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* Rewritten cAuthenticator to make use of the new cIsThread architecture - now authentication runs in a single separate thread for all clients;madmaxoft@gmail.com2012-02-011-6/+14
| | | | | | | Global player-kicking function (cServer, cRoot); More char * -> AString conversion git-svn-id: http://mc-server.googlecode.com/svn/trunk@221 0a769ca7-a7f5-676a-18bf-c427514a06d6
* AString logging fix 2madmaxoft@gmail.com2012-02-011-4/+4
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@218 0a769ca7-a7f5-676a-18bf-c427514a06d6
* sprintf() begone! Replaced with StringUtils' Printf()madmaxoft@gmail.com2012-02-011-8/+8
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@216 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Introducing StringUtils - the place to be if you are a generic string routine :) No more sprintf()!madmaxoft@gmail.com2012-02-011-9/+15
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@209 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Can now receive POST data in WebPlugins!faketruth2012-01-311-2/+1
| | | | | | | Fixed Debug With optimized Noise in VS2010 by having it run the correct MCServer_debug.exe instead of MCServer.exe Changed winsock.h to Winsock2.h in Globals.h so sockets can be graciously closed (See webserver Socket::Close() ) git-svn-id: http://mc-server.googlecode.com/svn/trunk@197 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Replaced most FILE operations with a cFile objectmadmaxoft@gmail.com2012-01-301-58/+66
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@196 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Added a WebAdmin interface to view users their groups, and the permissions of groups.faketruth2012-01-301-1/+22
| | | | | | cChunk::Tick did an assertion in cCSLock, I used a cCSUnlock to fix it, but not sure if this is correct. git-svn-id: http://mc-server.googlecode.com/svn/trunk@194 0a769ca7-a7f5-676a-18bf-c427514a06d6
* VC2008 / VC2010: Enabled precompiled header through Globals.h; the header included in every module in the project. Compilation optimization.madmaxoft@gmail.com2012-01-291-4/+3
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@188 0a769ca7-a7f5-676a-18bf-c427514a06d6
* CreativeInventory Updatelapayo94@gmail.com2012-01-011-18/+38
| | | | | | | - Fixed various problems with the new creative inventory (Crafting, furnace, etc) - Creative inventory will now be saved to disk, so you keep your creative inventory also for the next sessions git-svn-id: http://mc-server.googlecode.com/svn/trunk@162 0a769ca7-a7f5-676a-18bf-c427514a06d6
* - implemented separated inventory for creative mode (cSurvivalInventory and cCreativeInventory)lapayo94@gmail.com2012-01-011-5/+12
| | | | | | | | | | | (Separation is not perfect yet, because maybe there are some mayor changes needed :D) - implemented CreativeInventoryAction (was mistakenly called CreateInventoryAction) -> Fixed meta data for creative selected blocks ->->Slabs/Steps are now placed correctly - slabs can now be build to a double slab - fixed a bug in the inventory which put items with different meta values in the same slot git-svn-id: http://mc-server.googlecode.com/svn/trunk@160 0a769ca7-a7f5-676a-18bf-c427514a06d6
* - Initial food handling by cedeelmtilden@gmail.com2011-12-291-0/+21
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@156 0a769ca7-a7f5-676a-18bf-c427514a06d6
* - Chests open and close on clients when opened/closedmtilden@gmail.com2011-12-291-2/+19
| | | | | | | | - Beginnings of "Double Chest". All that's needed is detection when 2 chests get put next to each other, block other chests from then touching them on any side, load/save with the m_JoinedChest seeing each other and adding and making sure the left side is always the top rows. I'm not sure exactly at this moment how to do all of the detection and saving/loading of the double chest stuff so if you've any ideas feel free to point out some areas in the server code or implement it yourself. git-svn-id: http://mc-server.googlecode.com/svn/trunk@154 0a769ca7-a7f5-676a-18bf-c427514a06d6
* - implemented the fire simulation in native c++ (cFireSimulator)lapayo94@gmail.com2011-12-281-0/+10
| | | | | | | | - Changed the Durationsystem for Items. cPlayer::UseEquippedItem calls cItem::DamageItem this function damages the item if it has a duration. (needed the duration also in another place so this saves code ;)) - added some other burning blocks - the mobtypes for the settings.ini which i must have forgotten in the last commit git-svn-id: http://mc-server.googlecode.com/svn/trunk@150 0a769ca7-a7f5-676a-18bf-c427514a06d6
* - Fixed ping displaying same for everyone, knew it was something I messed up with itr :(mtilden@gmail.com2011-12-281-1/+1
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@147 0a769ca7-a7f5-676a-18bf-c427514a06d6
* - Implemented Drops from Burning animalslapayo94@gmail.com2011-12-281-79/+26
