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* Packets now parse themselves from a cByteBuffer object (1st part of packeting rewrite, http://forum.mc-server.org/showthread.php?tid=524 )madmaxoft@gmail.com2012-08-171-2/+5
* Attempt to bring sanity to newlines across systems.cedeel@gmail.com2012-06-141-239/+239
* Bonemeal is consumed in survival mode when used on growable blocksmadmaxoft@gmail.com2012-06-091-1/+1
* Bonemeal works on crops, melons, pumpkins, saplings and grass. Plant growing has been refactored into separate functions callable from Lua, too.madmaxoft@gmail.com2012-06-071-0/+3
* Updated version text to include 1.2.5; ChunkSender doesn't serialize chunk packets for chunks without a clientmadmaxoft@gmail.com2012-05-071-1/+1
* Moved the commands /coords /viewdistance and /regeneratechunks from cServer.cpp to the Core pluginfaketruth2012-04-111-0/+1
* Added 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.com2012-04-101-0/+3
* Added the supported client version to banner; shamelessly added myself to the authors list ;)madmaxoft@gmail.com2012-03-261-0/+7
* Added the new 1.2.4's PlayerAbilities packet; restructures packet files for less files, more dense.madmaxoft@gmail.com2012-03-241-4/+1
* Split chunk data into separate arrays; decoupled most sources from cChunk.h dependencymadmaxoft@gmail.com2012-03-141-1/+1
* Fixed a few warnings, lifted up the block interactinos limit to 20 (10 was not enough for Creative mode)madmaxoft2012-03-131-1/+1
* Not sending chunks to the client twicemadmaxoft@gmail.com2012-03-111-2/+3
* Using references instead of pointers for sending packetsmadmaxoft@gmail.com2012-03-101-2/+1
* cClientHandles have a unique ID now to distinguish themfaketruth2012-03-091-4/+8
* ChunkSender: 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.com2012-03-051-0/+2
* Using 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.com2012-02-261-8/+3
* Made the viewdistance settable by users and default in settings.ini. The default is 9.madmaxoft@gmail.com2012-02-231-3/+10
* Chunk coords mostly "upgraded" to include the Y coord for future compatibilitymadmaxoft@gmail.com2012-02-171-1/+1
* Rewritten 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.com2012-02-131-27/+49
* cSocketThreads 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.com2012-02-081-9/+15
* Fixed a bug in source/cClientHandle.hadmin@omencraft.com2012-02-041-1/+1
* cClientHandle: split packet handling into separate functions for claritymadmaxoft@gmail.com2012-02-031-20/+80
* cClientHandle: gotten rid of the obnoxious m_pState, now using direct members insteadmadmaxoft@gmail.com2012-02-021-11/+58
* Rewritten cAuthenticator to make use of the new cIsThread architecture - now authentication runs in a single separate thread for all clients;madmaxoft@gmail.com2012-02-011-4/+4
* Terrain generation is synchronous again, async generation has bugs.faketruth2012-01-191-0/+1
* - Added chicken to eatingmtilden@gmail.com2011-12-281-1/+1
* - Added basic ping handling.mtilden@gmail.com2011-12-271-2/+5
* Slightly cleaner block change interactions static in headermtilden@gmail.com2011-12-271-0/+2
* Players can switch worlds on the fly with the command /gotoworld [worldName]. This uses the function cPlayer::MoveToWorld()faketruth2011-12-261-0/+1
* - 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.com2011-12-261-0/+5
* Chunks 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 :Ofaketruth2011-12-251-1/+2
* Put view distance back to 13. Didn't mean to change that.admin@omencraft.com2011-11-121-1/+1
* Found and fixed a bug not letting users place blocks in water or lava.admin@omencraft.com2011-11-111-1/+1
* Added (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.com2011-11-041-0/+1
* You can now run multiple worlds by defining them in settings.ini . However there's no way to change worlds on the fly yetfaketruth2011-11-011-0/+1
* Moved 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.com2011-10-261-1/+0
* Creative 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.com2011-10-261-0/+1
* MCServer c++ source filesfaketruth2011-10-031-0/+70