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author | Nils Dagsson Moskopp <nils@dieweltistgarnichtso.net> | 2011-06-27 06:56:26 -0700 |
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committer | Nils Dagsson Moskopp <nils@dieweltistgarnichtso.net> | 2011-06-27 06:56:26 -0700 |
commit | f37a3a84fafb91bcfc109fed95aa6d42726f1bf7 (patch) | |
tree | cde1e5f47f191beb4a9cefcd87872aef53b5fcec /src/main.cpp | |
parent | e261cc9e8fa67c9020fa0a82bd1a7041ecd351a0 (diff) | |
parent | 13cf5425db613dc0a4323c87a4988bb18fb87aca (diff) | |
download | minetest-f37a3a84fafb91bcfc109fed95aa6d42726f1bf7.tar.gz minetest-f37a3a84fafb91bcfc109fed95aa6d42726f1bf7.tar.bz2 minetest-f37a3a84fafb91bcfc109fed95aa6d42726f1bf7.zip |
Merge pull request #13 from Bahamada/upstream_merge
Upstream merge
Diffstat (limited to 'src/main.cpp')
-rw-r--r-- | src/main.cpp | 199 |
1 files changed, 151 insertions, 48 deletions
diff --git a/src/main.cpp b/src/main.cpp index f67d53475..41da310f4 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -89,6 +89,17 @@ SUGG: Make a system for pregenerating quick information for mapblocks, so that the client can show them as cubes before they are actually sent
or even generated.
+SUGG: Erosion simulation at map generation time
+ - Simulate water flows, which would carve out dirt fast and
+ then turn stone into gravel and sand and relocate it.
+ - How about relocating minerals, too? Coal and gold in
+ downstream sand and gravel would be kind of cool
+ - This would need a better way of handling minerals, mainly
+ to have mineral content as a separate field. the first
+ parameter field is free for this.
+ - Simulate rock falling from cliffs when water has removed
+ enough solid rock from the bottom
+
Gaming ideas:
-------------
@@ -172,7 +183,15 @@ TODO: A setting for enabling bilinear filtering for textures TODO: Better control of draw_control.wanted_max_blocks
-TODO: Block mesh generator to tile properly on smooth lighting
+TODO: Further investigate the use of GPU lighting in addition to the
+ current one
+
+TODO: Artificial (night) light could be more yellow colored than sunlight.
+ - This is technically doable.
+ - Also the actual colors of the textures could be made less colorful
+ in the dark but it's a bit more difficult.
+
+SUGG: Somehow make the night less colorful
Configuration:
--------------
@@ -198,6 +217,9 @@ TODO: Don't update all meshes always on single node changes, but FIXME: When disconnected to the menu, memory is not freed properly
+TODO: Investigate how much the mesh generator thread gets used when
+ transferring map data
+
Server:
-------
@@ -214,11 +236,20 @@ FIXME: Server sometimes goes into some infinite PeerNotFoundException loop FIXME: The new optimized map sending doesn't sometimes send enough blocks
from big caves and such
+FIXME: Block send distance configuration does not take effect for some reason
+
+TODO: Map saving should be done by EmergeThread
+
+SUGG: Map unloading based on sector reference is not very good, it keeps
+ unnecessary stuff in memory. I guess. Investigate this.
+
+TODO: When block is placed and it has param_type==CPT_FACEDIR_SIMPLE, set
+ the direction accordingly.
Environment:
------------
-TODO: A list of "active blocks" in which stuff happens.
+TODO: A list of "active blocks" in which stuff happens. (+=done)
+ Add a never-resetted game timer to the server
+ Add a timestamp value to blocks
+ The simple rule: All blocks near some player are "active"
@@ -260,31 +291,24 @@ SUGG: MovingObject::move and Player::move are basically the same. - NOTE: There is a simple move implementation now in collision.{h,cpp}
- NOTE: MovingObject will be deleted (MapBlockObject)
+TODO: Add a long step function to objects that is called with the time
+ difference when block activates
+
Map:
----
TODO: Mineral and ground material properties
- This way mineral ground toughness can be calculated with just
some formula, as well as tool strengths
+ - There are TODOs in appropriate files: material.h, content_mapnode.h
TODO: Flowing water to actually contain flow direction information
- There is a space for this - it just has to be implemented.
