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authorPerttu Ahola <celeron55@gmail.com>2011-01-15 01:26:29 +0200
committerPerttu Ahola <celeron55@gmail.com>2011-01-15 01:26:29 +0200
commitcfaa15895ad73ce3cef174f770d877059e9708e0 (patch)
treee60ae78be33a6647771b2ca2470db78ffdf7a5eb
parent023876dafb450b0339df7819efdd67557b564173 (diff)
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tweaking around, including mapgen, player speed in water, settings
-rw-r--r--src/defaultsettings.cpp11
-rw-r--r--src/environment.cpp2
-rw-r--r--src/main.cpp127
-rw-r--r--src/map.cpp234
-rw-r--r--src/mapblock.cpp18
-rw-r--r--src/materials.cpp6
-rw-r--r--src/player.h22
-rw-r--r--src/server.cpp20
8 files changed, 275 insertions, 165 deletions
diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp
index 66564bc1f..e15a5b3a2 100644
--- a/src/defaultsettings.cpp
+++ b/src/defaultsettings.cpp
@@ -40,12 +40,19 @@ void set_default_settings()
// Server stuff
g_settings.setDefault("creative_mode", "false");
- g_settings.setDefault("heightmap_blocksize", "32");
+ /*g_settings.setDefault("heightmap_blocksize", "32");
g_settings.setDefault("height_randmax", "constant 45.0");
g_settings.setDefault("height_randfactor", "constant 0.6");
g_settings.setDefault("height_base", "linear 0 0 0");
g_settings.setDefault("plants_amount", "1.0");
g_settings.setDefault("ravines_amount", "1.0");
+ g_settings.setDefault("coal_amount", "1.0");*/
+ g_settings.setDefault("heightmap_blocksize", "16");
+ g_settings.setDefault("height_randmax", "linear 0 0 40");
+ g_settings.setDefault("height_randfactor", "linear 0.60 -0.10 0");
+ g_settings.setDefault("height_base", "linear 5 0 0");
+ g_settings.setDefault("plants_amount", "0.2");
+ g_settings.setDefault("ravines_amount", "0");
g_settings.setDefault("coal_amount", "1.0");
g_settings.setDefault("objectdata_interval", "0.2");
@@ -55,7 +62,7 @@ void set_default_settings()
g_settings.setDefault("disable_water_climb", "true");
g_settings.setDefault("endless_water", "true");
g_settings.setDefault("max_block_send_distance", "5");
- g_settings.setDefault("max_block_generate_distance", "4");
+ g_settings.setDefault("max_block_generate_distance", "5");
g_settings.setDefault("time_send_interval", "20");
g_settings.setDefault("time_speed", "96");
g_settings.setDefault("server_unload_unused_sectors_timeout", "60");
diff --git a/src/environment.cpp b/src/environment.cpp
index 7c236c355..c43525c37 100644
--- a/src/environment.cpp
+++ b/src/environment.cpp
@@ -121,7 +121,7 @@ void Environment::step(float dtime)
f32 max_down = 1.0*BS;
if(speed.Y < -max_down) speed.Y = -max_down;
- f32 max = 2.0*BS;
+ f32 max = 2.5*BS;
if(speed.getLength() > max)
{
speed = speed / speed.getLength() * max;
diff --git a/src/main.cpp b/src/main.cpp
index eacf08c75..f36f17a1d 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -23,20 +23,21 @@ NOTE: Things starting with TODO are sometimes only suggestions.
NOTE: VBO cannot be turned on for fast-changing stuff because there
is an apparanet memory leak in irrlicht when using it (not sure)
+ - It is not a memory leak but some kind of a buffer.
NOTE: iostream.imbue(std::locale("C")) is very slow
NOTE: Global locale is now set at initialization
SUGG: Fix address to be ipv6 compatible
-FIXME: When a new sector is generated, it may change the ground level
- of it's and it's neighbors border that two blocks that are
- above and below each other and that are generated before and
- after the sector heightmap generation (order doesn't matter),
- can have a small gap between each other at the border.
