diff --git a/src/cmake_config.h.in b/src/cmake_config.h.in index 8635b4f..5e37519 100644 --- a/src/cmake_config.h.in +++ b/src/cmake_config.h.in @@ -10,7 +10,7 @@ #else #define BUILD_TYPE "Debug" #endif -#define BUILD_INFO "VER="VERSION_STRING" BUILD_DATE=@BUILD_DATE@ RUN_IN_PLACE=@RUN_IN_PLACE@ INSTALL_PREFIX=@CMAKE_INSTALL_PREFIX@ BUILD_TYPE="BUILD_TYPE +#define BUILD_INFO "VER="VERSION_STRING" RUN_IN_PLACE=@RUN_IN_PLACE@ INSTALL_PREFIX=@CMAKE_INSTALL_PREFIX@ BUILD_TYPE="BUILD_TYPE #endif diff --git a/src/main.cpp b/src/main.cpp index 521a80e..fe426b6 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -28,8 +28,8 @@ 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 -Random suggeestions: --------------------- +Random suggeestions (AKA very old suggestions that haven't been done): +---------------------------------------------------------------------- SUGG: Fix address to be ipv6 compatible @@ -42,12 +42,7 @@ 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 - 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 @@ -61,23 +56,21 @@ SUGG: More fine-grained control of client's dumping of blocks from 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: 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: 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 + - This might not give much network performance gain though. 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 + - Not applicable. MapBlockObjects will be removed in the future. SUGG: MovingObject::move and Player::move are basically the same. combine them. @@ -91,7 +84,7 @@ 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 + a block has been sent to client, for example SUGG: Make the amount of blocks sending to client and the total amount of blocks dynamically limited. Transferring blocks is the @@ -115,12 +108,15 @@ Gaming ideas: Game content: ------------- +- When furnace is destroyed, move items to player's inventory +- Add lots of stuff, no matter if they have really no real purpose. - Glass blocks -- WHen furnace is destroyed, move items to player's inventory - Growing grass, decaying leaves - This can be done in the active blocks I guess. - Lots of stuff can be done in the active blocks. - Uh, is there an active block list somewhere? +- Player health points + - When player dies, throw items on map Documentation: -------------- @@ -136,32 +132,19 @@ TODO: Get rid of GotSplitPacketException GUI: ---- -TODO: Add gui option to remove map - TODO: Configuration menu, at least for keys 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. - - This is not easy; There'd need to be a buffer somewhere - that would contain the night and day lighting values. - - Actually if FastFaces would be stored, they could - hold both values - -FEATURE: Combine MapBlock's face caches to so big pieces that VBO +SUGG: Combine MapBlock's face caches to so big pieces that VBO gets used - That is >500 vertices - This is not easy; all the MapBlocks close to the player would still need to be drawn separately and combining the blocks would have to happen in a background thread -TODO: Make fetching sector's blocks more efficient when rendering +SUGG: Make fetching sector's blocks more efficient when rendering sectors that have very large amounts of blocks (on client) - Is this necessary at all? @@ -180,24 +163,19 @@ Configuration: Client: ------- +TODO: Remove IrrlichtWrapper + TODO: Untie client network operations from framerate - Needs some input queues or something + - This won't give much performance boost because calculating block + meshes takes so long SUGG: Make morning and evening transition more smooth and maybe shorter -SUGG: Don't update all meshes always on single node changes, but +TODO: Don't update all meshes always on single node changes, but check which ones should be updated - - implement Map::updateNodeMeshes() - -TODO: Remove IrrlichtWrapper - -SUGG: Add a "description" field to InventoryList and show it in - GUIInventoryMenu - - If separate menus are made for everything, this is not needed - -TODO: See what is the main slowdown when a node is added or removed - and make it asynchronous at least for other players - - It probably is updateMeshes. How 'bout making it asynchronous? + - implement Map::updateNodeMeshes() and the usage of it + - It will give almost always a 4x boost in mesh update performance. Server: ------- @@ -205,12 +183,6 @@ Server: SUGG: Make an option to the server to disable building and digging near the starting position -TODO: Copy the text of the last picked sign to inventory in creative - mode - -TODO: Check what goes wrong with caching map to disk (Kray) - - Nothing? - FIXME: Server sometimes goes into some infinite PeerNotFoundException loop * Fix the problem with the server constantly saving one or a few @@ -219,9 +191,6 @@ FIXME: Server sometimes goes into some infinite PeerNotFoundException loop * Make a small history check to transformLiquids to detect and log continuous oscillations, in such detail that they can be fixed. -TODO: Player health points - - When player dies, throw items on map - FIXME: If something is removed from craftresult with a right click, it is only possible to get one item from it should give 4 @@ -239,27 +208,22 @@ TODO: Mineral and ground material properties TODO: Flowing water to actually contain flow direction information -FEATURE: Create a system that allows a huge amount of different "map - generator modules/filters" - -FEATURE: Erosion simulation at map generation time - - Simulate water flows, which would carve out dirt fast and - then turn stone into gravel and sand and relocate it. - - How about relocating minerals, too? Coal and gold in - downstream sand and gravel would be kind of cool - - This would need a better way of handling minerals, mainly - to have mineral content as a separate field. the first - parameter field is free for this. - - Simulate rock falling from cliffs when water has removed - enough solid rock from the bottom +SUGG: Erosion simulation at map generation time + - Simulate water flows, which would carve out dirt fast and + then turn stone into gravel and sand and relocate it. + - How about relocating minerals, too? Coal and gold in + downstream sand and gravel would be kind of cool + - This would need a better way of handling minerals, mainly + to have mineral content as a separate field. the first + parameter field is free for this. + - Simulate rock falling from cliffs when water has removed + enough solid rock from the bottom Mapgen v2: * only_from_disk might not work anymore - check and fix it. * Make the generator to run in background and not blocking block placement and transfer * Possibly add some kind of erosion and other stuff -* Make client to fetch stuff asynchronously - - Needs method SyncProcessData * Better water generation (spread it to underwater caverns but don't fill dungeons that don't touch big water masses) * When generating a chunk and the neighboring chunk doesn't have mud @@ -276,8 +240,6 @@ Misc. stuff: Make a system for pregenerating quick information for mapblocks, so that the client can show them as cubes before they are actually sent or even generated. -* Optimize VoxelManipulator lighting implementation by using indices - in place of coordinates? Making it more portable: ------------------------