| | | | | | | | - added right monster health and attack strength - refactored the Pawn/Monster/Player class a little bit - changed some namings to fit the style git-svn-id: http://mc-server.googlecode.com/svn/trunk@140 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Users file was pretty messed up with mixed unix and windows line endings. The ini failed to parse correctly under cygwin.faketruth2011-12-271-0/+1
| | | | | | | | | 'Fixed' a 'bug' where MCServer would seemingly endlessly calculate lighting for an entire world (and then crash), when this entire world has 'wrong' lighting. This happens when running a converted map from Vanilla. Fixed this by only allowing a maximum of 50 chunks to recalculate their lighting per tick. Fixed a small coding error in cChunkMap where it would check PakVersion twice, instead of also ChunkVersion. DeNotch converter does not need the VS2010 runtime thingies anymore git-svn-id: http://mc-server.googlecode.com/svn/trunk@138 0a769ca7-a7f5-676a-18bf-c427514a06d6
* - Added basic ping handling.mtilden@gmail.com2011-12-271-4/+4
| | | | | | | | Not sure what's up with the MC client, though. It doesn't seem to end up giving good results like the KA packet return is hanging and waiting for other things to process instead of being handled on its own to give a true result. Feel free to update if there's any way to deliver truer results. git-svn-id: http://mc-server.googlecode.com/svn/trunk@133 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Players can switch worlds on the fly with the command /gotoworld [worldName]. This uses the function cPlayer::MoveToWorld()faketruth2011-12-261-0/+27
| | | | | | Changed isValidItem to IsValidItem in Core.lua git-svn-id: http://mc-server.googlecode.com/svn/trunk@126 0a769ca7-a7f5-676a-18bf-c427514a06d6
* - Linux compatible fixes including updated makefilemtilden@gmail.com2011-12-261-3/+5
| | | | | | | | - Mersenne Twister still says uint32 but it's now signed for compatibility with random uses needing negative values - Server seed is sent to clients, but needs to be able to be signed long long later on for authentic reasons - Protocol Version is required to match to ensure client compatibility, this should probably have a settings.ini check as well as store the value there git-svn-id: http://mc-server.googlecode.com/svn/trunk@121 0a769ca7-a7f5-676a-18bf-c427514a06d6
* - Added timer to cPlayer PlayerListItem because sending the packets like minecraft does (every tick per player) is 20 pps per client to each client and was causing Kicks for having too high of a packet queuemtilden@gmail.com2011-12-261-7/+14
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@120 0a769ca7-a7f5-676a-18bf-c427514a06d6
* - Default Notchian Ping (static until ping implemented through keepalive send/receive)mtilden@gmail.com2011-12-261-2/+2
| | | | | | - Player "left" message regardless of exit reason git-svn-id: http://mc-server.googlecode.com/svn/trunk@119 0a769ca7-a7f5-676a-18bf-c427514a06d6
* - 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.com2011-12-261-5/+2
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@116 0a769ca7-a7f5-676a-18bf-c427514a06d6
* - Make Color was using 2 extra characters which took 2 characters off the 16 max (including color codes) for scoreboard displaymtilden@gmail.com2011-12-261-2/+17
| | | | | | | - Added xC9 PlayerListItem packet and added code for player names to be added and removed from the scoreboard (need a catch-all for client disconnects: crashes, timeouts, etc) - Changed wid wording to a_WindowType git-svn-id: http://mc-server.googlecode.com/svn/trunk@113 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Hold item is now dropped when inventory is closedlapayo94@gmail.com2011-12-251-3/+25
| | | | | | | | Thanks to mtilden for this ( http://forum.mc-server.org/showthread.php?tid=183&pid=1428#pid1428 ) Also the items in the 4 crafting slots are now dropped. git-svn-id: http://mc-server.googlecode.com/svn/trunk@107 0a769ca7-a7f5-676a-18bf-c427514a06d6
* 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 :Ofaketruth2011-12-251-0/+2
| | | | | | | | | Chunks are now generated before the player is able to see them. This is done because after a chunks is done generating, some blocks might still need to be set (parts of trees from neighboring chunk), causing more bandwidth to be used (each changed block needs to be sent to clients again) and (fps) lagging the clients when changing a lot of blocks. Calculating ahead fixes these issues. Separated the placing of foliage (trees and stuff) when generated chunks into a new function GenerateFoliage() Cleaned up the VS2010 project, now using some VS2010 specific functions like dependencies on projects (no need for setting library dependencies manually). VS2010 project now compiles way faster in Release by using multi threading. git-svn-id: http://mc-server.googlecode.com/svn/trunk@103 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Fixes:lapayo94@gmail.com2011-12-221-1/+1