-SUGGESTION: Use same technique for sector heightmaps as what we're
- using for UnlimitedHeightmap? (getting all neighbors
- when generating)
+NOTE: When a new sector is generated, it may change the ground level
+ of it's and it's neighbors border that two blocks that are
+ above and below each other and that are generated before and
+ after the sector heightmap generation (order doesn't matter),
+ can have a small gap between each other at the border.
+SUGG: Use same technique for sector heightmaps as what we're
+ using for UnlimitedHeightmap? (getting all neighbors
+ when generating)
SUGG: Transfer more blocks in a single packet
SUGG: A blockdata combiner class, to which blocks are added and at
@@ -78,10 +79,6 @@ SUGG: Split MapBlockObject serialization to to-client and to-disk
SUGG: Implement lighting using VoxelManipulator
- Would it be significantly faster?
-FIXME: Rats somehow go underground sometimes (you can see it in water)
- - Does their position get saved to a border value or something?
- - Does this happen anymore?
-
SUGG: MovingObject::move and Player::move are basically the same.
combine them.
@@ -90,6 +87,8 @@ SUGG: Implement a "Fast check queue" (a queue with a map for checking
- Use it in active block queue in water flowing
SUGG: Precalculate lighting translation table at runtime (at startup)
+ - This is not doable because it is currently hand-made and not
+ based on some mathematical function.
SUGG: A version number to blocks, which increments when the block is
modified (node add/remove, water update, lighting update)
@@ -105,51 +104,71 @@ SUGG: Meshes of blocks could be split into 6 meshes facing into
different directions and then only those drawn that need to be
- Also an 1-dimensional tile map would be nice probably
-TODO: Untie client network operations from framerate
- - Needs some input queues or something
- - Not really necessary?
+Networking:
+
+TODO: Get rid of GotSplitPacketException
+
+GUI:
+
+TODO: Add gui option to remove map
+
+TODO: Startup and configuration menu
+
+Graphics:
+
+TODO: Optimize day/night mesh updating somehow
+ - create copies of all textures for all lighting values and only
+ change texture for material?
+ - Umm... the collecting of the faces is the slow part
+ -> what about just changing the color values of the existing
+ meshbuffers? It should go quite fast.
+
+TODO: Draw big amounts of torches better (that is, throw them in the
+ same meshbuffer (can the meshcollector class be used?))
TODO: Combine MapBlock's face caches to so big pieces that VBO
gets used
- That is >500 vertices
-TODO: Startup and configuration menu
+TODO: Make fetching sector's blocks more efficient when rendering
+ sectors that have very large amounts of blocks (on client)
-TODO: There are some lighting-related todos and fixmes in
- ServerMap::emergeBlock
+Configuration:
-TODO: Proper handling of spawning place (try to find something that
- is not in the middle of an ocean (some land to stand on at
- least) and save it in map config.
+TODO: Make the video backend selectable
+
+Client:
+
+TODO: Untie client network operations from framerate
+ - Needs some input queues or something
+ - Not really necessary?
+
+Server:
+
+TODO: When player dies, throw items on map
+
+TODO: Make an option to the server to disable building and digging near
+ the starting position
TODO: Players to only be hidden when the client quits.
TODO: - Players to be saved on disk, with inventory
TODO: Players to be saved as text in map/players/<name>
TODO: Player inventory to be saved on disk
-TODO: Make fetching sector's blocks more efficient when rendering
- sectors that have very large amounts of blocks (on client)
-
-TODO: Make the video backend selectable
+TODO: Proper handling of spawning place (try to find something that
+ is not in the middle of an ocean (some land to stand on at
+ least) and save it in map config.
TODO: Copy the text of the last picked sign to inventory in creative
mode
-TODO: Get rid of GotSplitPacketException
-
TODO: Check what goes wrong with caching map to disk (Kray)
- Nothing?
-Block object server side:
- - A "near blocks" buffer, in which some nearby blocks are stored.
- - For all blocks in the buffer, objects are stepped(). This
- means they are active.
- - TODO: A global active buffer is needed for the server
- - TODO: A timestamp to blocks
- - TODO: All blocks going in and out of the buffer are recorded.
