- May 28, 2016
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kwolekr authored
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kwolekr authored
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kwolekr authored
This commit condenses the above methods into a single implementation used by V7, V5, Flat, Fractal, and Valleys mapgens and introduces MapgenBasic.
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kwolekr authored
BiomeGen defines an interface that, given a set of BiomeParams, computes biomes for a given area using the algorithm implemented by that specific BiomeGen. This abstracts away the old system where each mapgen supplied the noises required for biome generation.
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- May 26, 2016
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est31 authored
We can remove the function in MtNativeActivity now as it serves precisely that purpose: to tell irrlicht that we handled the esc key. TODO for later: * Perhaps try to find a more performant container than KeyList
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- May 23, 2016
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ShadowNinja authored
Broken by b1965ac2. This also prepares the begin and commit statements only once.
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Zeno- authored
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Nathanaëlle Courant authored
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- May 22, 2016
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est31 authored
Fixes a bug where packet reordering made the server give the client two peer ids instead of one. This in turn confused reliable packet sending and made connecting to the server fail. The client usually sends three packets at init: one "dummy" packet consisting of two 0 bytes, and the init packet as well as its legacy counterpart. The last one can be turned off since commit af301831, but this is of lower relevance for the bug. The relevant part here is that network packet reorder (which is a normal occurence) can make the packets reach the server in different order. If reorder puts the dummy packet further behind, the following would happen before the patch: 1. The server will get one of the init packets on channel 1 and assign the client a peer id, as the packet will have zero as peer id. 2. The server sends a CONTROLTYPE_SET_PEER_ID packet to inform the client of the peer id. 3. The next packet from the client will contain the peer id set by the server. 4. The server sets the m_has_sent_with_id member for the client's peer structure to true. 5. Now the dummy packet arrives. It has a peer id of zero, therefore the server searches whether it already has a peer id for the address the packet was sent from. The search fails because m_has_sent_with_id was set to true and the server only searched for peers with m_has_sent_with_id set to false. 6. In a working setup, the server would assign the dummy packet to the correct peer id. However the server instead now assigns a second peer id and peer structure to the peer, and assign the packet to that new peer. 7. In order to inform the peer of its peer id, the server sends a CONTROLTYPE_SET_PEER_ID command packet, reliably, to the peer. This packet uses the new peer id. 8. The client sends an ack to that packet, not with the new peer id but with the peer id sent in 2. 9. This packet reaches the server, but it drops the ACK as the peer id does not map to any un-ACK-ed packets with that seqnum. The same time, the server still waits for an ACK with the new peer id, which of course won't come. This causes the server to periodically re-try sending that packet, and the client ACKing it each time. Steps 7-9 cause annoyances and erroneous output, but don't cause the connection failure itself. The actual mistake that causes the connection failure happens in 6: The server does not assign the dummy packet to the correct peer, but to a newly created one. Therefore, all further packets sent by the client on channel 0 are now buffered by the server as it waits for the dummy packet to reach the peer, which of course doesn't happen as the server assigned that packet to the second peer it created for the client. This makes the connection code indefinitely buffer the TOSERVER_CLIENT_READY packet, not passing it to higher level code, which stalls the continuation of the further init process indefinitely and causes the actual bug. Maybe this can be caused by reordered init packets as well, the only studied case was where network has reliably reordered the dummy packet to get sent after the init packets. The patch fixes the bug by not ignoring peers where m_has_sent_with_id has been set anymore. The other changes of the patch are just cleanups of unused methods and fields and additional explanatory comments. One could think of alternate ways to fix the bug: * The client could simply take the new peer id and continue communicating with that. This is however worse than the fix as it requires the peer id set command to be sent reliably (which currently happens, but it cant be changed anymore). Also, such a change would require both server and client to be patched in order for the bug to be fixed, as right now the client ignores peer id set commands after the peer id is different from PEER_ID_INEXISTENT and the server requires modification too to change the peer id internally. And, most importantly, right now we guarantee higher level server code that the peer id for a certain peer does not change. This guarantee would have to be broken, and it would require much larger changes to the server than this patch means. * One could stop sending the dummy packet. One may be unsure whether this is a good idea, as the meaning of the dummy packet is not known (it might be there for something important), and as it is possible that the init packets may cause this problem as well (although it may be possible too that they can't cause this). Thanks to @auouYmous who had originally reported this bug and who has helped patiently in finding its cause.
