- Oct 06, 2016
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Loïc Blot authored
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- Oct 05, 2016
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Loïc Blot authored
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
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- Aug 26, 2016
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Auke Kok authored
Adds several new ways that the plantlike drawtype mesh can be changed. This requires paramtype2 = "meshoptions" to be set in the node definition. The drawtype for these nodes should be "plantlike". These modifications are all done using param2. This field is now a complex bitfield that allows some or more of the combinations to be chosen, and the mesh draw code will choose the options based as neeeded for each plantlike node. bit layout: bits 0, 1 and 2 (values 0x1 through 0x7) are for choosing the plant mesh shape: 0 - ordinary plantlike plant ("x" shaped) 1 - ordinary plant, but rotated 45 degrees ("+" shaped) 2 - a plant with 3 faces ("*" shaped) 3 - a plant with 4 faces ("#" shaped) 4 - a plant with 4 faces ("#" shaped, leaning outwards) 5 through 7 are unused and reserved for future mesh shapes. bit 3 (0x8) causes the plant to be randomly offset in the x,z plane. The plant should fall within the 1x1x1 nodebox if regularly sized. bit 4 (0x10) causes the plant mesh to grow by sqrt(2), and will cause the plant mesh to fill out 1x1x1, and appear slightly larger. Texture makers will want to make their plant texture 23x16 pixels to have the best visual fit in 1x1x1 size. bit 5 (0x20) causes each face of the plant to have a slight negative Y offset in position, descending up to 0.125 downwards into the node below. Because this is per face, this causes the plant model to be less symmetric. bit 6 (0x40) through bit 7 (0x80) are unused and reserved for future use. !(https://youtu.be/qWuI664krsI)
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- Jun 03, 2016
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Robert Kiraly authored
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- May 28, 2016
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Auke Kok authored
Adds the particle option `collision_removal = bool` Some particles are hard to use right now since they either go through solid blocks (without collision detection), and with collision detection enabled they (e.g. raindrops) would just stop dead on the floor and sit there until they expire, or worse, scrape along a wall or ceiling. We can solve the problem by adding a boolean flag that tells the particle to be removed if it ever collides with something. This will make it easier to add rain that doesn't fall through your roof or stick on the top of it. Or clouds and smoke that don't go through trees. Particles that collide with this flag are marked expired unconditionally, causing them to be treated like normal expired particles and cleaned up normally. Documentation is adjusted accordingly. An added bonus of this patch is that particles can potentially collide many times with nodes, and this reduces the amount of collisions to 1 (max), which may end up reducing particle load on the client.
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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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- Mar 29, 2016
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sfan5 authored
Writing an u8 to verbosestream writes a char, not it's numeric value.
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- Mar 20, 2016
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ShadowNinja authored
Changes: * Fix indentation. * Pass strings by const reference. * Merge Strfnd and WStrfnd into one class instead of copying them. * Remove trailing spaces. * Fix variable names. * Move to util. * Other miscellaneous style fixes.
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- Mar 15, 2016
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est31 authored
The legacy init packet (pre v25) sends information about the client's password that a server could use to log in to other servers if the username and password are the same. All the other benefits of SRP of protocol v25 are missed if the legacy init packet is still sent during connection creation. This patch adds an option to not send the v25 init packet. Not sending the v25 packet means breaking compat with pre v25 servers, but as the option is not enabled by default, no servers are affected unless the user explicitly flips the switch. More than 90% of the servers on the serverlist support post v25 protocols. The patch also fixes a bug with greying out of non compliant servers being done wrongly, the min and max params were mixed.