-SUGG: Erosion simulation at map generation time
- - Simulate water flows, which would carve out dirt fast and
- then turn stone into gravel and sand and relocate it.
- - How about relocating minerals, too? Coal and gold in
- downstream sand and gravel would be kind of cool
- - This would need a better way of handling minerals, mainly
- to have mineral content as a separate field. the first
- parameter field is free for this.
- - Simulate rock falling from cliffs when water has removed
- enough solid rock from the bottom
-
SUGG: Try out the notch way of generating maps, that is, make bunches
of low-res 3d noise and interpolate linearly.
-Mapgen v2:
+Mapgen v2 (the current one):
* Possibly add some kind of erosion and other stuff
* Better water generation (spread it to underwater caverns but don't
fill dungeons that don't touch big water masses)
@@ -293,25 +317,66 @@ Mapgen v2: the other chunk making nasty straight walls when the other chunk
is generated. Fix it. Maybe just a special case if the ground is
flat?
+* Consider not updating this one and make a good mainly block-based
+ generator
+
+SUGG: Make two "modified states", one that forces the block to be saved at
+ the next save event, and one that makes the block to be saved at exit
+ time.
+
+TODO: Add a not_fully_generated flag to MapBlock, which would be set for
+ blocks that contain eg. trees from neighboring generations but haven't
+ been generated itself. This is required for the future generator.
Misc. stuff:
------------
-* Move digging property stuff from material.{h,cpp} to mapnode.cpp
- - ...Or maybe move content_features to material.{h,cpp}?
+- Make sure server handles removing grass when a block is placed (etc)
+ - The client should not do it by itself
+- Block cube placement around player's head
+- Protocol version field
+- Consider getting some textures from cisoun's texture pack
+ - Ask from Cisoun
+- Make sure the fence implementation and data format is good
+ - Think about using same bits for material for fences and doors, for
+ example
+- Finish the ActiveBlockModifier stuff and use it for something
+- Move mineral to param2, increment map serialization version, add conversion
+
+TODO: Add a per-sector database to store surface stuff as simple flags/values
+ - Light?
+ - A building?
+ And at some point make the server send this data to the client too,
+ instead of referring to the noise functions
+ - Ground height
+ - Surface ground type
+ - Trees?
+
+TODO: Restart irrlicht completely when coming back to main menu from game.
+ - This gets rid of everything that is stored in irrlicht's caches.
+
+TODO: Merge bahamada's audio stuff (clean patch available)
+
+TODO: Merge spongie's chest/furnace direction (by hand)
+
+TODO: Merge key configuration menu (no clean patch available)
Making it more portable:
------------------------
Stuff to do before release:
---------------------------
-- Player default privileges and default password
-- Chat privilege
-- Some simple block-based dynamic stuff in the world (finish the
- ActiveBlockModifier stuff)
-- Protocol version field
-- Consider getting some textures from cisoun's texture pack
-- Add a long step function to objects that is called with the time
- difference when block activates
+
+Fixes to the current release:
+-----------------------------
+
+Stuff to do after release:
+---------------------------
+
+Doing currently:
+----------------
+
+TODO: Use MapBlock::resetUsageTimer() in appropriate places
+ (on client and server)
======================================================================
@@ -377,6 +442,9 @@ Settings g_settings; // This is located in defaultsettings.cpp
extern void set_default_settings();
+// Global profiler
+Profiler g_profiler;
+
/*
Random stuff
*/
@@ -427,7 +495,14 @@ std::ostream *derr_client_ptr = &dstream; class TimeGetter
{
public:
- TimeGetter(IrrlichtDevice *device):
+ virtual u32 getTime() = 0;
+};
+
+// A precise irrlicht one
+class IrrlichtTimeGetter: public TimeGetter
+{
+public:
+ IrrlichtTimeGetter(IrrlichtDevice *device):
m_device(device)
{}
u32 getTime()
@@ -439,8 +514,18 @@ public: private:
IrrlichtDevice *m_device;
};
+// Not so precise one which works without irrlicht
+class SimpleTimeGetter: public TimeGetter
+{
+public:
+ u32 getTime()
+ {
+ return porting::getTimeMs();
+ }
+};
// A pointer to a global instance of the time getter
+// TODO: why?
