Commit Graph

11 Commits

Author SHA1 Message Date
paramat
76ec6b8313 Clouds: Fix reddish clouds. Add missing alpha update
Fix accidental swap of red and blue components that caused reddish clouds
Add missing update of alpha in remoteplayer.cpp
2017-05-04 04:26:06 +01:00
Ben Deutsch
f1d7a26b7c Add clouds API 2017-04-30 00:06:13 +01:00
Loïc Blot
29ab20c272 Player data to Database (#5475)
* 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
2017-04-23 14:35:08 +02:00
Loïc Blot
072bbba69a Some performance optimizations (#5424)
* Some performance optimizations

This is globally removing some memory useless copy

* use a const ref return on std::string Settings::get to prevent data copy on getters which doesn't need to copy it
 * pass some stack created strings to static const as they are not modified anywhere
 * Camera: return nametags per const ref instead of a list pointer, we only need to read it
 * INodeDefManager: getAll should be a result ref writer instead of a return copy
 * INodeDefManager: getAlias should return a const std::string ref
 * Minimap: unroll a Scolor creation in blitMinimapPixersToImageRadar to prvent many variable construct/destruct which are unneeded (we rewrite the content in the loop)
 * CNodeDefManager::updateAliases: prevent a idef getall copy
 * Profiler: constness
 * rollback_interface: create real_name later, and use const ref
 * MapBlockMesh updateFastFaceRow: unroll TileSpec next_tile, which has a cost of 1.8% CPU due to variable allocation/destruction,
 * MapBlockMesh updateFastFaceRow: copy next_tile to tile only if it's a different tilespec
 * MapBlockMesh updateFastFaceRow: use memcpy to copy next_lights to lights to do it in a single cpu operation
2017-03-22 21:41:02 +01:00
Loïc Blot
ef6feca501 Add ModMetadata API (#5131)
* mod can create a ModMetadata object where store its values and retrieve it.
* Modmetadata object can only be fetched at mod loading
* Save when modified using same time as map interval or at server stop
* add helper function to get mod storage path
* ModMetadata has exactly same calls than all every other Metadata
2017-02-08 00:15:55 +01:00
Loïc Blot
b7a98e9850 Implement player attribute backend (#4155)
* 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).
2017-01-27 08:59:30 +01:00
Loic Blot
52ba1f867e Breath cheat fix: server side
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
2017-01-01 23:11:26 +01:00
Ner'zhul
66bb295436 PlayerSAO saving fix (#4734)
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...
2016-11-05 10:25:30 +01:00
Loic Blot
595932a860 Fix overloading problems mentioned by clang 2016-10-30 16:30:55 +01:00
Ner'zhul
9d25242c5c PlayerSAO/LocalPlayer refactor: (#4612)
* 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
2016-10-30 14:53:26 +01:00
Loic Blot
569b89b36f Move RemotePlayer code to its own cpp/header 2016-10-08 22:27:44 +02:00