diff options
Diffstat (limited to 'src/main.cpp')
-rw-r--r-- | src/main.cpp | 313 |
1 files changed, 212 insertions, 101 deletions
diff --git a/src/main.cpp b/src/main.cpp index b4e2d478c..5d1be0184 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -27,30 +27,87 @@ NOTE: VBO cannot be turned on for fast-changing stuff because there NOTE: iostream.imbue(std::locale("C")) is very slow
NOTE: Global locale is now set at initialization
-SUGGESTION: add a second lighting value to the MS nibble of param of
- air to tell how bright the air node is when there is no sunlight.
- When day changes to night, these two values can be interpolated.
+SUGG: Fix address to be ipv6 compatible
-TODO: 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)
+
+SUGG: Transfer more blocks in a single packet
+SUGG: A blockdata combiner class, to which blocks are added and at
+ destruction it sends all the stuff in as few packets as possible.
+
+SUGG: If player is on ground, mainly fetch ground-level blocks
+SUGG: Fetch stuff mainly from the viewing direction
+
+SUGG: Expose Connection's seqnums and ACKs to server and client.
+ - This enables saving many packets and making a faster connection
+ - This also enables server to check if client has received the
+ most recent block sent, for example.
+SUGG: Add a sane bandwidth throttling system to Connection
+
+SUGG: More fine-grained control of client's dumping of blocks from
+ memory
+ - ...What does this mean in the first place?
+
+SUGG: A map editing mode (similar to dedicated server mode)
+
+SUGG: Add a time value to the param of footstepped grass and check it
+ against a global timer when a block is accessed, to make old
+ steps fade away.
+
+SUGG: Make a copy of close-range environment on client for showing
+ on screen, with minimal mutexes to slow down the main loop
+
+SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
+ it by sending more stuff in a single packet.
+ - Add a packet queue to RemoteClient, from which packets will be
+ combined with object data packets
+ - This is not exactly trivial: the object data packets are
+ sometimes very big by themselves
+
+SUGG: Split MapBlockObject serialization to to-client and to-disk
+ - This will allow saving ages of rats on disk but not sending
+ them to clients
+
+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.
+
+SUGG: Implement a "Fast check queue" (a queue with a map for checking
+ if something is already in it)
+ - Use it in active block queue in water flowing
+
+SUGG: Signs could be done in the same way as torches. For this, blocks
+ need an additional metadata field for the texts
+
+SUGG: Precalculate lighting translation table at runtime (at startup)
+
+SUGG: A version number to blocks, which increments when the block is
+ modified (node add/remove, water update, lighting update)
+ - This can then be used to make sure the most recent version of
+ a block has been sent to client
-TODO: ESC Pause mode in which the cursor is not kept at the center of window.
TODO: Stop player if focus of window is taken away (go to pause mode)
-TODO: Optimize and fix makeFastFace or whatever it's called
- - Face calculation is the source of CPU usage on the client
-SUGGESTION: The client will calculate and send lighting changes and
- the server will randomly check some of them and kick the client out
- if it fails to calculate them right.
- - Actually, it could just start ignoring them and calculate them
- itself.
-SUGGESTION: Combine MapBlock's face caches to so big pieces that VBO
- gets used
- - That is >500 vertices
+
+TODO: Combine MapBlock's face caches to so big pieces that VBO
+ gets used
+ - That is >500 vertices
TODO: Better dungeons
-TODO: There should be very slight natural caves also, starting from
- only a straightened-up cliff
+TODO: Cliffs, arcs
-TODO: Changing of block with mouse wheel or something
TODO: Menus
TODO: Mobs
@@ -63,8 +120,6 @@ TODO: - Keep track of the place of the mob in the last few hundreth's avg_rtt/2 before the moment the packet is received.
TODO: - Scripting
-SUGGESTION: Modify client to calculate single changes asynchronously
-
TODO: Moving players more smoothly. Calculate moving animation
in a way that doesn't make the player jump to the right place
immediately when the server sends a new position
@@ -72,39 +127,9 @@ TODO: Moving players more smoothly. Calculate moving animation TODO: There are some lighting-related todos and fixmes in
ServerMap::emergeBlock
-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)
-
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.
-SUGG: Set server to automatically find a good spawning place in some
- place where there is water and land.
- - Map to have a getWalkableNear(p)
- - Is this a good idea? It's part of the game to find a good place.
-
-TODO: Transfer more blocks in a single packet
-SUGG: A blockdata combiner class, to which blocks are added and at
- destruction it sends all the stuff in as few packets as possible.
-
-SUGG: If player is on ground, mainly fetch ground-level blocks
-SUGG: Fetch stuff mainly from the viewing direction
-
-SUGG: Expose Connection's seqnums and ACKs to server and client.