- - TODO: For outgoing blocks, timestamp is written.
- - TODO: For incoming blocks, time difference is calculated and
- objects are stepped according to it.
+TODO: When server sees that client is removing an inexistent block or
+ adding a block to an existent position, resend the MapBlock.
+
+Objects:
TODO: Better handling of objects and mobs
- Scripting?
@@ -160,31 +179,31 @@ TODO: Better handling of objects and mobs
- This is also needed for objects that don't get sent to client
but are used for triggers etc
-TODO: Draw big amounts of torches better (that is, throw them in the
- same meshbuffer (can the meshcollector class be used?))
-
-TODO: Make an option to the server to disable building and digging near
- the starting position
-
SUGG: Signs could be done in the same way as torches. For this, blocks
need an additional metadata field for the texts
- This is also needed for item container chests
TODO: There has to be some better way to handle static objects than to
send them all the time. This affects signs and item objects.
-TODO: When server sees that client is removing an inexistent block or
- adding a block to an existent position, resend the MapBlock.
+Block object server side:
+ - A "near blocks" buffer, in which some nearby blocks are stored.
+ - For all blocks in the buffer, objects are stepped(). This
+ means they are active.
+ - TODO: A global active buffer is needed for the server
+ - TODO: A timestamp to blocks
+ - TODO: All blocks going in and out of the buffer are recorded.
+ - TODO: For outgoing blocks, timestamp is written.
+ - TODO: For incoming blocks, time difference is calculated and
+ objects are stepped according to it.
-TODO: When player dies, throw items on map
+Map generator:
-TODO: Use porting::path_userdata for configuration file
+TODO: There are some lighting-related todos and fixmes in
+ ServerMap::emergeBlock
-TODO: Optimize day/night mesh updating somehow
- - create copies of all textures for all lighting values and only
- change texture for material?
- - Umm... the collecting of the faces is the slow part
- -> what about just changing the color values of the existing
- meshbuffers? It should go quite fast.
+TODO: When generating a block, check that there is no sunlight
+ below the block if the bottom of the block doesn't have
+ sunlight. If it has, add it to the invalid lighting list.
TODO: Map generator version 2
- Create surface areas based on central points; a given point's
@@ -193,8 +212,6 @@ TODO: Map generator version 2
- Flat land, mountains, forest, jungle
- Cliffs, arcs
-TODO: Add gui option to remove map
-
Doing now:
======================================================================
diff --git a/src/map.cpp b/src/map.cpp
index f5e490ad4..119b487db 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -1482,8 +1482,10 @@ MapSector * ServerMap::emergeSector(v2s16 p2d)
sector->setHeightmap(p_in_sector, hm);
//TODO: Make these values configurable
+
//hm->generateContinued(0.0, 0.0, corners);
- hm->generateContinued(0.5, 0.2, corners);
+ hm->generateContinued(0.25, 0.2, corners);
+ //hm->generateContinued(0.5, 0.2, corners);
//hm->generateContinued(1.0, 0.2, corners);
//hm->generateContinued(2.0, 0.2, corners);
@@ -1712,6 +1714,7 @@ MapBlock * ServerMap::emergeBlock(
{
underground_emptiness[i] = 0;
}
+
// Generate dungeons
{
/*
@@ -1863,6 +1866,10 @@ continue_generating:
// DEBUG
//sector->printHeightmaps();
+ // Set to true if has caves.
+ // Set when some non-air is changed to air when making caves.