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Loïc Blot authored
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Loïc Blot authored
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- May 20, 2016
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Zeno- authored
Version 1.8.2 of irrlicht changed the way that IGUIStaticText::getTextHeight() works and since that release properly deals with newlines. From irrlicht changes.txt for 1.8.2, "IGUIStaticText::getTextHeight returns now the correct height for texts with newlines even WordWrap is not set."
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- May 17, 2016
- May 11, 2016
- May 09, 2016
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SmallJoker authored
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- May 08, 2016
- May 07, 2016
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MoNTE48 authored
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Nathanaëlle Courant authored
Doing it the other way round was a mistake, since it breaks minetest.formspec_escape with escape sequences that contain special characters.
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Nathanaëlle Courant authored
This makes it work even if it contains escape sequences, which didn't work before.
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- May 06, 2016
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MoNTE48 authored
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- May 05, 2016
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est31 authored
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- May 04, 2016
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Zeno- authored
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- May 03, 2016
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paramat authored
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- May 02, 2016
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- May 01, 2016
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Kahrl authored
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Auke Kok authored
The path finding code works fairly well except that it considers anythin not CONTENT_AIR to be "above the surface". This results in paths that are unwalkable for entities since e.g. plants are not walkable. The path would force them to jump on top of grass plants, etc.. The obvious solution is not to use CONTENT_AIR as a criteria, but instead distinguish between walkable and non-walkable nodes. This results in paths that properly walk through grass nodes. This was extensively tested by a flock of electric sheep. Note that for underwater purposes this changes the behaviour from "the surface is walkable" to "ignore water entirely" making the path go across the water bottom, and pathing fail likely from the water surface. This is intentional.
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est31 authored
Before, the GridNodes were stored in vector<vector<vector<T>>>, and initialized in advance. Putting three vectors inside each other puts lots of unneccessary stress onto the allocator, costs more memory, and has worse cache locality than a flat vector<T>. For larger search distances, an the array getting initialized means essentially O(distance^3) complexity in both time and memory, which makes the current path search a joke. In order to really profit from the dijkstra/A* algorithms, other data structures need to be used for larger distances. For shorter distances, a map based GridNode storage may be slow as it requires lots of levels of indirection, which is bad for things like cache locality, and an array based storage may be faster. This commit does: 1. remove the vector<vector<vector<T>>> based GridNodes storage that is allocated and initialized in advance and for the whole possible area. 2. Add a vector<T> based GridNodes storage that is allocated and initialized in advance for the whole possible area. 3. Add a map<P,T> based GridNodes storage whose elements are allocated and initialized, when the path search code demands it. 4. Add code to decide between approach 2 and 3, based on the length of the path. 5. Remove the unused "surfaces" member of the PathGridnode class. Setting this isn't as easy anymore for the map based GridNodes storage.
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est31 authored
There is no need to reinvent the wheel here, we have great classes from irrlicht.
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est31 authored
* Fix naming style for methods and classes: Use camelCase for methods and PascalCase for classes as code style demands it. And use sneak_case for methods that are not member of a class. * Replace "* " with " *" for Pointers * Same for references * Put function body opening braces on new line * Other misc minor non functional style improvements
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est31 authored
There is no need to put them into the header, they are solely used inside the pathfinder. Another advantage of this change is that only the pathfinder.cpp has to be compiled if PATHFINDER_DEBUG gets defined or undefined, not all files including the .h. This commit moves the pathfinder classes to the cpp file without modifications. Also, the PATHFINDER_DEBUG macro gets moved to the cpp file and the PATHFINDER_CALC_TIME macro gets moved to a plce where it actually does work.
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Zeno- authored
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gregorycu authored
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- Apr 30, 2016
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ShadowNinja authored
I broke this in 46fd114e.
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Zeno- authored
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- Apr 29, 2016
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paramat authored
Correct parameter names mg_valleys to mgvalleys Remove biome NoiseParams from MapgenValleysParams Improve format of parameter code
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