| | | | | | | | - Pickups fall through water now (Server-side they stayed in the water surface) - Suppressed some warnings (int to short etc.) - Water is now passable for cTracer git-svn-id: http://mc-server.googlecode.com/svn/trunk@96 0a769ca7-a7f5-676a-18bf-c427514a06d6
* - Crafting fixed in 1.0.0lapayo94@gmail.com2011-12-211-6/+4
| | | | | | | | | | - Server compatible with the weapons and equip again. (Some Packets were incompatible) - fixed bucket bugs (not all) - Fixed clients getting crashed by wrong Pickups - fixed nearly all mob drops. (Check wheather they are burning is missing Big Grin) - maybe some other things I canĀ“t recall atm Big Grin git-svn-id: http://mc-server.googlecode.com/svn/trunk@94 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Can now set gamemode via lua.admin@omencraft.com2011-11-101-1/+15
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@89 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Made block action sanity checks more robust, water buckets, lava buckets and empty buckets should all now work.admin@omencraft.com2011-11-101-0/+6
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@87 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Added m_IP to player class and binding to get IP for LUA. (Probably should use m_pState)admin@omencraft.com2011-11-091-0/+5
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@82 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Patch with diff file created by Sebi (implemented some stuff like lava physics, drops are deleted when in lava, water is now slower, lava gives actual damage etc.). Pistons now work mostly as they should. They do not yet show the motion animation and do not emit sound. They do extend, push, and retract as they should though. Right now the only way to activate a piston is to light redstone wire adjacent to it with a redstone torch.admin@omencraft.com2011-11-061-18/+28
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@67 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Fixed some "Entity was not found in any chunk!" warningsfaketruth2011-11-021-1/+10
| | | | | | | Player's current world is saved in the player file. When a player joins the server, the player joins the last world he was in. It seems MCServer can finally run multiple worlds! It just needs functionality to switch between them git-svn-id: http://mc-server.googlecode.com/svn/trunk@46 0a769ca7-a7f5-676a-18bf-c427514a06d6
* You can now run multiple worlds by defining them in settings.ini . However there's no way to change worlds on the fly yetfaketruth2011-11-011-24/+14
| | | | | | | | | | | Players are now stored in separate folder /players instead of in the world folder (!so move the folder!) Fixed a memory leak/error in cPickup.cpp Multiple worlds are stored in cRoot cClientHandle lists are taken out of cWorld and now stored in cServer Worlds now have names to distinguish them by Some functions in the Core plugin now distinguish between worlds git-svn-id: http://mc-server.googlecode.com/svn/trunk@40 0a769ca7-a7f5-676a-18bf-c427514a06d6
* forogt to update all of cPlayer.cpp for player based gamemode.admin@omencraft.com2011-11-011-1/+1
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@39 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Put in some sanity checks to ensure players don't interact with blocks too quickly. Changed gamemode to be player based. (MCServer crashes when picking up an item. Need to find and fix bug.)admin@omencraft.com2011-11-011-7/+23
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@38 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Player data is saved and loaded as human readable JSON now.faketruth2011-10-311-18/+63
| | | | | | | | cFileFormatUpdate will loop through old files and convert them to new files (should replace legacy old format loading code) cItem has two new functions to load from Json and output Json, this will keep the items in Json standard ChestEntity and FurnaceEntity use the new functions in cItem git-svn-id: http://mc-server.googlecode.com/svn/trunk@35 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Prepared some parts of the code for multi world support, I created lots of TODO'sfaketruth2011-10-311-22/+21
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@29 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Made several recomended changes. Gamemode is now world based. Need to add it to player.admin@omencraft.com2011-10-261-2/+7
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@18 0a769ca7-a7f5-676a-18bf-c427514a06d6
* 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.com2011-10-261-5/+7
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@17 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Compiles for linuxfaketruth2011-10-211-0/+1
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@6 0a769ca7-a7f5-676a-18bf-c427514a06d6
* MCServer c++ source filesfaketruth2011-10-031-0/+713
git-svn-id: http://mc-server.googlecode.com/svn/trunk@3 0a769ca7-a7f5-676a-18bf-c427514a06d6