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est31 authored
* 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
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- Mar 14, 2016
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HybridDog authored
Only set back position when sneaking if player wasn't teleported by adding and using a bool "got_teleported" to player it fixes #2876
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- Mar 12, 2016
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Auke Kok authored
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
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- Feb 23, 2016
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Loïc Blot authored
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- Jan 23, 2016
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Auke Kok authored
Outdated servers are always sending tiledefs with culling enabled no matter what, as the value was previously entirely ignored. To compensate, we must (1) detect that we're running against an old server with a new client, and (2) disable culling for mesh, plantlike, firelike and liquid draw types no matter what the server is telling us. In order to achieve this, we need to bump the protocol version since we cannot rely on the tiledef version, and test for it being older. I've bumped the protocol version, although that should have likely happened in the actual change that introduced the new backface_culling PR #3578. Fortunately that's only 2 commits back at this point. We also explicitly test for the drawtype to assure we are not changing the culling value for other nodes, where it should remain enabled. This was tested against various pub servers, including 0.4.13 and 0.4.12. Fixes #3598
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- Jan 09, 2016
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ASL97 authored
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- Jan 04, 2016
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- Jan 03, 2016
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gregorycu authored
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- Dec 02, 2015
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Alex Ford authored
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- Nov 13, 2015
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- Nov 06, 2015
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est31 authored
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.
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- Oct 14, 2015
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ShadowNinja authored
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ShadowNinja authored
Remove DTIME macro and its uses, too
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- Oct 12, 2015
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Kahrl authored
- SRP: print the address only once, not twice - Legacy: previously the address was not printed at all - Make both messages structurally the same, to facilitate log analyzers
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- Oct 04, 2015
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kwolekr authored
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- Sep 14, 2015
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est31 authored
1. Do two renames: * SER_FMT_CLIENT_VER_LOWEST -> SER_FMT_VER_LOWEST_WRITE * SER_FMT_VER_LOWEST -> SER_FMT_VER_LOWEST_READ Now the two define values are consistently named with the _WRITE defines SER_FMT_VER_{HIGHEST,LOWEST}_WRITE, and to better point out what the two serialisation versions actually are for. 2. wrap some lines in doc/worldformat.txt, and point out that the node timers are serialized at a later point, as this can cause confusion about what now happens (if one doesn't strictly read the if block's conditions). 3. some whitespace fixes in NodeTimerList::serialize, and one new comment.
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- Sep 10, 2015
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est31 authored
Its obvious that "u16 command" is inside every packet, therefore this commit removes all mentions of the command, if non-array like notation is used. We already didn't add "u16 command" to new packets or removed it at packet changes, so now we remove it from existing packets.
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- Sep 01, 2015
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est31 authored
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- Aug 26, 2015
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David Jones authored
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- Aug 24, 2015
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ShadowNinja authored
* Rename everything. * Strip J prefix. * Change UpperCamelCase functions to lowerCamelCase. * Remove global (!) semaphore count mutex on OSX. * Remove semaphore count getter (unused, unsafe, depended on internal API functions on Windows, and used a hack on OSX). * Add `Atomic<type>`. * Make `Thread` handle thread names. * Add support for C++11 multi-threading. * Combine pthread and win32 sources. * Remove `ThreadStarted` (unused, unneeded). * Move some includes from the headers to the sources. * Move all of `Event` into its header (allows inlining with no new includes). * Make `Event` use `Semaphore` (except on Windows). * Move some porting functions into `Thread`. * Integrate logging with `Thread`. * Add threading test.
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- Aug 15, 2015
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Loïc Blot authored
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- Aug 10, 2015
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kwolekr authored
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- Aug 06, 2015
- Aug 01, 2015
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Břetislav Štec authored
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- Jul 27, 2015
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est31 authored
Thanks @Zeno-
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- Jul 24, 2015
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est31 authored
This was needed due to the TileDef serialisation changes. Originally it has been planned to also add utf-8 based chat to 26, but chat changes aren't final yet, so they are done in one change, after the release, and not two small ones, causing us having to be compliant to three versions of the packet.
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- Jul 23, 2015
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est31 authored
Enable the server to request the client to reconnect. This can be done with the now extended minetest.request_shutdown([reason], [reconnect]) setting.
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- Jul 21, 2015
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est31 authored
-> Fix server crash with protocol >=25 if a default password is set. -> Remove some useless and possibly confusion causing code for the TOCLIENT_FIRST_SRP packet handler
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- Jul 16, 2015
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RealBadAngel authored
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