- - This enables saving many packets and making a faster connection
- - This also enables server to check if client has received the
- most recent block sent, for example.
-TODO: Add a sane bandwidth throttling system to Connection
-
-SUGG: More fine-grained control of client's dumping of blocks from
- memory
- - ...What does this mean in the first place?
TODO: Make the amount of blocks sending to client and the total
amount of blocks dynamically limited. Transferring blocks is the
@@ -113,12 +138,10 @@ TODO: Make the amount of blocks sending to client and the total TODO: Server to load starting inventory from disk
-TODO: PLayers to only be hidden when the client quits.
+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>
-SUGG: A map editing mode (similar to dedicated server mode)
-
TODO: Make fetching sector's blocks more efficient when rendering
sectors that have very large amounts of blocks (on client)
@@ -129,15 +152,11 @@ Block object server side: - 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, a timestamp is written.
- - TODO: For incoming blocks, the time difference is calculated and
+ - TODO: For outgoing blocks, timestamp is written.
+ - TODO: For incoming blocks, time difference is calculated and
objects are stepped according to it.
-TODO: A timestamp to blocks
-
-SUGG: Add a time value to the param of footstepped grass and check it
- against a global timer when a block is accessed, to make old
- steps fade away.
TODO: Add config parameters for server's sending and generating distance
@@ -147,46 +166,23 @@ TODO: Copy the text of the last picked sign to inventory in creative TODO: Untie client network operations from framerate
- Needs some input queues or something
-SUGG: Make a copy of close-range environment on client for showing
- on screen, with minimal mutexes to slow down the main loop
-
-SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
- it by sending more stuff in a single packet.
- - Add a packet queue to RemoteClient, from which packets will be
- combined with object data packets
- - This is not exactly trivial: the object data packets are
- sometimes very big by themselves
-
-SUGG: Split MapBlockObject serialization to to-client and to-disk
- - This will allow saving ages of rats on disk but not sending
- them to clients
-
TODO: Get rid of GotSplitPacketException
-SUGG: Implement lighting using VoxelManipulator
- - Would it be significantly faster?
-
TODO: Check what goes wrong with caching map to disk (Kray)
TODO: Remove LazyMeshUpdater. It is not used as supposed.
-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.
-
-SUGG: Implement a "Fast check queue" (a queue with a map for checking
- if something is already in it)
- - Use it in active block queue in water flowing
-
-SUGG: Signs could be done in the same way as torches. For this, blocks
- need an additional metadata field for the texts
+TODO: Node cracking animation when digging
+ - TODO: A way to generate new textures by combining textures
+ - TODO: Mesh update to fetch cracked faces from the former
Doing now:
======================================================================
+TODO: Add a second lighting value to the MS nibble of param of
+ air to tell how bright the air node is when there is no sunlight.
+ When day changes to night, these two values can be interpolated.
+ - The biggest job is to add support to the lighting routines
======================================================================
@@ -486,6 +482,10 @@ public: if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
{
+ left_active = event.MouseInput.isLeftPressed();
+ middle_active = event.MouseInput.isMiddlePressed();
+ right_active = event.MouseInput.isRightPressed();
+
if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
{
leftclicked = true;
@@ -494,6 +494,14 @@ public: {
rightclicked = true;
}
+ if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
+ {
+ leftreleased = true;
+ }
+ if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
+ {
+ rightreleased = true;
+ }
if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
{
/*dstream<<"event.MouseInput.Wheel="
@@ -530,10 +538,23 @@ public: keyIsDown[i] = false;
leftclicked = false;
rightclicked = false;
+ leftreleased = false;
+ rightreleased = false;
+
+ left_active = false;
+ middle_active = false;
+ right_active = false;
}
bool leftclicked;
bool rightclicked;
+ bool leftreleased;
+ bool rightreleased;
+