+ bool has_caves = false;
+
for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
{
@@ -1894,6 +1901,7 @@ continue_generating:
float max_slope = 1.20;
float min_slope_depth = 5.0;
float max_slope_depth = 0;
+
if(slope < min_slope)
surface_depth = min_slope_depth;
else if(slope > max_slope)
@@ -1935,101 +1943,85 @@ continue_generating:
// Else it's ground or dungeons (air)
else
{
- // Create dungeons
- if(underground_emptiness[
- ued*ued*(z0*ued/MAP_BLOCKSIZE)
- +ued*(y0*ued/MAP_BLOCKSIZE)
- +(x0*ued/MAP_BLOCKSIZE)])
+ // If it's surface_depth under ground, it's stone
+ if(real_y <= surface_y - surface_depth)
{
- n.d = CONTENT_AIR;
+ n.d = CONTENT_STONE;
}
else
{
- // If it's surface_depth under ground, it's stone
- if(real_y <= surface_y - surface_depth)
+ // It is mud if it is under the first ground
+ // level or under water
+ if(real_y < WATER_LEVEL || real_y <= surface_y - 1)
{
- n.d = CONTENT_STONE;
+ n.d = CONTENT_MUD;
}
else
{
- // It is mud if it is under the first ground
- // level or under water
- if(real_y < WATER_LEVEL || real_y <= surface_y - 1)
- {
- n.d = CONTENT_MUD;
- }
- else
- {
- n.d = CONTENT_GRASS;
- }
-
- //n.d = CONTENT_MUD;
-
- /*// If under water level, it's mud
- if(real_y < WATER_LEVEL)
- n.d = CONTENT_MUD;
- // Only the topmost node is grass
- else if(real_y <= surface_y - 1)
- n.d = CONTENT_MUD;
- else
- n.d = CONTENT_GRASS;*/
+ n.d = CONTENT_GRASS;
}
+
+ //n.d = CONTENT_MUD;
+
+ /*// If under water level, it's mud
+ if(real_y < WATER_LEVEL)
+ n.d = CONTENT_MUD;
+ // Only the topmost node is grass
+ else if(real_y <= surface_y - 1)
+ n.d = CONTENT_MUD;
+ else
+ n.d = CONTENT_GRASS;*/
}
- }
-#if 0
- else if(real_y <= surface_y - surface_depth)
- {
+
// Create dungeons
if(underground_emptiness[
ued*ued*(z0*ued/MAP_BLOCKSIZE)
+ued*(y0*ued/MAP_BLOCKSIZE)
+(x0*ued/MAP_BLOCKSIZE)])
{
+ // Has now caves if previous content is air
+ if(n.d != CONTENT_AIR)
+ {
+ has_caves = true;
+ }
+
n.d = CONTENT_AIR;
}
- else
- {
- n.d = CONTENT_STONE;
- }
}
- // If node is at or under heightmap y
- else if(real_y <= surface_y)
- {
- // If under water level, it's mud
- if(real_y < WATER_LEVEL)
- n.d = CONTENT_MUD;
- // Only the topmost node is grass
- else if(real_y <= surface_y - 1)
- n.d = CONTENT_MUD;
- // Else it's the main material
- else
- n.d = material;
- }
-#endif
+
block->setNode(v3s16(x0,y0,z0), n);
}
}
/*
- Calculate is_underground
+ Calculate completely_underground
*/
- // Probably underground if the highest part of block is under lowest
- // ground height
- bool is_underground = (block_y+1) * MAP_BLOCKSIZE <= lowest_ground_y;
- block->setIsUnderground(is_underground);
+ // Completely underground if the highest part of block is under lowest
+ // ground height.
+ // This has to be very sure; it's probably one too strict now but
+ // that's just better.
+ bool completely_underground =
+ block_y * MAP_BLOCKSIZE + MAP_BLOCKSIZE < lowest_ground_y;
+
+ // This isn't used anymore (?) but set it anyway
+ block->setIsUnderground(completely_underground);
+
+ bool some_part_underground = block_y * MAP_BLOCKSIZE <= highest_ground_y;
/*
- Force lighting update if some part of block is underground
- This is needed because of caves.
+ Force lighting update if some part of block is partly
+ underground and has caves.
