diff options
Diffstat (limited to 'src/client/game.cpp')
-rw-r--r-- | src/client/game.cpp | 410 |
1 files changed, 205 insertions, 205 deletions
diff --git a/src/client/game.cpp b/src/client/game.cpp index d2a751040..e439d0e32 100644 --- a/src/client/game.cpp +++ b/src/client/game.cpp @@ -122,7 +122,7 @@ Game::Game() : readSettings(); -#ifdef __ANDROID__ +#ifdef HAVE_TOUCHSCREENGUI m_cache_hold_aux1 = false; // This is initialised properly later #endif @@ -243,19 +243,19 @@ bool Game::startup(bool *kill, void Game::run() { ProfilerGraph graph; - RunStats stats = { 0 }; - FpsControl draw_times = { 0 }; + RunStats stats = {}; + FpsControl draw_times; f32 dtime; // in seconds /* Clear the profiler */ Profiler::GraphValues dummyvalues; g_profiler->graphGet(dummyvalues); - draw_times.last_time = m_rendering_engine->get_timer_time(); + draw_times.reset(); set_light_table(g_settings->getFloat("display_gamma")); -#ifdef __ANDROID__ +#ifdef HAVE_TOUCHSCREENGUI m_cache_hold_aux1 = g_settings->getBool("fast_move") && client->checkPrivilege("fast"); #endif @@ -283,7 +283,7 @@ void Game::run() // Calculate dtime = // m_rendering_engine->run() from this iteration // + Sleep time until the wanted FPS are reached - limitFps(&draw_times, &dtime); + draw_times.limit(device, &dtime); // Prepare render data for next iteration @@ -313,10 +313,9 @@ void Game::run() step(&dtime); processClientEvents(&cam_view_target); updateDebugState(); - updateCamera(draw_times.busy_time, dtime); + updateCamera(dtime); updateSound(dtime); - processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud, - m_game_ui->m_flags.show_basic_debug); + processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud); updateFrame(&graph, &stats, dtime, cam_view); updateProfilerGraphs(&graph); @@ -473,9 +472,8 @@ bool Game::createSingleplayerServer(const std::string &map_dir, } if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) { - *error_message = "Unable to listen on " + - bind_addr.serializeString() + - " because IPv6 is disabled"; + *error_message = fmtgettext("Unable to listen on %s because IPv6 is disabled", + bind_addr.serializeString().c_str()); errorstream << *error_message << std::endl; return false; } @@ -508,7 +506,7 @@ bool Game::createClient(const GameStartData &start_data) if (!could_connect) { if (error_message->empty() && !connect_aborted) { // Should not happen if error messages are set properly - *error_message = "Connection failed for unknown reason"; + *error_message = gettext("Connection failed for unknown reason"); errorstream << *error_message << std::endl; } return false; @@ -517,7 +515,7 @@ bool Game::createClient(const GameStartData &start_data) if (!getServerContent(&connect_aborted)) { if (error_message->empty() && !connect_aborted) { // Should not happen if error messages are set properly - *error_message = "Connection failed for unknown reason"; + *error_message = gettext("Connection failed for unknown reason"); errorstream << *error_message << std::endl; } return false; @@ -533,8 +531,8 @@ bool Game::createClient(const GameStartData &start_data) /* Camera */ camera = new Camera(*draw_control, client, m_rendering_engine); - if (!camera->successfullyCreated(*error_message)) - return false; + if (client->modsLoaded()) + client->getScript()->on_camera_ready(camera); client->setCamera(camera); /* Clouds @@ -575,7 +573,7 @@ bool Game::createClient(const GameStartData &start_data) str += L" ["; str += text; str += L"]"; - delete text; + delete[] text; } str += L" ["; str += L"Minetest Hackclient"; @@ -650,7 +648,6 @@ bool Game::connectToServer(const GameStartData &start_data, connect_address.Resolve(start_data.address.c_str()); if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY - //connect_address.Resolve("localhost"); if (connect_address.isIPv6()) { IPv6AddressBytes addr_bytes; addr_bytes.bytes[15] = 1; @@ -661,29 +658,35 @@ bool Game::connectToServer(const GameStartData &start_data, local_server_mode = true; } } catch (ResolveError &e) { - *error_message = std::string("Couldn't resolve address: ") + e.what(); + *error_message = fmtgettext("Couldn't resolve address: %s", e.what()); + errorstream << *error_message << std::endl; return false; } if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) { - *error_message = "Unable to connect to " + - connect_address.serializeString() + - " because IPv6 is disabled"; + *error_message = fmtgettext("Unable to connect to %s because IPv6 is disabled", connect_address.serializeString().c_str()); errorstream << *error_message << std::endl; return false; } - client = new Client(start_data.name.c_str(), - start_data.password, start_data.address, - *draw_control, texture_src, shader_src, - itemdef_manager, nodedef_manager, sound, eventmgr, - m_rendering_engine, connect_address.isIPv6(), m_game_ui.get()); + try { + client = new Client(start_data.name.c_str(), + start_data.password, start_data.address, + *draw_control, texture_src, shader_src, + itemdef_manager, nodedef_manager, sound, eventmgr, + m_rendering_engine, connect_address.isIPv6(), m_game_ui.get()); + client->migrateModStorage(); + } catch (const BaseException &e) { + *error_message = fmtgettext("Error creating client: %s", e.what()); + errorstream << *error_message << std::endl; + return false; + } client->m_simple_singleplayer_mode = simple_singleplayer_mode; infostream << "Connecting to server at "; - connect_address.print(&infostream); + connect_address.print(infostream); infostream << std::endl; client->connect(connect_address, @@ -696,15 +699,15 @@ bool Game::connectToServer(const GameStartData &start_data, try { input->clear(); - FpsControl fps_control = { 0 }; + FpsControl fps_control; f32 dtime; f32 wait_time = 0; // in seconds - fps_control.last_time = m_rendering_engine->get_timer_time(); + fps_control.reset(); while (m_rendering_engine->run()) { - limitFps(&fps_control, &dtime); + fps_control.limit(device, &dtime); // Update client and server client->step(dtime); @@ -723,8 +726,7 @@ bool Game::connectToServer(const GameStartData &start_data, break; if (client->accessDenied()) { - *error_message = "Access denied. Reason: " - + client->accessDeniedReason(); + *error_message = fmtgettext("Access denied. Reason: %s", client->accessDeniedReason().c_str()); *reconnect_requested = client->reconnectRequested(); errorstream << *error_message << std::endl; break; @@ -750,7 +752,7 @@ bool Game::connectToServer(const GameStartData &start_data, wait_time += dtime; // Only time out if we aren't waiting for the server we started if (!start_data.address.empty() && wait_time > 10) { - *error_message = "Connection timed out."; + *error_message = gettext("Connection timed out."); errorstream << *error_message << std::endl; break; } @@ -772,14 +774,14 @@ bool Game::getServerContent(bool *aborted) { input->clear(); - FpsControl fps_control = { 0 }; + FpsControl fps_control; f32 dtime; // in seconds - fps_control.last_time = m_rendering_engine->get_timer_time(); + fps_control.reset(); while (m_rendering_engine->run()) { - limitFps(&fps_control, &dtime); + fps_control.limit(device, &dtime); // Update client and server client->step(dtime); @@ -798,7 +800,7 @@ bool Game::getServerContent(bool *aborted) return false; if (client->getState() < LC_Init) { - *error_message = "Client disconnected"; + *error_message = gettext("Client disconnected"); errorstream << *error_message << std::endl; return false; } @@ -880,8 +882,7 @@ inline void Game::updateInteractTimers(f32 dtime) inline bool Game::checkConnection() { if (client->accessDenied()) { - *error_message = "Access denied. Reason: " - + client->accessDeniedReason(); + *error_message = fmtgettext("Access denied. Reason: %s", client->accessDeniedReason().c_str()); *reconnect_requested = client->reconnectRequested(); errorstream << *error_message << std::endl; return false; @@ -936,17 +937,16 @@ void Game::processQueues() void Game::updateDebugState() { - bool has_basic_debug = client->checkPrivilege("basic_debug"); + LocalPlayer *player = client->getEnv().getLocalPlayer(); bool has_debug = client->checkPrivilege("debug"); + bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG); if (m_game_ui->m_flags.show_basic_debug) { - if (!has_basic_debug) { + if (!has_basic_debug) m_game_ui->m_flags.show_basic_debug = false; - } } else if (m_game_ui->m_flags.show_minimal_debug) { - if (has_basic_debug) { + if (has_basic_debug) m_game_ui->m_flags.show_basic_debug = true; - } } if (!has_basic_debug) hud->disableBlockBounds(); @@ -977,10 +977,10 @@ void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times, } // Update update graphs - g_profiler->graphAdd("Time non-rendering [ms]", + g_profiler->graphAdd("Time non-rendering [us]", draw_times.busy_time - stats.drawtime); - g_profiler->graphAdd("Sleep [ms]", draw_times.sleep_time); + g_profiler->graphAdd("Sleep [us]", draw_times.sleep_time); g_profiler->graphAdd("FPS", 1.0f / dtime); } @@ -1013,9 +1013,9 @@ void Game::updateStats(RunStats *stats, const FpsControl &draw_times, /* Busytime average and jitter calculation */ jp = &stats->busy_time_jitter; - jp->avg = jp->avg + draw_times.busy_time * 0.02; + jp->avg = jp->avg + draw_times.getBusyMs() * 0.02; - jitter = draw_times.busy_time - jp->avg; + jitter = draw_times.getBusyMs() - jp->avg; if (jitter > jp->max) jp->max = jitter; @@ -1052,6 +1052,7 @@ void Game::processUserInput(f32 dtime) else if (g_touchscreengui) { /* on touchscreengui step may generate own input events which ain't * what we want in case we just did clear them */ + g_touchscreengui->show(); g_touchscreengui->step(dtime); } #endif @@ -1290,15 +1291,22 @@ void Game::openInventory() InventoryLocation inventoryloc; inventoryloc.setCurrentPlayer(); - if (!client->modsLoaded() - || !client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) { - TextDest *txt_dst = new TextDestPlayerInventory(client); - auto *&formspec = m_game_ui->updateFormspec(""); - GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(), - &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound); + if (client->modsLoaded() && client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) { + delete fs_src; + return; + } - formspec->setFormSpec(fs_src->getForm(), inventoryloc); + if (fs_src->getForm().empty()) { + delete fs_src; + return; } + + TextDest *txt_dst = new TextDestPlayerInventory(client); + auto *&formspec = m_game_ui->updateFormspec(""); + GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(), + &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound); + + formspec->setFormSpec(fs_src->getForm(), inventoryloc); } void Game::openEnderchest() @@ -1398,7 +1406,7 @@ void Game::toggleFast() m_game_ui->showTranslatedStatusText("Fast mode disabled"); } -#ifdef __ANDROID__ +#ifdef HAVE_TOUCHSCREENGUI m_cache_hold_aux1 = fast_move && has_fast_privs; #endif } @@ -1469,27 +1477,27 @@ void Game::toggleCinematic() void Game::toggleBlockBounds() { - if (client->checkPrivilege("basic_debug")) { - enum Hud::BlockBoundsMode newmode = hud->toggleBlockBounds(); - switch (newmode) { - case Hud::BLOCK_BOUNDS_OFF: - m_game_ui->showTranslatedStatusText("Block bounds hidden"); - break; - case Hud::BLOCK_BOUNDS_CURRENT: - m_game_ui->showTranslatedStatusText("Block bounds shown for current block"); - break; - case Hud::BLOCK_BOUNDS_NEAR: - m_game_ui->showTranslatedStatusText("Block bounds shown for nearby blocks"); - break; - case Hud::BLOCK_BOUNDS_MAX: - m_game_ui->showTranslatedStatusText("Block bounds shown for all blocks"); - break; - default: - break; - } - - } else { - m_game_ui->showTranslatedStatusText("Can't show block bounds (need 'basic_debug' privilege)"); + LocalPlayer *player = client->getEnv().getLocalPlayer(); + if (!