+ bool left_active;
+ bool middle_active;
+ bool right_active;
+
private:
// We use this array to store the current state of each key
bool keyIsDown[KEY_KEY_CODES_COUNT];
@@ -550,13 +571,24 @@ public: virtual ~InputHandler()
{
}
+
virtual bool isKeyDown(EKEY_CODE keyCode) = 0;
+
virtual v2s32 getMousePos() = 0;
virtual void setMousePos(s32 x, s32 y) = 0;
+
+ virtual bool getLeftState() = 0;
+ virtual bool getRightState() = 0;
+
virtual bool getLeftClicked() = 0;
virtual bool getRightClicked() = 0;
virtual void resetLeftClicked() = 0;
virtual void resetRightClicked() = 0;
+
+ virtual bool getLeftReleased() = 0;
+ virtual bool getRightReleased() = 0;
+ virtual void resetLeftReleased() = 0;
+ virtual void resetRightReleased() = 0;
virtual void step(float dtime) {};
@@ -597,6 +629,15 @@ public: m_device->getCursorControl()->setPosition(x, y);
}
+ virtual bool getLeftState()
+ {
+ return m_receiver->left_active;
+ }
+ virtual bool getRightState()
+ {
+ return m_receiver->right_active;
+ }
+
virtual bool getLeftClicked()
{
if(g_game_focused == false)
@@ -618,6 +659,27 @@ public: m_receiver->rightclicked = false;
}
+ virtual bool getLeftReleased()
+ {
+ if(g_game_focused == false)
+ return false;
+ return m_receiver->leftreleased;
+ }
+ virtual bool getRightReleased()
+ {
+ if(g_game_focused == false)
+ return false;
+ return m_receiver->rightreleased;
+ }
+ virtual void resetLeftReleased()
+ {
+ m_receiver->leftreleased = false;
+ }
+ virtual void resetRightReleased()
+ {
+ m_receiver->rightreleased = false;
+ }
+
void clear()
{
resetRightClicked();
@@ -651,6 +713,15 @@ public: mousepos = v2s32(x,y);
}
+ virtual bool getLeftState()
+ {
+ return false;
+ }
+ virtual bool getRightState()
+ {
+ return false;
+ }
+
virtual bool getLeftClicked()
{
return leftclicked;
@@ -668,6 +739,21 @@ public: rightclicked = false;
}
+ virtual bool getLeftReleased()
+ {
+ return false;
+ }
+ virtual bool getRightReleased()
+ {
+ return false;
+ }
+ virtual void resetLeftReleased()
+ {
+ }
+ virtual void resetRightReleased()
+ {
+ }
+
virtual void step(float dtime)
{
{
@@ -1564,6 +1650,11 @@ int main(int argc, char *argv[]) gui::IGUIStaticText* input_guitext = NULL;
/*
+ Digging animation
+ */
+ //f32
+
+ /*
Main loop
*/
@@ -1920,6 +2011,10 @@ int main(int argc, char *argv[]) }
else // selected_object == NULL
{
+
+ /*
+ Find out which node we are pointing at
+ */
bool nodefound = false;
v3s16 nodepos;
@@ -2066,6 +2161,9 @@ int main(int argc, char *argv[]) } // regular block
} // for coords
+ /*static v3s16 oldnodepos;
+ static bool oldnodefound = false;*/
+
if(nodefound)
{
//std::cout<<DTIME<<"nodefound == true"<<std::endl;
@@ -2076,41 +2174,54 @@ int main(int argc, char *argv[]) if(nodepos != nodepos_old){
std::cout<<DTIME<<"Pointing at ("<<nodepos.X<<","
<<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;
- nodepos_old = nodepos;
-
- /*wchar_t positiontext[20];
- swprintf(positiontext, 20, L"(%i,%i,%i)",
- nodepos.X, nodepos.Y, nodepos.Z);
- positiontextgui->setText(positiontext);*/
}
hilightboxes.push_back(nodefacebox);
- if(g_input->getLeftClicked())
+ //if(g_input->getLeftClicked())
+ if(g_input->getLeftClicked() ||
+ (g_input->getLeftState() && nodepos != nodepos_old))
{
- //std::cout<<DTIME<<"Removing node"<<std::endl;
- //client.removeNode(nodepos);
std::cout<<DTIME<<"Ground left-clicked"<<std::endl;
client.pressGround(0, nodepos, neighbourpos, g_selected_item);
}
if(g_input->getRightClicked())
+ /*if(g_input->getRightClicked() ||
+ (g_input->getRightState() && nodepos != nodepos_old))*/
{
- //std::cout<<DTIME<<"Placing node"<<std::endl;
- //client.addNodeFromInventory(neighbourpos, g_selected_item);
std::cout<<DTIME<<"Ground right-clicked"<<std::endl;
client.pressGround(1, nodepos, neighbourpos, g_selected_item);
}
+
+ nodepos_old = nodepos;
}
else{
//std::cout<<DTIME<<"nodefound == false"<<std::endl;
//positiontextgui->setText(L"");
}
+ /*oldnodefound = nodefound;
+ oldnodepos = nodepos;*/
+
} // selected_object == NULL
g_input->resetLeftClicked();
g_input->resetRightClicked();
+ if(g_input->getLeftReleased())
+ {
+ std::cout<<DTIME<<"Left released"<<std::endl;
+ client.stopDigging();
+ }
+ if(g_input->getRightReleased())
+ {
+ //std::cout<<DTIME<<"Right released"<<std::endl;
+ // Nothing here
+ }
+
+ g_input->resetLeftReleased();
+ g_input->resetRightReleased();
+
/*
Calculate stuff for drawing
*/
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