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-rw-r--r--src/main.cpp29
-rw-r--r--src/mapblock.cpp82
-rw-r--r--src/mapblock.h16
3 files changed, 73 insertions, 54 deletions
diff --git a/src/main.cpp b/src/main.cpp
index 5ffbafb62..5d6712df6 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -91,6 +91,7 @@ SUGG: Implement a "Fast check queue" (a queue with a map for checking
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
SUGG: Precalculate lighting translation table at runtime (at startup)
@@ -99,6 +100,15 @@ SUGG: A version number to blocks, which increments when the block is
- This can then be used to make sure the most recent version of
a block has been sent to client
+SUGG: Make the amount of blocks sending to client and the total
+ amount of blocks dynamically limited. Transferring blocks is the
+ main network eater of this system, so it is the one that has
+ to be throttled so that RTTs stay low.
+
+TODO: Untie client network operations from framerate
+ - Needs some input queues or something
+ - Not really necessary?
+
TODO: Combine MapBlock's face caches to so big pieces that VBO
gets used
- That is >500 vertices
@@ -106,11 +116,7 @@ TODO: Combine MapBlock's face caches to so big pieces that VBO
TODO: Better dungeons
TODO: Cliffs, arcs
-TODO: Menus
-
-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
+TODO: Startup and configuration menu
TODO: There are some lighting-related todos and fixmes in
ServerMap::emergeBlock
@@ -119,16 +125,10 @@ 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 amount of blocks sending to client and the total
- amount of blocks dynamically limited. Transferring blocks is the
- main network eater of this system, so it is the one that has
- to be throttled so that RTTs stay low.
-
-TODO: Server to load starting inventory from disk
-
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)
@@ -149,9 +149,6 @@ Block object server side:
TODO: Copy the text of the last picked sign to inventory in creative
mode
-TODO: Untie client network operations from framerate
- - Needs some input queues or something
-
TODO: Get rid of GotSplitPacketException
TODO: Check what goes wrong with caching map to disk (Kray)
@@ -168,7 +165,7 @@ TODO: Better handling of objects and mobs
- Make other players utilize the same framework
TODO: Draw big amounts of torches better (that is, throw them in the
- same meshbuffer (can the meshcombiner class be used?))
+ same meshbuffer (can the meshcollector class be used?))
Doing now:
======================================================================
diff --git a/src/mapblock.cpp b/src/mapblock.cpp
index b2b5bc4f4..186256589 100644
--- a/src/mapblock.cpp
+++ b/src/mapblock.cpp
@@ -47,6 +47,7 @@ MapBlock::MapBlock(NodeContainer *parent, v3s16 pos, bool dummy):
m_mesh_expired = false;
mesh_mutex.Init();
mesh = NULL;
+ m_temp_mods_mutex.Init();
#endif
}
@@ -584,47 +585,52 @@ void MapBlock::updateMesh(u32 daynight_ratio)
NOTE: This is the slowest part of this method.
*/
+
+ {
+ // Lock this, as m_temp_mods will be used directly
+ JMutexAutoLock lock(m_temp_mods_mutex);
- /*
- Go through every y,z and get top faces in rows of x+
- */
- for(s16 y=0; y<MAP_BLOCKSIZE; y++){
- for(s16 z=0; z<MAP_BLOCKSIZE; z++){
- updateFastFaceRow(daynight_ratio, posRelative_f,
- v3s16(0,y,z), MAP_BLOCKSIZE,
- v3s16(1,0,0), //dir
- v3f (1,0,0),
- v3s16(0,1,0), //face dir
- v3f (0,1,0),
- fastfaces_new);
- }
- }
- /*
- Go through every x,y and get right faces in rows of z+
- */
- for(s16 x=0; x<MAP_BLOCKSIZE; x++){
+ /*
+ Go through every y,z and get top faces in rows of x+
+ */
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
- updateFastFaceRow(daynight_ratio, posRelative_f,
- v3s16(x,y,0), MAP_BLOCKSIZE,
- v3s16(0,0,1),
- v3f (0,0,1),
- v3s16(1,0,0),
- v3f (1,0,0),
- fastfaces_new);
+ for(s16 z=0; z<MAP_BLOCKSIZE; z++){
+ updateFastFaceRow(daynight_ratio, posRelative_f,
+ v3s16(0,y,z), MAP_BLOCKSIZE,
+ v3s16(1,0,0), //dir
+ v3f (1,0,0),
+ v3s16(0,1,0), //face dir
+ v3f (0,1,0),
+ fastfaces_new);
+ }
}
- }
- /*
- Go through every y,z and get back faces in rows of x+
- */
- for(s16 z=0; z<MAP_BLOCKSIZE; z++){
- for(s16 y=0; y<MAP_BLOCKSIZE; y++){
- updateFastFaceRow(daynight_ratio, posRelative_f,
- v3s16(0,y,z), MAP_BLOCKSIZE,
- v3s16(1,0,0),
- v3f (1,0,0),
- v3s16(0,0,1),
- v3f (0,0,1),
- fastfaces_new);
+ /*
+ Go through every x,y and get right faces in rows of z+
+ */
+ for(s16 x=0; x<MAP_BLOCKSIZE; x++){
+ for(s16 y=0; y<MAP_BLOCKSIZE; y++){
+ updateFastFaceRow(daynight_ratio, posRelative_f,
+ v3s16(x,y,0), MAP_BLOCKSIZE,
+ v3s16(0,0,1),
+ v3f (0,0,1),
+ v3s16(1,0,0),
+ v3f (1,0,0),
+ fastfaces_new);
+ }
+ }
+ /*
+ Go through every y,z and get back faces in rows of x+
+ */
+ for(s16 z=0; z<MAP_BLOCKSIZE; z++){
+ for(s16 y=0; y<MAP_BLOCKSIZE; y++){
+ updateFastFaceRow(daynight_ratio, posRelative_f,
+ v3s16(0,y,z), MAP_BLOCKSIZE,
+ v3s16(1,0,0),
+ v3f (1,0,0),
+ v3s16(0,0,1),
+ v3f (0,0,1),
+ fastfaces_new);
+ }
}
}
diff --git a/src/mapblock.h b/src/mapblock.h
index dc077c23f..586c10228 100644
--- a/src/mapblock.h
+++ b/src/mapblock.h
@@ -399,15 +399,30 @@ public:
<<", mod.type="<<mod.type
<<", mod.param="<<mod.param
<<std::endl;*/
+ JMutexAutoLock lock(m_temp_mods_mutex);
m_temp_mods[p] = mod;
}
+ // Returns true if there was one
+ bool getTempMod(v3s16 p, struct NodeMod *mod)
+ {
+ JMutexAutoLock lock(m_temp_mods_mutex);
+ core::map<v3s16, NodeMod>::Node *n;
+ n = m_temp_mods.find(p);
+ if(n == NULL)
+ return false;
+ if(mod)
+ *mod = n->getValue();
+ return true;
+ }
void clearTempMod(v3s16 p)
{
+ JMutexAutoLock lock(m_temp_mods_mutex);
if(m_temp_mods.find(p))
m_temp_mods.remove(p);
}
void clearTempMods()
{
+ JMutexAutoLock lock(m_temp_mods_mutex);
m_temp_mods.clear();
}
#endif
@@ -517,6 +532,7 @@ private:
// Temporary modifications to nodes
// These are only used when drawing
core::map<v3s16, NodeMod> m_temp_mods;
+ JMutex m_temp_mods_mutex;
#endif
};