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path: root/src/network/serverpackethandler.cpp
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2017-09-04Implement minetest.register_can_bypass_userlimit (#6369)Loïc Blot
* Implement minetest.register_on_userlimit_check This new callback permits to bypass the max_users parameter with new mods condition, based on player name or IP Only one mod needs to permit it. Move core part for builtin privileges checks to builtin
2017-08-29Network proto handlers/container fixes (#6334)Loïc Blot
* Fix HP transport + some double <-> float problems TOCLIENT_HP transport u16 hp as a u8, use u16 HP, this prevent HP over 255 to overflow across network * Fix more double/float problem in serverpackethandler & remove implicit struct type for TileAnimationParams * Fix connection unittests container
2017-08-24Add clientside translations.Ekdohibs
2017-08-24Network cleanup (#6302)Loïc Blot
* Cleanup network headers * Move peerhandler to a specific header to reduce compilation times * Move socket.cpp/h to network folder * More work * Network code cleanups * Move socket.{cpp,h} to network folder * Move Address object to network/address.{cpp,h} * Move network exceptions to network/networkexceptions.h * Client: use unique_ptr for Connection * Server/ClientIface: use shared_ptr for Connection * Format fixes * Remove socket.cpp socket.h from clang-format whitelist * Also fix NetworkPacket code style & make it under clang-format
2017-08-19Code modernization: subfolders (#6283)Loïc Blot
* Code modernization: subfolders Modernize various code on subfolders client, network, script, threading, unittests, util * empty function * default constructor/destructor * for range-based loops * use emplace_back instead of push_back * C++ STL header style * Make connection.cpp readable in a pointed place + typo
2017-08-18Optimize headers (part 2) (#6272)Loïc Blot
* Optimize headers (part 2) * less debug.h in headers * less remoteplayer.h for everybody * Cleanup (part 2) * camera.h: mesh.h * mapgen.h: mapnode.h * serverenvironment.h: mapblock.h * nodedef.h: shader.h
2017-08-17Typo fix in compat code from commit 1d8d01074fdb52946f81110bebf1d001185b394bLoic Blot
2017-08-16ClientInterface: add a function to verify (correctly) if user limit was ↵Loïc Blot
reached (#6258) * ClientInterface: add a function to verify (correctly) if user limit was reached CS_HelloSent is a better indicator of active slots than CS_Created, which are session objects created after init packet reception Switch existing checks to ClientInterface::isUserLimitReached() Use range-based for loop for getClientIds() used function too This will fix #6254 (not the memory overhead if init is flooded)
2017-07-18[CSM] Add flavour limits controlled by server (#5930)Loïc Blot
* [CSM] Add flavour limits controlled by server Server send flavour limits to client permitting to disable or limit some Lua calls * Add limits for reading nodedefs and itemdefs * flavour: Add lookup node limits * Merge get_node_or_nil into get_node. Sending fake node doesn't make sense in CSM, just return nil if node is not available for any reason * Add node range customization when noderange flavour is enabled (default 8 nodes) * Limit nodes range & disable chat message sending by default * Bump protocol version
2017-07-16Chat protocol rewrite (#5117)Loïc Blot
* New TOCLIENT_CHAT_MESSAGE packet * Rename old packet to TOCLIENT_CHAT_MESSAGE_OLD for compat * Handle TOCLIENT_CHAT_MESSAGE new structure client side * Client chat queue should use a specific object * SendChatMessage: use the right packet depending on protocol version (not complete yet) * Add chatmessage(type) objects and handle them client side (partially) * Use ChatMessage instead of std::wstring server side * Update with timestamp support
2017-07-01C++11 cleanup inventorymanager (#6077)Vincent Glize
* C++11 cleanup inventorymanager
2017-06-14Remove legacy content_abm.{cpp,h}Loïc Blot
2017-06-11Use thread_local instead from some static settings (#5955)Loïc Blot
thread_local permits to limit variable lifetime to thread duration. Use it on each setting place which uses static to cache variable result only for thread lifetime. This permits to keep the same performance level & reconfigure server from MT gui in those various variables places. Add thread_local to undersampling calculation too.
