionbox: Make settableTeTpaAka
Breaks compatibility with old clients.
2017-07-07Expose getPointedThing to LuaDániel Juhász
This commit introduces Raycast, a Lua user object, which can be used to perform a raycast on the map. The ray is continuable, so one can also get hidden nodes (for example to see trough glass).
2017-06-16C++11 patchset 9: move hardcoded init parameters to class definitions (part ↵Loïc Blot
1) (#5984) * C++11 patchset 9: move hardcoded init parameters to class definitions C++11 introduced the possibility to define the default values directly in class definitions, do it on current code Also remove some unused attributes * CollisionInfo::bouncy * collisionMoveResult::collides_xy * collisionMoveResult::standing_on_unloaded * Clouds::speed * More constructor cleanups + some variables removal * remove only write guiFormSpecMenu::m_old_tooltip * move header included inside defintions in genericobject.h * remove some unused since years exception classes * remove unused & empty debug_stacks_init * remove unused & empty content_nodemeta_serialize_legacy * remove forgotten useless bool (bouncy) in collision.cpp code
2017-06-04C++11 patchset 2: remove util/cpp11.h and util/cpp11_container.h (#5821)Loïc Blot
2017-06-03Properly remove SAO when worldedges are overtaken (#5889)Loïc Blot
* LuaEntitySAO: Remove beyond outermost mapchunk edges Based on a commit by, and with help from, nerzhul. Add 2 functions to class Mapgen: A function to calculate actual mapgen edges, called from the Mapgen constructor. A function called indirectly from content_sao.cpp per entity step to check SAO position is within mapgen edges. * Calculate borders from params not mapgen, which is not available everytime
2017-05-09Revert custom player collision box and step height commitsparamat
These caused inability to pass through 2 node high spaces or step up onto slabs or steps when a new client connected to an older server.
2017-05-07Player properties: Set correct default collisionboxparamat
Recent commit b6f4a9c7e1a4f0bac66fd6f6ff844425ac775975 removed a hardcoded player collisionbox which resulted on falling back to an incorrect default. This stopped players walking through 2-node high spaces and made the player slightly wider. Improve docs for custom player collisionbox feature and reformat nearby lines.
2017-05-06Make the player collisionbox settableTeTpaAka
2017-05-06Use stepheight from CAO instead of hardcoded valueSapier
2017-04-25Rename Scripting API files for consistencyShadowNinja
2017-04-23Player data to Database (#5475)Loïc Blot
* 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
2017-04-22Sneak glitch: Set default to falseparamat
The 'sneak glitch' physics override now controls whether a player can use the new move code replications of the old sneak side-effects: sneak ladders and 2 node sneak jump. This completes our intention to replicate the old sneak side-effects in new code and provide them as an option that is disabled by default.
2017-04-17Sneak: Add option for old move codeparamat
Temporary option for the old move code for specific old sneak behaviour. Enabled by setting the added 'new move' physics override to false. By default 'new move' is true.
2017-04-15Partial damage cheat fix: node damages server side (#4981)Loïc Blot
* Damage cheat fix: server side * Lava/Node damages overtime server side * lava hurt interval is only for old protocol
2017-04-06Fix problems when overriding the hand:Ekdohibs
- If the hand can dig a node the item wielded can't, allow to dig it anyway. - Fix the API callbacks from setting the hand instead of the wielded item.
2017-04-06Fix multiple death messages (#5305)presstabstart
Fix multiple death messages (#3565) and damage server logs after death.
2017-03-19Update server min protocol version to v24 (#5411)Loïc Blot
* Update server min protocol version to v24 It's based on @sfan5 stats. See https://kitsunemimi.pw/tmp/serverlist_stats_2017-03-17.txt v24 was bumped 25/08/14 and 0.4.11 was released 25/12/14 * Drop protocol v23 and lesser code
2017-03-13[CSM] Client side moddingLoic Blot
* 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
2017-03-11Do not increase breath if at full breath.Auke Kok
Prevents the server from sending TOCLIENT_BREATH packets every 0.5seconds, if there is no reason to.
2017-02-01Fix anticheat resetting client position after the client is teleportedEkdohibs
Previously, m_move_pool could accomodate the client moving from the new position to the old one, and the server accepted the client to go back to its old position. However, it couldn't then accomodate the client moving from its old to its new position, and therefore would reset position to the old position. Thus, by emptying m_move_pool after a teleport, the server no longer accepts the client to go back to its old position. A drawback is however that a laggy client *will* trigger a few "moved_too_fast" anticheats before being told about its new position. Don't report player cheated if caused by lag. Fixes #5118
2017-01-28Make entity on_punch have same signature and behaviour as player on_punchsapier
2017-01-27Implement player attribute backend (#4155)Loïc Blot
* 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).
