# This file is read by default from:
# ../minetest.conf
# ../../minetest.conf
# Any other path can be chosen by passing the path as a parameter
# to the program, eg. "minetest.exe --config ../minetest.conf.example"
#
# By default, all the settings are commented and not functional.
# Uncomment settings by removing the preceding #.
#
# Further documentation:
# http://wiki.minetest.net/
#
# NOTE: This file might not be up-to-date, refer to the
# defaultsettings.cpp file for an up-to-date list:
# https://github.com/minetest/minetest/blob/master/src/defaultsettings.cpp
#
# A vim command to convert most of defaultsettings.cpp to conf file format:
# :'<,'>s/\tsettings->setDefault("\([^"]*\)", "\([^"]*\)");.*/#\1 = \2/g
# Note: Some of the settings are implemented in Lua
#
# Client and server
#
# Network port (UDP)
#port =
# Name of player; on a server this is the main admin
#name =
#
# Client stuff
#
# Key mappings
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#keymap_forward = KEY_KEY_W
#keymap_backward = KEY_KEY_S
#keymap_left = KEY_KEY_A
#keymap_right = KEY_KEY_D
#keymap_jump = KEY_SPACE
#keymap_sneak = KEY_LSHIFT
#keymap_inventory = KEY_KEY_I
# Go down ladder / go down in fly mode / go fast in fast mode
#keymap_special1 = KEY_KEY_E
#keymap_chat = KEY_KEY_T
#keymap_cmd = /
#keyman_console = KEY_F10
#keymap_rangeselect = KEY_KEY_R
#keymap_freemove = KEY_KEY_K
#keymap_fastmove = KEY_KEY_J
#keymap_screenshot = KEY_F12
# If true, keymap_special1 instead of keymap_sneak is used for climbing down and descending
#aux1_descends = false
# Doubletaping the jump key toogles fly mode
#doubletap_jump = false
# If false aux1 is used to fly fast
#always_fly_fast = true
# Some (temporary) keys for debugging
#keymap_print_debug_stacks = KEY_KEY_P
#keymap_quicktune_prev = KEY_HOME
#keymap_quicktune_next = KEY_END
#keymap_quicktune_dec = KEY_NEXT
#keymap_quicktune_inc = KEY_PRIOR
# Minimum FPS
# The amount of rendered stuff is dynamically set according to this
#wanted_fps = 30
# If FPS would go higher than this, limit it by sleeping
# (to not waste CPU power for no benefit)
#fps_max = 60
# The allowed adjustment range for the automatic rendering range adjustment
#viewing_range_nodes_max = 160
#viewing_range_nodes_min = 35
# Initial window size
#screenW = 800
#screenH = 600
#fullscreen = false
#fullscreen_bpp = 24
# Experimental option, might cause visible spaces between blocks
# when set to higher number than 0
#fsaa = 0
#vsync = false
#fov = 72
# Address to connect to (#blank = start local server)
#address =
# Enable random user input, for testing
#random_input = false
# Timeout for client to remove unused map data from memory
#client_unload_unused_data_timeout = 600
# Whether to fog out the end of the visible area
#enable_fog = true
# Enable a bit lower water surface; disable for speed (not quite optimized)
#new_style_water = false
# Constant volume liquids
#liquid_finite = false
# Max liquids processed per step
#liquid_loop_max = 10000
# Update liquids every .. recommend for finite: 0.2
#liquid_update = 1.0
