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path: root/util/test_multiplayer.sh
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#!/bin/bash
dir="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )"
gameid=minimal
minetest=$dir/../bin/minetest
testspath=$dir/../tests
worldpath=$testspath/testworld_$gameid
configpath=$testspath/configs
logpath=$testspath/log
conf_server=$configpath/minetest.conf.multi.server
conf_client1=$configpath/minetest.conf.multi.client1
conf_client2=$configpath/minetest.conf.multi.client2
log_server=$logpath/server.log
log_client1=$logpath/client1.log
log_client2=$logpath/client2.log

mkdir -p $worldpath
mkdir -p $configpath
mkdir -p $logpath

echo -ne 'client1::shout,interact,settime,teleport,give
client2::shout,interact,settime,teleport,give
' > $worldpath/auth.txt

echo -ne '' > $conf_server

echo -ne '# client 1 config
screenW=500
screenH=380
name=client1
viewing_range_nodes_min=10
' > $conf_client1

echo -ne '# client 2 config
screenW=500
screenH=380
name=client2
viewing_range_nodes_min=10
' > $conf_client2

echo $(sleep 1; $minetest --disable-unittests --logfile $log_client1 --config $conf_client1 --go --address localhost) &
echo $(sleep 2; $minetest --disable-unittests --logfile $log_client2 --config $conf_client2 --go --address localhost) &
$minetest --disable-unittests --server --logfile $log_server --config $conf_server --world $worldpath --gameid $gameid

kwd">diminish_light(u8 light) { if (light == 0) return 0; if (light >= LIGHT_MAX) return LIGHT_MAX - 1; return light - 1; } inline u8 diminish_light(u8 light, u8 distance) { if (distance >= light) return 0; return light - distance; } inline u8 undiminish_light(u8 light) { // We don't know if light should undiminish from this particular 0. // Thus, keep it at 0. if (light == 0) return 0; if (light == LIGHT_MAX) return light; return light + 1; } #ifndef SERVER /** * \internal * * \warning DO NOT USE this directly; it is here simply so that decode_light() * can be inlined. * * Array size is #LIGHTMAX+1 * * The array is a lookup table to convert the internal representation of light * (brightness) to the display brightness. * */ extern const u8 *light_decode_table; // 0 <= light <= LIGHT_SUN // 0 <= return value <= 255 inline u8 decode_light(u8 light) { if (light > LIGHT_MAX) light = LIGHT_MAX; return light_decode_table[light]; } // 0.0 <= light <= 1.0 // 0.0 <= return value <= 1.0 inline float decode_light_f(float light_f) { s32 i = (u32)(light_f * LIGHT_MAX + 0.5); if (i <= 0) return (float)light_decode_table[0] / 255.0; if (i >= LIGHT_MAX) return (float)light_decode_table[LIGHT_MAX] / 255.0; float v1 = (float)light_decode_table[i - 1] / 255.0; float v2 = (float)light_decode_table[i] / 255.0; float f0 = (float)i - 0.5; float f = light_f * LIGHT_MAX - f0; return f * v2 + (1.0 - f) * v1; } void set_light_table(float gamma); #endif // ifndef SERVER // 0 <= daylight_factor <= 1000 // 0 <= lightday, lightnight <= LIGHT_SUN // 0 <= return value <= LIGHT_SUN inline u8 blend_light(u32 daylight_factor, u8 lightday, u8 lightnight) { u32 c = 1000; u32 l = ((daylight_factor * lightday + (c - daylight_factor) * lightnight)) / c; if (l > LIGHT_SUN) l = LIGHT_SUN; return l; } #endif