*/
- bool some_part_underground = (block_y+0) * MAP_BLOCKSIZE < highest_ground_y;
- if(some_part_underground)
- //if(is_underground)
+ if(some_part_underground && !completely_underground && has_caves)
{
+ //dstream<<"Half-ground caves"<<std::endl;
lighting_invalidated_blocks[block->getPos()] = block;
}
+ // DEBUG: Always update lighting
+ //lighting_invalidated_blocks[block->getPos()] = block;
+
/*
Add some minerals
*/
@@ -2041,9 +2033,9 @@ continue_generating:
/*
Add meseblocks
*/
- for(s16 i=0; i<underground_level*1; i++)
+ for(s16 i=0; i< underground_level/4 + 1; i++)
{
- if(myrand()%2 == 0)
+ if(myrand()%10 == 0)
{
v3s16 cp(
(myrand()%(MAP_BLOCKSIZE-2))+1,
@@ -2112,7 +2104,7 @@ continue_generating:
/*
Create a few rats in empty blocks underground
*/
- if(is_underground)
+ if(completely_underground)
{
//for(u16 i=0; i<2; i++)
{
@@ -2157,8 +2149,34 @@ continue_generating:
v2s16 p2d(p.X,p.Z);
u8 d = i.getNode()->getValue();
- //v3s16 p = p_sector - v3s16(0, block_y*MAP_BLOCKSIZE, 0);
+ // Ground level point (user for stuff that is on ground)
+ v3s16 gp = p;
+ bool ground_found = true;
+ // Search real ground level
+ try{
+ for(;;)
+ {
+ MapNode n = sector->getNode(gp);
+
+ // If not air, go one up and continue to placing the tree
+ if(n.d != CONTENT_AIR)
+ {
+ gp += v3s16(0,1,0);
+ break;
+ }
+
+ // If air, go one down
+ gp += v3s16(0,-1,0);
+ }
+ }catch(InvalidPositionException &e)
+ {
+ // Ground not found.
+ ground_found = false;
+ // This is most close to ground
+ gp += v3s16(0,1,0);
+ }
+
try
{
@@ -2175,40 +2193,64 @@ continue_generating:
}
else if(d == SECTOR_OBJECT_TREE_1)
{
- v3s16 p_min = p + v3s16(-1,0,-1);
- v3s16 p_max = p + v3s16(1,4,1);
+ if(ground_found == false)
+ continue;
+
+ v3s16 p_min = gp + v3s16(-1,0,-1);
+ v3s16 p_max = gp + v3s16(1,5,1);
if(sector->isValidArea(p_min, p_max,
&changed_blocks_sector))
{
MapNode n;
n.d = CONTENT_TREE;
- sector->setNode(p+v3s16(0,0,0), n);
- sector->setNode(p+v3s16(0,1,0), n);
- sector->setNode(p+v3s16(0,2,0), n);
- sector->setNode(p+v3s16(0,3,0), n);
+ sector->setNode(gp+v3s16(0,0,0), n);
+ sector->setNode(gp+v3s16(0,1,0), n);
+ sector->setNode(gp+v3s16(0,2,0), n);
+ sector->setNode(gp+v3s16(0,3,0), n);
n.d = CONTENT_LEAVES;
- sector->setNode(p+v3s16(0,4,0), n);
+ if(rand()%4!=0) sector->setNode(gp+v3s16(0,5,0), n);
+
+ if(rand()%3!=0) sector->setNode(gp+v3s16(-1,5,0), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(1,5,0), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(0,5,-1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(0,5,1), n);
+ /*if(rand()%3!=0) sector->setNode(gp+v3s16(1,5,1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(-1,5,1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(-1,5,-1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(1,5,-1), n);*/
+
+ sector->setNode(gp+v3s16(0,4,0), n);
- sector->setNode(p+v3s16(-1,4,0), n);