2017-06-08Have the server send the player list to the client (#5924)red-001
* Have the server send the player list to the client Currently the client generates the player list based on the Client active object list, the issue with this is that we can't be sure all player active objects will be sent to the client, so this could result in players showing up when someone run `/status` but auto complete not working with their nick and CSM not being aware of the player
2017-06-06Remove old network code (#5921)red-001
2017-06-04C++11 patchset 2: remove util/cpp11.h and util/cpp11_container.h (#5821)Loïc Blot
2017-04-25Rename Scripting API files for consistencyShadowNinja
2017-04-22Network:Remove old opcodes and fix documentation. (#5573)red-001
2017-04-17Fix MSVC build broken by 34d32ceSmallJoker
`round` -> `myround` Remove superflous `floor` calls
2017-04-15Implement delayed server shutdown with cancelation (#4664)Loïc Blot
2017-04-06Fix "error: ‘playerSAO’ was not declared"Auke Kok
Cause: 351cc2e79a7d78f7ec97ff9b33e4f0bad4042b19 A rebase issue missed a rename from playerSAO to playersao. Tested.
2017-04-06Fix spacingEkdohibs
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
2017-01-24Wrap to positive degree values (#5106)raymoo
2017-01-11Cleanup some header inclusions to improve compilation timesLoic Blot
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
2016-12-29Fix interact range check (thanks to @lhofhansl)sfan5
2016-12-26Various anticheat improvementssfan5
* Calculate maximum interact distance from wielded tool * New "interacted_while_dead" cheat_type for the Lua API * Disallow dropping items while dead * Move player to spawn before resurrecting them
2016-12-03Optimize block sent: Fix rendering issueLars Hofhansl
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
2016-11-12Add control information to player interacts (#4685)raymoo
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
2016-10-08More code cleanup (UNORDERED + RemotePlayer/LocalPlayer)Loic Blot
* 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
2016-10-08Player/LocalPlayer/RemotePlayer inheritance cleanup (part 2 on X)Loic Blot
* 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())
2016-10-08Player/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
2016-10-05Chat: new settings to prevent spamLoic Blot
Added the following chat coreside features * Chat messages length limit * Message rate limiting * Message rate kicking Note: * handleChat now takes RemotePlayer pointer instead of u16 to remove useless lookups
2016-03-29Fix small formatting issue in SRP debug outputsfan5
Writing an u8 to verbosestream writes a char, not it's numeric value.
2016-03-15Much better API for auth.{cpp, h}est31
* 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
2016-02-23GOTBLOCKS & DELETEBLOCKS: test packet size only oncenerzhul
2016-01-09Cache disable_anticheat and check it for "interacted_too_far"ASL97
2015-12-02Add on_secondary_use when right clicking an item in the airAlex Ford
2015-11-13Only allow players with shout to chatest31
Fix regression of commit 5e507c9829942c434a6f1ae7a4f3a488c7e50bef "Add server side ncurses terminal" which allowed all players, even those without a shout priv, to chat. Fixes #3362.
2015-11-06Add server side ncurses terminalest31
This adds a chat console the server owner can use for administration or to talk with players. It runs in its own thread, which makes the user interface immune to the server's lag, behaving just like a client, except timeout. As it uses the same console code as the f10 console, things like nick completion or a scroll buffer basically come for free. The terminal itself is written in a general way so that adding a client version later on is just about implementing an interface. Fatal errors are printed after the console exists and the ncurses terminal buffer gets cleaned up with endwin(), so that the error still remains visible. The server owner can chose their username their entered text will have in chat and where players can send PMs to. Once the username is secured with a password to prevent anybody to take over the server, the owner can execute admin tasks over the console. This change includes a contribution by @kahrl who has improved ncurses library detection.
2015-10-14Use warningstream for log messages with WARNINGShadowNinja
Remove DTIME macro and its uses, too