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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 /src/main.cpp
parent023876dafb450b0339df7819efdd67557b564173 (diff)
downloadhax-minetest-server-cfaa15895ad73ce3cef174f770d877059e9708e0.tar.gz
hax-minetest-server-cfaa15895ad73ce3cef174f770d877059e9708e0.zip
tweaking around, including mapgen, player speed in water, settings
Diffstat (limited to 'src/main.cpp')
-rw-r--r--src/main.cpp127
1 files changed, 72 insertions, 55 deletions
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:
======================================================================