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2012-09-04Fixed a possible race condition in cClientHandle's packet sending code; prepared for moving cSocket out of cClientHandle's ownership.madmaxoft@gmail.com1-2/+2
2012-08-31Progress on the 1.3.2 protocol.madmaxoft@gmail.com1-1/+1
2012-08-31Another possible deadlock in cClientHandle averted. Hope this is the one.madmaxoft@gmail.com1-0/+3
2012-08-30Added a basic protocol recognizer and the base for 1.3.2 protocol.madmaxoft@gmail.com1-3/+1
2012-08-30cProtocol handles the initial handshake up to player loginmadmaxoft@gmail.com1-7/+7
2012-08-29Gotten completely rid of all cPackets. The cProtocol125 class now does all the parsing and writing by itself.madmaxoft@gmail.com1-7/+2
2012-08-28Moved all packet-serializing code into cProtocol125; half the packet classes aren't needed anymore.madmaxoft@gmail.com1-3/+0
2012-08-27Cut out all packet handling to a separate cProtocol descendantmadmaxoft@gmail.com1-53/+51
2012-08-26git-svn-id: http://mc-server.googlecode.com/svn/trunk@795 0a769ca7-a7f5-676a-18bf-c427514a06d6madmaxoft@gmail.com1-0/+2
2012-08-26Fixed compilation problem on Linux (FS case sensitivity sux)madmaxoft@gmail.com1-1/+1
2012-08-25cWorld doesn't use cPackets.madmaxoft@gmail.com1-0/+4
2012-08-25Removed cPackets from cChunk.madmaxoft@gmail.com1-0/+3
2012-08-24cPickup doesn't use cPackets.madmaxoft@gmail.com1-0/+1
2012-08-24Monster classes don't use cPackets. Chat messages are sent / broadcast without cPackets. BlockEntities don't use cPackets.madmaxoft@gmail.com1-0/+6
2012-08-19Window, Chest, Furnace and Pawn are not using cPackets at allmadmaxoft@gmail.com1-0/+4
2012-08-19Almost all packets' handling is now rewritten not to use cPacket descendants elsewhere than in cClientHandle.madmaxoft@gmail.com1-28/+23
2012-08-19Another handful of packets rewritten.madmaxoft@gmail.com1-6/+14
2012-08-18Chat packet handled in the new way; fixed missing packet sending for inventory slot.madmaxoft@gmail.com1-2/+2
2012-08-18Packet refactoring, phase two, partial. Rewritten a few packet handling functions not to use cPacket-descendant objects.madmaxoft@gmail.com1-9/+11
2012-08-17Packets now parse themselves from a cByteBuffer object (1st part of packeting rewrite, http://forum.mc-server.org/showthread.php?tid=524 )madmaxoft@gmail.com1-2/+5
2012-06-14Attempt to bring sanity to newlines across systems.cedeel@gmail.com1-239/+239
2012-06-09Bonemeal is consumed in survival mode when used on growable blocksmadmaxoft@gmail.com1-1/+1
2012-06-07Bonemeal works on crops, melons, pumpkins, saplings and grass. Plant growing has been refactored into separate functions callable from Lua, too.madmaxoft@gmail.com1-0/+3
2012-05-07Updated version text to include 1.2.5; ChunkSender doesn't serialize chunk packets for chunks without a clientmadmaxoft@gmail.com1-1/+1
2012-04-11Moved the commands /coords /viewdistance and /regeneratechunks from cServer.cpp to the Core pluginfaketruth1-0/+1
2012-04-10Added the "/regeneratechunk" command that regenerates either current chunk or a chunk specified with x, z parameters. TODO: permissions - we don't want guests erasing our chunks!madmaxoft@gmail.com1-0/+3
2012-03-26Added the supported client version to banner; shamelessly added myself to the authors list ;)madmaxoft@gmail.com1-0/+7
2012-03-24Added the new 1.2.4's PlayerAbilities packet; restructures packet files for less files, more dense.madmaxoft@gmail.com1-4/+1
2012-03-14Split chunk data into separate arrays; decoupled most sources from cChunk.h dependencymadmaxoft@gmail.com1-1/+1
2012-03-13Fixed a few warnings, lifted up the block interactinos limit to 20 (10 was not enough for Creative mode)madmaxoft1-1/+1
2012-03-11Not sending chunks to the client twicemadmaxoft@gmail.com1-2/+3
2012-03-10Using references instead of pointers for sending packetsmadmaxoft@gmail.com1-2/+1