2017-01-21Revert "Detach the player from entities on death." (#5087)Loïc Blot
2017-01-21Add Entity get_texture_mod() to Lua APIsapier
Send texture modifier to clients connecting later too
2017-01-21Detach the player from entities on death. (#5077)red-001
2017-01-20Remove `mathconstants.h` and use the correct way to get `M_PI` in MSVC. (#5072)red-001
2017-01-19Fix MSVC build Build broken by 98e36d7SmallJoker
2017-01-13Optimize SAO getStaticData by using std::string pointer instead of return copyLoic Blot
Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-13Cleanup content_sao by factorizing similar code partsRogier
Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-11Performance fix + SAO factorizationRogier
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>
2017-01-09Environment & IGameDef code refactoring (#4985)Ner'zhul
* 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
2017-01-01Breath cheat fix: server sideLoic Blot
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
2016-11-30Optimize/adjust blocks/ActiveObjects sent at the server based on client ↵lhofhansl
settings. (#4811) Optimize/adjust blocks and active blocks sent at the server based on client settings.
2016-11-26Wieldhand: Allow overriding the handTeTpaAka
2016-11-10Fix mob deserialization errors in the client (#4743)Rogier-5
The problem was seen while using the mobf mod package. The problem happens when the server serializes entity attachments. Sometimes, such attachments no longer exist. The serialization code skips those. However, the total number of attachments was serialized earlier. Therefore the client expects more than it gets, and logs a serialization error.
2016-11-05PlayerSAO saving fix (#4734)Ner'zhul
PlayerSAO::disconnected() function was historical and remove the link between SAO and RemotePlayer session. With previous attributes linked to RemotePlayer saving was working. But now attributes are read from SAO not RemotePlayer and the current serialize function verify SAO exists to save the player attributes. Because PlayerSAO::disconnected marks playersao for removal, only mark playerSAO for removal and let PlayerSAO::removingFromEnvironment do the correct saving behaviour and all the disconnection process instead of doing a partial removal and let the server loop doing the RemotePlayer cleanup and remove some saved attributes...
2016-10-30Fix overloading problems mentioned by clangLoic Blot
2016-10-30PlayerSAO/LocalPlayer refactor: (#4612)Ner'zhul
* Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO * Move breath to PlayerSAO & LocalPlayer * Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO * Migrate m_yaw from Player to LocalPlayer for client * Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it * Move pitch to LocalPlayer & PlayerSAO * Move m_position from Player to LocalPlayer * Move camera_barely_in_ceiling to LocalPlayer as it's used only there * use PlayerSAO::m_base_position for Server side positions * remove a unused variable * ServerActiveObject::setPos now uses const ref * use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded * Move hp from Player to LocalPlayer * Move m_hp from LuaEntitySAO to UnitSAO * Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
2016-10-13Attached particle spawnersraymoo
2016-10-08Move RemotePlayer code to its own cpp/headerLoic Blot
2016-10-08Prevent attached models from disappearing during parent reload (#4128)Foghrye4
2016-10-08Player/LocalPlayer/RemotePlayer inheritance cleanup (part 1 on X)Loic Blot
* LocalPlayer take ownership of maxHudId as it's the only caller * RemotePlayer take ownership of day night ratio as it's the only user * Pass getPlayerControl as const reference to prevent object copy on each call (perf improvement in ObjectRef::l_get_player_control call) * getPlayerSAO is now only RemotePlayer call * get/setHotbarItemCount is now RemotePlayer owned * Server: Use RemotePlayer instead of Player object on concerned call to properly fix the object type * PlayerSAO now uses RemotePlayer instead of Player because it's only server side * ObjectRef::getplayer also returns RemotePlayer as it's linked with PlayerSAO
2016-10-06use unordered containers where possible (patch 4 on X)Loic Blot
Also remove some unused parameters/functions
2016-09-09Anticheat: Use the physics_override modifiers aswellSmallJoker
2016-08-11Add infotext containing entity type (e.g. mobs:cow) to unknown entities (#4431)Rogier-5
If a mod is disabled, or upgraded without sufficient backward compatibility, then entities it has put into the world become unknown, and continue moving around, but are completely unrecognisable. This change allows the player to see their type, and therefore which mod is or was responsible.
2016-02-11v2d & aabbox3d<f32> & sky cleanupsnerzhul
* Sky: rename Box => m_box and inline getBoundingBox * Uniformize aabbox3d<f32> to aabb3f
2016-01-29Don't pass non-const references to collision methodsest31
Non const references cause a lot of confusion with behaviour of code, and are disallowed by minetest style guide.
2015-12-19Add support for limiting rotation of automatic face movement dir entitysSapier