mirror of
https://github.com/minetest/minetest.git
synced 2024-11-27 01:53:45 +01:00
doc update
This commit is contained in:
parent
05507afcba
commit
4a8973aeac
@ -56,6 +56,10 @@ Compiling on GNU/Linux:
|
||||
- Neither of which can probably be found from your distro's repository.
|
||||
- Compiling each of them should be fairly unproblematic, though.
|
||||
|
||||
Compiling on Windows:
|
||||
- Be sure to
|
||||
#define JMUTEX_CRITICALSECTION
|
||||
in jmutex.h before compiling it. Otherwise mutexes will be very slow.
|
||||
|
||||
License of Minetest-c55
|
||||
-----------------------
|
||||
|
62
src/main.cpp
62
src/main.cpp
@ -19,6 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
|
||||
/*
|
||||
=============================== NOTES ==============================
|
||||
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)
|
||||
@ -64,14 +65,13 @@ TODO: - Scripting
|
||||
|
||||
SUGGESTION: Modify client to calculate single changes asynchronously
|
||||
|
||||
TODO: Moving players more smoothly. Calculate moving animation from
|
||||
data sent by server.
|
||||
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: There are some lighting-related todos and fixmes in
|
||||
ServerMap::emergeBlock
|
||||
|
||||
TODO: Make a dirt node and use it under water
|
||||
|
||||
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
|
||||
@ -81,55 +81,32 @@ SUGGESTION: Use same technique for sector heightmaps as what we're
|
||||
using for UnlimitedHeightmap? (getting all neighbors
|
||||
when generating)
|
||||
|
||||
TODO: Set server to automatically find a good spawning place in some
|
||||
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.
|
||||
|
||||
TODO: If player is on ground, mainly fetch ground-level blocks
|
||||
TODO: Fetch stuff mainly from the viewing direction
|
||||
SUGG: If player is on ground, mainly fetch ground-level blocks
|
||||
SUGG: Fetch stuff mainly from the viewing direction
|
||||
|
||||
TODO: Expose Connection's seqnums and ACKs to server and client.
|
||||
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
|
||||
|
||||
FIXME: There still are *some* tiny glitches in lighting as seen from
|
||||
the client side. The server calculates them right but sometimes
|
||||
they don't get transferred properly.
|
||||
- Server probably checks that a block is not sent, then continues
|
||||
to sending it, then the emerge thread marks it as unsent and then
|
||||
the sender sends the block as it was before emerging?
|
||||
TODO: How about adding a "revision" field to MapBlocks?
|
||||
|
||||
SUGG: More fine-grained control of client's dumping of blocks from
|
||||
memory
|
||||
- ...What does this mean in the first place?
|
||||
|
||||
TODO: Somehow prioritize the sending of blocks and combine the block
|
||||
send queue lengths
|
||||
- Take two blocks to be sent next from each client and assign
|
||||
a priority value to them
|
||||
- Priority is the same as distance from player
|
||||
- Take the highest priority ones and send them. Send as many as
|
||||
fits in the global send queue maximum length (sum of lengths
|
||||
of client queues)
|
||||
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.
|
||||
FIXME: There is a bug that sometimes the EmergeThread bumps to
|
||||
the client's emerge counter being already 0, and also the
|
||||
sending queue size of the client can float to 1 or 2, which
|
||||
stops the map from loading at all.
|
||||
- A quick hack could be applied to ignore the error of
|
||||
being at 0 and timing out old entries
|
||||
SUGG: Make client send GOTBLOCKS before updating meshes
|
||||
|
||||
TODO: Server to load starting inventory from disk
|
||||
|
||||
@ -137,17 +114,7 @@ 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>
|
||||
|
||||
SUGGESTION: A map editing mode (similar to dedicated server mode)
|
||||
|
||||
TODO: Maybe: Create a face calculation queue on the client that is
|
||||
processed in a separate thread
|
||||
TODO: Make client's mesh updates to happen in a thread similar to
|
||||
server's EmergeThread.
|
||||
- This is not really needed, mesh update is really fast
|
||||
- Instead, the lighting update can be slow
|
||||
- So, this todo is not really a todo. It is a not-todo.
|
||||
SUGG: Make server to send all modified blocks after a node change
|
||||
after all the stuff including lighting have been updated
|
||||
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)
|
||||
@ -169,16 +136,16 @@ 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
|
||||
|
||||
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
|
||||
|
||||
SUGG: Make a copy of close-range environment on client for showing
|
||||
on screen, with minimal mutexes to slow the main loop down
|
||||
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.
|
||||
@ -193,8 +160,8 @@ SUGG: Split MapBlockObject serialization to to-client and to-disk
|
||||
|
||||
TODO: Get rid of GotSplitPacketException
|
||||
|
||||
Before release:
|
||||
======================================================================
|
||||
SUGG: Implement lighting using VoxelManipulator
|
||||
- Would it be significantly faster?
|
||||
|
||||
TODO: Check what goes wrong with caching map to disk (Kray)
|
||||
|
||||
@ -203,7 +170,6 @@ TODO: Remove LazyMeshUpdater. It is not used as supposed.
|
||||
Doing now:
|
||||
======================================================================
|
||||
|
||||
TODO: Implement lighting using VoxelManipulator
|
||||
|
||||
======================================================================
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user