- sector->setNode(p+v3s16(1,4,0), n);
- sector->setNode(p+v3s16(0,4,-1), n);
- sector->setNode(p+v3s16(0,4,1), n);
- sector->setNode(p+v3s16(1,4,1), n);
- sector->setNode(p+v3s16(-1,4,1), n);
- sector->setNode(p+v3s16(-1,4,-1), n);
- sector->setNode(p+v3s16(1,4,-1), n);
-
- sector->setNode(p+v3s16(-1,3,0), n);
- sector->setNode(p+v3s16(1,3,0), n);
- sector->setNode(p+v3s16(0,3,-1), n);
- sector->setNode(p+v3s16(0,3,1), n);
- sector->setNode(p+v3s16(1,3,1), n);
- sector->setNode(p+v3s16(-1,3,1), n);
- sector->setNode(p+v3s16(-1,3,-1), n);
- sector->setNode(p+v3s16(1,3,-1), n);
+ sector->setNode(gp+v3s16(-1,4,0), n);
+ sector->setNode(gp+v3s16(1,4,0), n);
+ sector->setNode(gp+v3s16(0,4,-1), n);
+ sector->setNode(gp+v3s16(0,4,1), n);
+ sector->setNode(gp+v3s16(1,4,1), n);
+ sector->setNode(gp+v3s16(-1,4,1), n);
+ sector->setNode(gp+v3s16(-1,4,-1), n);
+ sector->setNode(gp+v3s16(1,4,-1), n);
+
+ sector->setNode(gp+v3s16(-1,3,0), n);
+ sector->setNode(gp+v3s16(1,3,0), n);
+ sector->setNode(gp+v3s16(0,3,-1), n);
+ sector->setNode(gp+v3s16(0,3,1), n);
+ sector->setNode(gp+v3s16(1,3,1), n);
+ sector->setNode(gp+v3s16(-1,3,1), n);
+ sector->setNode(gp+v3s16(-1,3,-1), n);
+ sector->setNode(gp+v3s16(1,3,-1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(-1,2,0), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(1,2,0), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(0,2,-1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(0,2,1), n);
+ /*if(rand()%3!=0) sector->setNode(gp+v3s16(1,2,1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(-1,2,1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(-1,2,-1), n);
+ if(rand()%3!=0) sector->setNode(gp+v3s16(1,2,-1), n);*/
+
+ // Objects are identified by wanted position
objects_to_remove.push_back(p);
// Lighting has to be recalculated for this one.
@@ -2218,13 +2260,17 @@ continue_generating:
}
else if(d == SECTOR_OBJECT_BUSH_1)
{
- if(sector->isValidArea(p + v3s16(0,0,0),
- p + v3s16(0,0,0), &changed_blocks_sector))
+ if(ground_found == false)
+ continue;
+
+ if(sector->isValidArea(gp + v3s16(0,0,0),
+ gp + v3s16(0,0,0), &changed_blocks_sector))
{
MapNode n;
n.d = CONTENT_LEAVES;
- sector->setNode(p+v3s16(0,0,0), n);
+ sector->setNode(gp+v3s16(0,0,0), n);
+ // Objects are identified by wanted position
objects_to_remove.push_back(p);
}
}
diff --git a/src/mapblock.cpp b/src/mapblock.cpp
index 90ff05bd1..2d077121c 100644
--- a/src/mapblock.cpp
+++ b/src/mapblock.cpp
@@ -876,6 +876,7 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
{
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
{
+#if 1
bool no_sunlight = false;
bool no_top_block = false;
// Check if node above block has sunlight
@@ -901,6 +902,23 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
// No sunlight here
//no_sunlight = true;
}
+#endif
+#if 0 // Doesn't work; nothing gets light.