# Relax flowing blocks to source if level near max and N nearby
# source blocks, more realistic, but not true constant.
# values: 0,1,2,3,4 : 0 - disable, 1 - most aggresive
# (for finite liquids)
#liquid_relax = 2
# Optimization: faster cave flood (and not true constant)
# (for finite liquids)
#liquid_fast_flood = 1
# Underground water and lava springs, its infnity sources if liquid_finite enabled
#underground_springs = 1
# Enable weather (cold-hot, water freeze-melt). use only with liquid_finite=1
#weather = false
# Enable nice leaves; disable for speed
#new_style_leaves = true
# Enable smooth lighting with simple ambient occlusion;
# disable for speed or for different looks.
#smooth_lighting = true
# Path to texture directory. All textures are first searched from here.
#texture_path =
# Video back-end.
# Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl
#video_driver = opengl
# Unobstructed movement without physics, downwards key is keymap_special1
#free_move = false
# Continuous forward movement (for testing)
#continuous_forward = false
# Fast movement (keymap_special1)
#fast_move = false
# Invert mouse
#invert_mouse = false
# Enable/disable clouds
#enable_clo/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "nameidmapping.h"
#include "exceptions.h"
#include "util/serialize.h"
void NameIdMapping::serialize(std::ostream &os) const
{
writeU8(os, 0); // version
writeU16(os, m_id_to_name.size());
for (const auto &i : m_id_to_name) {
writeU16(os, i.first);
os << serializeString16(i.second);
}
}
void NameIdMapping::deSerialize(std::istream &is)
{
int version = readU8(is);
if (version != 0)
throw SerializationError("unsupported NameIdMapping version");
u32 count = readU16(is);
m_id_to_name.clear();
m_name_to_id.clear();terval. #0 = disable.
#profiler_print_interval = 0
#enable_mapgen_debug_info = false
# from how far client knows about objects
#active_object_send_range_blocks = 3
# how large area of blocks are subject to the active block stuff (active = objects are loaded and ABMs run)
#active_block_range = 2
# how many blocks are flying in the wire simultaneously per client
#max_simultaneous_block_sends_per_client = 2
# how many blocks are flying in the wire simultaneously per server
#max_simultaneous_block_sends_server_total = 8
# From how far blocks are sent to clients (value * 16 nodes)
#max_block_send_distance = 10
# From how far blocks are generated for clients (value * 16 nodes)
#max_block_generate_distance = 6
# Number of extra blocks that can be loaded by /clearobjects at once
# This is a trade-off between sqlite transaction overhead and
# memory consumption (4096=100MB, as a rule of thumb)
#max_clearobjects_extra_loaded_blocks = 4096
# Interval of sending time of day to clients
#time_send_interval = 5
# Length of day/night cycle. 72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged
#time_speed = 72
# Length of year in days for seasons change. With default time_speed 365 days = 5 real days for year. 30 days = 10 real hours
