Network lag isn't really a big issue with chat and chat prediction makes writing mods harder.
texture_names_parens = true,
area_store_custom_ids = true,
add_entity_with_staticdata = true,
+ no_chat_message_prediction = true,
}
function core.has_feature(arg)
}
else
{
- LocalPlayer *player = m_env.getLocalPlayer();
- assert(player != NULL);
- std::wstring name = narrow_to_wide(player->getName());
- m_chat_queue.push((std::wstring)L"<" + name + L"> " + message);
+ // compatibility code
+ if (m_proto_ver < 29) {
+ LocalPlayer *player = m_env.getLocalPlayer();
+ assert(player != NULL);
+ std::wstring name = narrow_to_wide(player->getName());
+ m_chat_queue.push((std::wstring)L"<" + name + L"> " + message);
+ }
}
}
Server doesn't accept TOSERVER_BREATH anymore
serialization of TileAnimation params changed
TAT_SHEET_2D
+ Removed client-sided chat perdiction
*/
#define LATEST_PROTOCOL_VERSION 29
std::vector<u16> clients = m_clients.getClientIDs();
+ /*
+ Send the message back to the inital sender
+ if they are using protocol version >= 29
+ */
+
u16 peer_id_to_avoid_sending = (player ? player->peer_id : PEER_ID_INEXISTENT);
+ if (player->protocol_version >= 29)
+ peer_id_to_avoid_sending = PEER_ID_INEXISTENT;
+
for (u16 i = 0; i < clients.size(); i++) {
u16 cid = clients[i];
if (cid != peer_id_to_avoid_sending)