TimeGetter *g_timegetter = NULL;
u32 getTimeMs()
@@ -995,6 +1080,15 @@ void drawMenuBackground(video::IVideoDriver* driver) int main(int argc, char *argv[])
{
/*
+ Initialization
+ */
+
+ // Set locale. This is for forcing '.' as the decimal point.
+ std::locale::global(std::locale("C"));
+ // This enables printing all characters in bitmap font
+ setlocale(LC_CTYPE, "en_US");
+
+ /*
Parse command line
*/
@@ -1057,22 +1151,29 @@ int main(int argc, char *argv[]) disable_stderr = true;
#endif
- // Initialize debug streams
- debugstreams_init(disable_stderr, DEBUGFILE);
- // Initialize debug stacks
- debug_stacks_init();
-
- DSTACK(__FUNCTION_NAME);
-
porting::signal_handler_init();
bool &kill = *porting::signal_handler_killstatus();
+ // Initialize porting::path_data and porting::path_userdata
porting::initializePaths();
+
// Create user data directory
fs::CreateDir(porting::path_userdata);
- // C-style stuff initialization
- initializeMaterialProperties();
+ // Initialize debug streams
+#ifdef RUN_IN_PLACE
+ std::string debugfile = DEBUGFILE;
+#else
+ std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;
+#endif
+ debugstreams_init(disable_stderr, debugfile.c_str());
+ // Initialize debug stacks
+ debug_stacks_init();
+
+ DSTACK(__FUNCTION_NAME);
+
+ // Init material properties table
+ //initializeMaterialProperties();
// Debug handler
BEGIN_DEBUG_EXCEPTION_HANDLER
@@ -1090,20 +1191,11 @@ int main(int argc, char *argv[]) // Initialize default settings
set_default_settings();
- // Set locale. This is for forcing '.' as the decimal point.
- std::locale::global(std::locale("C"));
- // This enables printing all characters in bitmap font
- setlocale(LC_CTYPE, "en_US");
-
// Initialize sockets
sockets_init();
atexit(sockets_cleanup);
/*
- Initialization
- */
-
- /*
Read config file
*/
@@ -1188,7 +1280,7 @@ int main(int argc, char *argv[]) port = 30000;
// Map directory
- std::string map_dir = porting::path_userdata+"/map";
+ std::string map_dir = porting::path_userdata+"/world";
if(cmd_args.exists("map-dir"))
map_dir = cmd_args.get("map-dir");
else if(g_settings.exists("map-dir"))
@@ -1199,6 +1291,9 @@ int main(int argc, char *argv[]) {
DSTACK("Dedicated server branch");
+ // Create time getter
+ g_timegetter = new SimpleTimeGetter();
+
// Create server
Server server(map_dir.c_str());
server.start(port);
@@ -1281,7 +1376,7 @@ int main(int argc, char *argv[]) device = device;
// Create time getter
- g_timegetter = new TimeGetter(device);
+ g_timegetter = new IrrlichtTimeGetter(device);
// Create game callback for menus
g_gamecallback = new MainGameCallback(device);
@@ -1349,7 +1444,6 @@ int main(int argc, char *argv[]) Preload some textures and stuff
*/
- init_content_inventory_texture_paths();
init_mapnode(); // Second call with g_texturesource set
init_mineral();
@@ -1488,13 +1582,22 @@ int main(int argc, char *argv[]) g_settings.set("creative_mode", itos(menudata.creative_mode));
g_settings.set("enable_damage", itos(menudata.enable_damage));
- // Check for valid parameters, restart menu if invalid.
+ // NOTE: These are now checked server side; no need to do it
+ // here, so let's not do it here.
+ /*// Check for valid parameters, restart menu if invalid.
if(playername == "")
{
error_message = L"Name required.";
continue;
}
-
+ // Check that name has only valid chars
+ if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
+ {
+ error_message = L"Characters allowed: "
+ +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
+ continue;
+ }*/
+
// Save settings
g_settings.set("name", playername);
g_settings.set("address", address);
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