#year_days = 30
#server_unload_unused_data_timeout = 29
# Maximum number of statically stored objects in a block
#max_objects_per_block = 49
# Interval of saving important changes in the world
#server_map_save_interval = 5.3
# http://www.sqlite.org/pragma.html#pragma_synchronous only numeric values: 0 1 2
#sqlite_synchronous = 2
# To reduce lag, block transfers are slowed down when a player is building something.
# This determines how long they are slowed down after placing or removing a node.
#full_block_send_enable_min_time_from_building = 2.0
# Length of a server tick and the interval at which objects are generally updated over network
#dedicated_server_step = 0.1
# Can be set to true to disable shutting down on invalid world data
#ignore_world_load_errors = false
# Congestion control parameters
# time in seconds, rate in ~500B packets
#congestion_control_aim_rtt = 0.2
#congestion_control_max_rate = 400
#congestion_control_min_rate = 10
# Specifies URL from which client fetches media instead of using UDP
# $filename should be accessible from $remote_media$filename via cURL
# (obviously, remote_media should end with a slash)
# Files that are not present would be fetched the usual way
#remote_media =
# Level of logging to be written to debug.txt.
# 0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose
#debug_log_level = 2
# Maximum number of blocks that can be queued for loading.
#emergequeue_limit_total = 256
# Maximum number of blocks to be queued that are to be loaded from file.
# Leave blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_diskonly =
# Maximum number of blocks to be queued that are to be generated.
# Leave blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_generate =
# Number of emerge threads to use. Make this field blank, or increase this number, to use multiple threads.
# On multiprocessor systems, this will improve mapgen speed greatly, at the cost of slightly buggy caves.
#num_emerge_threads = 1
#
# Physics stuff
#
#movement_acceleration_default = 3
#movement_acceleration_air = 2
#movement_acceleration_fast = 10
#movement_speed_walk = 4
#movement_speed_crouch = 1.35
#movement_speed_fast = 20
#movement_speed_climb = 2
#movement_speed_jump = 6.5
#movement_speed_descend = 6
#movement_liquid_fluidity = 1
#movement_liquid_fluidity_smooth = 0.5
#movement_liquid_sink = 10
#movement_gravity = 9.81
#
# Mapgen stuff
#
# Name of map generator to be used. Currently supported: v6, indev, singlenode, math
#mg_name = v6
# Water level of map.
#water_level = 1
# Size of chunks to be generated.
#chunksize = 5
# Map generation attributes. Currently supported: trees, caves, flat, v6_biome_blend, v6_jungles, dungeons, nolight
#mg_flags = trees, caves, v6_biome_blend
# How large deserts and beaches are
#mgv6_freq_desert = 0.45
#mgv6_freq_beach = 0.15
# Perlin noise attributes for different map generation parameters
# Offset, scale, spread factor, seed offset, number of octaves, persistence
#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6
#mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6
#mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7
#mgv6_np_height_select = 0.5, 1, (250, 250, 250), 4213, 5, 0.69
#mgv6_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55
#mgv6_np_beach = 0, 1, (250, 250, 250), 59420, 3, 0.50
#mgv6_np_biome = 0, 1, (250, 250, 250), 9130, 3, 0.50
#mgv6_np_cave = 6, 6, (250, 250, 250), 34329, 3, 0.50
#mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 4, 0.66
#mgv6_np_trees = 0, 1, (125, 125, 125), 2, 4, 0.66
#mgv6_np_apple_trees = 0, 1, (100, 100, 100), 342902, 3, 0.45
#mgv7_np_terrain = 10, 12, (350, 350, 350), 82341, 5, 0.6
#mgv7_np_bgroup = 0.5, 0.3125, (350, 350, 350), 5923, 2, 0.6
#mgv7_np_heat = 25, 50, (500, 500, 500), 35293, 1, 0
#mgv7_np_humidity = 50, 31.25, (750, 750, 750), 12094, 2, 0.6
# Offset, scale, spread factor, seed offset, number of octaves, persistence, farscale, farspread
#mgindev_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 10, 10
#mgindev_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 10, 10
#mgindev_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2, 10
#mgindev_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 1, 1
#mgindev_np_float_islands1 = 0, 1, (64, 64, 64 ), 3683, 5, 0.5, 1, 1.5
#mgindev_np_float_islands2 = 0, 1, (8, 8, 8 ), 9292, 2, 0.5, 1, 1.5
#mgindev_np_float_islands3 = 0, 1, (256, 256, 256), 6412, 2, 0.5, 1, 0.5
#mgindev_np_biome = 0, 1, (250, 250, 250), 9130, 3, 0.50, 1, 10
# Float islands starts from height, 0 to disable
#mgindev_float_islands = 500
# Math mapgen generator: sphere, mandelbox, mengersponge dont forget to lower water_level = -30000
#mgmath_generator = mandelbox
# Enable/disable IPv6
#enable_ipv6 = true
# Enable/disable running an IPv6 server. An IPv6 server may be restricted
# to IPv6 clients, depending on system configuration.
#ipv6_server = false
#main_menu_script =
#main_menu_game_mgr = 0
#main_menu_mod_mgr = 1
#modstore_download_url = https://forum.minetest.net/media/
#modstore_listmods_url = https://forum.minetest.net/mmdb/mods/
#modstore_details_url = https://forum.minetest.net/mmdb/mod/*/
# Makes DirectX work with LuaJIT. Disable if it causes troubles.
#high_precision_fpu = true
# Override language. When no value is provided (default) system language is used.
# Check "locale" directory for the list of available translations.
#language =