+ bool no_sunlight = true;
+ bool no_top_block = false;
+ // Check if node above block has sunlight
+ try{
+ MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z));
+ if(n.getLight(LIGHTBANK_DAY) == LIGHT_SUN)
+ {
+ no_sunlight = false;
+ }
+ }
+ catch(InvalidPositionException &e)
+ {
+ no_top_block = true;
+ }
+#endif
/*std::cout<<"("<<x<<","<<z<<"): "
<<"no_top_block="<<no_top_block
diff --git a/src/materials.cpp b/src/materials.cpp
index dc080ba23..1c177e9a3 100644
--- a/src/materials.cpp
+++ b/src/materials.cpp
@@ -13,9 +13,9 @@ void setStoneLikeDiggingProperties(u8 material, float toughness)
DiggingProperties(true, 15.0*toughness, 0));
g_material_properties[material].setDiggingProperties("WPick",
- DiggingProperties(true, 2.0*toughness, 65535./20.*toughness));
+ DiggingProperties(true, 1.5*toughness, 65535./20.*toughness));
g_material_properties[material].setDiggingProperties("STPick",
- DiggingProperties(true, 1.0*toughness, 65535./50.*toughness));
+ DiggingProperties(true, 0.7*toughness, 65535./60.*toughness));
/*g_material_properties[material].setDiggingProperties("MesePick",
DiggingProperties(true, 0.0*toughness, 65535./20.*toughness));*/
@@ -63,7 +63,7 @@ void initializeMaterialProperties()
for(u16 i=0; i<MATERIAL_PROPERTIES_COUNT; i++)
{
g_material_properties[i].setDiggingProperties("MesePick",
- DiggingProperties(true, 0.0, 65535./20.));
+ DiggingProperties(true, 0.0, 65535./1337));
}
g_material_properties_initialized = true;
diff --git a/src/player.h b/src/player.h
index 0b9f014c1..fc87a5edd 100644
--- a/src/player.h
+++ b/src/player.h
@@ -97,6 +97,9 @@ public:
virtual void updateLight(u8 light_at_pos) {};
+ virtual bool isClientConnected() { return false; }
+ virtual void setClientConnected(bool) {}
+
bool touching_ground;
bool in_water;
@@ -115,22 +118,35 @@ protected:
class ServerRemotePlayer : public Player
{
public:
- ServerRemotePlayer()
+ ServerRemotePlayer(bool client_connected):
+ m_client_connected(client_connected)
{
}
virtual ~ServerRemotePlayer()
{
}
- bool isLocal() const
+ virtual bool isLocal() const
{
return false;
}
- void move(f32 dtime, Map &map)
+ virtual void move(f32 dtime, Map &map)
+ {
+ }
+
+ virtual bool isClientConnected()
+ {
+ return m_client_connected;
+ }
+ virtual void setClientConnected(bool client_connected)
{
+ m_client_connected = client_connected;
}
+ // This
+ bool m_client_connected;
+
private:
};
diff --git a/src/server.cpp b/src/server.cpp
index daf00b8ee..38c421e41 100644
--- a/src/server.cpp
+++ b/src/server.cpp
@@ -88,7 +88,7 @@ void * EmergeThread::Thread()
//derr_server<<"EmergeThread::Thread(): running"<<std::endl;
- //TimeTaker timer("block emerge", g_device);
+ //TimeTaker timer("block emerge");
/*
Try to emerge it from somewhere.
@@ -135,9 +135,14 @@ void * EmergeThread::Thread()
{//envlock
+ //TimeTaker envlockwaittimer("block emerge envlock wait time");
+
+ // 0-50ms
JMutexAutoLock envlock(m_server->m_env_mutex);
- //TimeTaker timer("block emerge envlock", g_device);
+ //envlockwaittimer.stop();
+
+ //TimeTaker timer("block emerge (while env locked)");
try{
bool only_from_disk = false;
@@ -209,8 +214,9 @@ void * EmergeThread::Thread()
}
/*dstream<<"lighting "<<lighting_invalidated_blocks.size()
- <<" blocks"<<std::endl;
- TimeTaker timer("** updateLighting", g_device);*/
+ <<" blocks"<<std::endl;*/
+
+ //TimeTaker timer("** updateLighting", g_device);
// Update lighting without locking the environment mutex,
// add modified blocks to changed blocks
@@ -450,8 +456,8 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
bool generate = d <= d_max_gen;
- // Limit the generating area vertically to half
- if(abs(p.Y - center.Y) > d_max_gen / 2)
+ // Limit the generating area vertically to 2/3
+ if(abs(p.Y - center.Y) > d_max_gen - d_max_gen / 3)
generate = false;
/*
@@ -2967,7 +2973,7 @@ void Server::handlePeerChange(PeerChange &c)
// The player shouldn't already exist
assert(player == NULL);
- player = new ServerRemotePlayer();
+ player = new ServerRemotePlayer(true);
player->peer_id = c.peer_id;
/*