2012-03-09cClientHandles have a unique ID now to distinguish themfaketruth1-4/+8
2012-03-05ChunkSender: Chunks are now compressed and sent to clients from a separate threads, proper passive waiting between threads. Not much tested, just appears to work :)madmaxoft@gmail.com1-0/+2
2012-02-26Using cSocketThreads for client outgoing packets. Unfortunately had to put in one intermediate thread (cServer::cNotifyWriteThread) to avoid deadlocks. Still, seems we have a proper multithreading for clients and no more per-client threads, yay :)madmaxoft@gmail.com1-8/+3
2012-02-23Made the viewdistance settable by users and default in settings.ini. The default is 9.madmaxoft@gmail.com1-3/+10
2012-02-17Chunk coords mostly "upgraded" to include the Y coord for future compatibilitymadmaxoft@gmail.com1-1/+1
2012-02-13Rewritten most of the code for multithreading; still not 100%, but getting there. If this commit proves to be too problematic, we can always undo it.madmaxoft@gmail.com1-27/+49
2012-02-08cSocketThreads plugged in for cClientHandle reading. Sending still kept the old way. Please help me test this commit thoroughly, this is a change that can break on subtleties.madmaxoft@gmail.com1-9/+15
2012-02-04Fixed a bug in source/cClientHandle.hadmin@omencraft.com1-1/+1
2012-02-03cClientHandle: split packet handling into separate functions for claritymadmaxoft@gmail.com1-20/+80
2012-02-02cClientHandle: gotten rid of the obnoxious m_pState, now using direct members insteadmadmaxoft@gmail.com1-11/+58
2012-02-01Rewritten cAuthenticator to make use of the new cIsThread architecture - now authentication runs in a single separate thread for all clients;madmaxoft@gmail.com1-4/+4
2012-01-19Terrain generation is synchronous again, async generation has bugs.faketruth1-0/+1
2011-12-28 - Added chicken to eatingmtilden@gmail.com1-1/+1
2011-12-27 - Added basic ping handling.mtilden@gmail.com1-2/+5
2011-12-27Slightly cleaner block change interactions static in headermtilden@gmail.com1-0/+2
2011-12-26Players can switch worlds on the fly with the command /gotoworld [worldName]. This uses the function cPlayer::MoveToWorld()faketruth1-0/+1
2011-12-26 - Cleaned up PLI Packet and its creation/sending and fixed bug of player not being removed on scoreboard (forgot to send color in the removal packet)mtilden@gmail.com1-0/+5
2011-12-25Chunks are generated in a separate thread allowing players to keep on playing and chatting while chunks are generated. This means, however, that cWorld::GetChunk() does not always return a chunk and is something you need to be aware of. I am not entirely sure if all this is completely stable, but I think so :Ofaketruth1-1/+2
2011-11-12Put view distance back to 13. Didn't mean to change that.admin@omencraft.com1-1/+1
2011-11-11Found and fixed a bug not letting users place blocks in water or lava.admin@omencraft.com1-1/+1
2011-11-04Added (Probably incorrectly) a cRedstone class. Also, palcing a redstone torch will recursively light any redstone wire it's connected to. Removing a torch from an active wire will unlight the entire length. Class needs to be updated to make use of non deprecated function. Current deprecated function warning drastically slows redstone performance.admin@omencraft.com1-0/+1
2011-11-01You can now run multiple worlds by defining them in settings.ini . However there's no way to change worlds on the fly yetfaketruth1-0/+1
2011-10-26Moved GAMEMODE declaration to a single place... cPacket.h. Player can't take damage any more but can still sometimes die on spawn. Not sure why. Falling through the void does not kill you yet.admin@omencraft.com1-1/+0
2011-10-26Creative mode now breaks blocks without providing block drops. Need to work with Player's Inventory for proper creative mode support. GAMEMODE is declared and set twice.admin@omencraft.com1-0/+1
2011-10-03MCServer c++ source filesfaketruth1-0/+70