(client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG))) { + m_game_ui->showTranslatedStatusText("Can't show block bounds (disabled by mod or game)"); + return; + } + enum Hud::BlockBoundsMode newmode = hud->toggleBlockBounds(); + switch (newmode) { + case Hud::BLOCK_BOUNDS_OFF: + m_game_ui->showTranslatedStatusText("Block bounds hidden"); + break; + case Hud::BLOCK_BOUNDS_CURRENT: + m_game_ui->showTranslatedStatusText("Block bounds shown for current block"); + break; + case Hud::BLOCK_BOUNDS_NEAR: + m_game_ui->showTranslatedStatusText("Block bounds shown for nearby blocks"); + break; + case Hud::BLOCK_BOUNDS_MAX: + m_game_ui->showTranslatedStatusText("Block bounds shown for all blocks"); + break; + default: + break; } } @@ -1556,6 +1564,9 @@ void Game::toggleFog() void Game::toggleDebug() { + LocalPlayer *player = client->getEnv().getLocalPlayer(); + bool has_debug = client->checkPrivilege("debug"); + bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG); // Initial: No debug info // 1x toggle: Debug text // 2x toggle: Debug text with profiler graph @@ -1565,26 +1576,23 @@ void Game::toggleDebug() // The debug text can be in 2 modes: minimal and basic. // * Minimal: Only technical client info that not gameplay-relevant // * Basic: Info that might give gameplay advantage, e.g. pos, angle - // Basic mode is used when player has "basic_debug" priv, + // Basic mode is used when player has the debug HUD flag set, // otherwise the Minimal mode is used. if (!m_game_ui->m_flags.show_minimal_debug) { m_game_ui->m_flags.show_minimal_debug = true; - if (client->checkPrivilege("basic_debug")) { + if (has_basic_debug) m_game_ui->m_flags.show_basic_debug = true; - } m_game_ui->m_flags.show_profiler_graph = false; draw_control->show_wireframe = false; m_game_ui->showTranslatedStatusText("Debug info shown"); } else if (!m_game_ui->m_flags.show_profiler_graph && !draw_control->show_wireframe) { - if (client->checkPrivilege("basic_debug")) { + if (has_basic_debug) m_game_ui->m_flags.show_basic_debug = true; - } m_game_ui->m_flags.show_profiler_graph = true; m_game_ui->showTranslatedStatusText("Profiler graph shown"); } else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) { - if (client->checkPrivilege("basic_debug")) { + if (has_basic_debug) m_game_ui->m_flags.show_basic_debug = true; - } m_game_ui->m_flags.show_profiler_graph = false; draw_control->show_wireframe = true; m_game_ui->showTranslatedStatusText("Wireframe shown"); @@ -1593,7 +1601,7 @@ void Game::toggleDebug() m_game_ui->m_flags.show_basic_debug = false; m_game_ui->m_flags.show_profiler_graph = false; draw_control->show_wireframe = false; - if (client->checkPrivilege("debug")) { + if (has_debug) { m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden"); } else { m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden"); @@ -1755,6 +1763,10 @@ void Game::updatePlayerControl(const CameraOrientation &cam) //TimeTaker tt("update player control", NULL, PRECISION_NANO); PlayerControl control( + isKeyDown(KeyType::FORWARD), + isKeyDown(KeyType::BACKWARD), + isKeyDown(KeyType::LEFT), + isKeyDown(KeyType::RIGHT), isKeyDown(KeyType::JUMP) || player->getAutojump(), isKeyDown(KeyType::AUX1), isKeyDown(KeyType::SNEAK), @@ -1774,10 +1786,10 @@ void Game::updatePlayerControl(const CameraOrientation &cam) control.movement_direction = 0.0f; } -#ifdef ANDROID - /* For Android, simulate holding down AUX1 (fast move) if the user has +#ifdef HAVE_TOUCHSCREENGUI + /* For touch, simulate holding down AUX1 (fast move) if the user has * the fast_move setting toggled on. If there is an aux1 key defined for - * Android then its meaning is inverted (i.e. holding aux1 means walk and + * touch then its meaning is inverted (i.e. holding aux1 means walk and * not fast) */ if (m_cache_hold_aux1) { @@ -1785,39 +1797,7 @@ void Game::updatePlayerControl(const CameraOrientation &cam) } #endif - u32 keypress_bits = ( - ( (u32)(control.jump & 0x1) << 4) | - ( (u32)(control.aux1 & 0x1) << 5) | - ( (u32)(control.sneak & 0x1) << 6) | - ( (u32)(control.dig & 0x1) << 7) | - ( (u32)(control.place & 0x1) << 8) | - ( (u32)(control.zoom & 0x1) << 9) - ); - - // Set direction keys to ensure mod compatibility - if (control.movement_speed > 0.001f) { - float absolute_direction; - - // Check in original orientation (absolute value indicates forward / backward) - absolute_direction = abs(control.movement_direction); - if (absolute_direction < (3.0f / 8.0f * M_PI)) - keypress_bits |= (u32)(0x1 << 0); // Forward - if (absolute_direction > (5.0f / 8.0f * M_PI)) - keypress_bits |= (u32)(0x1 << 1); // Backward - - // Rotate entire coordinate system by 90 degrees (absolute value indicates left / right) - absolute_direction = control.movement_direction + M_PI_2; - if (absolute_direction >= M_PI) - absolute_direction -= 2 * M_PI; - absolute_direction = abs(absolute_direction); - if (absolute_direction < (3.0f / 8.0f * M_PI)) - keypress_bits |= (u32)(0x1 << 2); // Left - if (absolute_direction > (5.0f / 8.0f * M_PI)) - keypress_bits |= (u32)(0x1 << 3); // Right - } - client->setPlayerControl(control); - player->keyPressed = keypress_bits; //tt.stop(); } @@ -2172,7 +2152,7 @@ void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam) void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam) { sky->setStarsVisible(event->star_params->visible); - sky->setStarCount(event->star_params->count, false); + sky->setStarCount(event->star_params->count); sky->setStarColor(event->star_params->starcolor); sky->setStarScale(event->star_params->scale); delete event->star_params; @@ -2209,7 +2189,7 @@ void Game::processClientEvents(CameraOrientation *cam) } } -void Game::updateChat(f32 dtime, const v2u32 &screensize) +void Game::updateChat(f32 dtime) { // Get new messages from error log buffer while (!m_chat_log_buf.empty()) @@ -2225,11 +2205,17 @@ void Game::updateChat(f32 dtime, const v2u32 &screensize) chat_backend->step(dtime); // Display all messages in a static text element - m_game_ui->setChatText(chat_backend->getRecentChat(), - chat_backend->getRecentBuffer().getLineCount()); + auto &buf = chat_backend->getRecentBuffer(); + if (buf.getLinesModified()) { + buf.resetLinesModified(); + m_game_ui->setChatText(chat_backend->getRecentChat(), buf.getLineCount()); + } + + // Make sure that the size is still correct + m_game_ui->updateChatSize(); } -void Game::updateCamera(u32 busy_time, f32 dtime) +void Game::updateCamera(f32 dtime) { LocalPlayer *player = client->getEnv().getLocalPlayer(); @@ -2259,7 +2245,7 @@ void Game::updateCamera(u32 busy_time, f32 dtime) float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval; tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0); - camera->update(player, dtime, busy_time / 1000.0f, tool_reload_ratio); + camera->update(player, dtime, tool_reload_ratio); camera->step(dtime); v3f camera_position = camera->getPosition(); @@ -2333,7 +2319,7 @@ void Game::updateSound(f32 dtime) } -void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug) +void Game::processPlayerInteraction(f32 dtime, bool show_hud) { LocalPlayer *player = client->getEnv().getLocalPlayer(); @@ -2391,10 +2377,12 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug) !runData.btn_down_for_dig, camera_offset); - if (pointed != runData.pointed_old) { + if (pointed != runData.pointed_old) infostream << "Pointing at " << pointed.dump() << std::endl; - hud->updateSelectionMesh(camera_offset); - } + + // Note that updating the selection mesh every frame is not particularly efficient, + // but the halo rendering code is already inefficient so there's no point in optimizing it here + hud->updateSelectionMesh(camera_offset); // Allow digging again if button is not pressed if (runData.digging_blocked && !isKeyDown(KeyType::DIG)) @@ -2455,7 +2443,9 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug) handlePointingAtNode(pointed, selected_item, hand_item, dtime); } else if (pointed.type == POINTEDTHING_OBJECT) { v3f player_position = player->getPosition(); - handlePointingAtObject(pointed, tool_item, player_position, show_debug); + bool basic_debug_allowed = client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG); + handlePointingAtObject(pointed, tool_item, player_position, + m_game_ui->m_flags.show_basic_debug && basic_debug_allowed); } else if (isKeyDown(KeyType::DIG)) { // When button is held down in air, show continuous animation runData.punching = true; @@ -2614,9 +2604,8 @@ void Game::handlePointingAtNode(const PointedThing &pointed, } else { MapNode n = map.getNode(nodepos); - if (nodedef_manager->get(n).tiledef[0].name == "unknown_node.png") { - m_game_ui->setInfoText(L"Unknown node: " + - utf8_to_wide(nodedef_manager->get(n).name)); + if (nodedef_manager->get(n).name == "unknown") { + m_game_ui->setInfoText(L"Unknown node"); } } @@ -2904,7 +2893,8 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos, // cheat detection. // Get digging parameters DigParams params = getDigParams(nodedef_manager->get(n).groups, - &selected_item.getToolCapabilities(itemdef_manager)); + &selected_item.getToolCapabilities(itemdef_manager), + selected_item.wear); // If can't dig, try hand if (!params.diggable) { @@ -3155,12 +3145,28 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime, } /* - Get chat messages from client + Damage camera tilt */ + if (player->hurt_tilt_timer > 0.0f) { + player->hurt_tilt_timer -= dtime * 6.0f; - v2u32 screensize = driver->getScreenSize(); + if (player->hurt_tilt_timer < 0.0f || g_settings->getBool("no_hurt_cam")) + player->hurt_tilt_strength = 0.0f; + } + + /* + Update minimap pos and rotation + */ + if (mapper && m_game_ui->m_flags.show_hud) { + mapper->setPos(floatToInt(player->getPosition(), BS)); + mapper->setAngle(player->getYaw()); + } + + /* + Get chat messages from client + */ - updateChat(dtime, screensize); + updateChat(dtime); /* Inventory @@ -3187,8 +3193,8 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime, v3f camera_direction = camera->getDirection(); if (runData.update_draw_list_timer >= update_draw_list_delta || runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2 - || m_camera_offset_changed) { - + || m_camera_offset_changed + || client->getEnv().getClientMap().needsUpdateDrawList()) { runData.update_draw_list_timer = 0; client->getEnv().getClientMap().updateDrawList(); runData.update_draw_list_last_cam_dir = camera_direction; @@ -3229,11 +3235,11 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime, } while (false); /* - Drawing begins + ==================== Drawing begins ==================== */ - const video::SColor &skycolor = sky->getSkyColor(); + const video::SColor skycolor = sky->getSkyColor(); - TimeTaker tt_draw("Draw scene"); + TimeTaker tt_draw("Draw scene", nullptr, PRECISION_MICRO); driver->beginScene(true, true, skycolor); bool draw_wield_tool = (m_game_ui->m_flags.show_hud && @@ -3254,6 +3260,8 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime, /* Profiler graph */ + v2u32 screensize = driver->getScreenSize(); + if (m_game_ui->m_flags.show_profiler_graph) graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont()); @@ -3279,26 +3287,9 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime, } /* - Damage camera tilt - */ - if (player->hurt_tilt_timer > 0.0f) { - player->hurt_tilt_timer -= dtime * 6.0f; - - if (player->hurt_tilt_timer < 0.0f || g_settings->getBool("no_hurt_cam")) - player->hurt_tilt_strength = 0.0f; - } - - /* - Update minimap pos and rotation - */ - if (mapper && m_game_ui->m_flags.show_hud) { - mapper->setPos(floatToInt(player->getPosition(), BS)); - mapper->setAngle(player->getYaw()); - } - - /* End scene */ +#if IRRLICHT_VERSION_MT_REVISION < 5 if (++m_reset_HW_buffer_counter > 500) { /* Periodically remove all mesh HW buffers. @@ -3320,11 +3311,13 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime, driver->removeAllHardwareBuffers(); m_reset_HW_buffer_counter = 0; } +#endif + driver->endScene(); stats->drawtime = tt_draw.stop(true); - g_profiler->avg("Game::updateFrame(): draw scene [ms]", stats->drawtime); - g_profiler->graphAdd("Update frame [ms]", tt_update.stop(true)); + g_profiler->graphAdd("Draw scene [us]", stats->drawtime); + g_profiler->avg("Game::updateFrame(): update frame [ms]", tt_update.stop(true)); } /* Log times and stuff for visualization */ @@ -3346,7 +3339,12 @@ void Game::updateShadows() float in_timeofday = fmod(runData.time_of_day_smooth, 1.0f); - float timeoftheday = fmod(getWickedTimeOfDay(in_timeofday) + 0.75f, 0.5f) + 0.25f; + float timeoftheday = getWickedTimeOfDay(in_timeofday); + bool is_day = timeoftheday > 0.25 && timeoftheday < 0.75; + bool is_shadow_visible = is_day ? sky->getSunVisible() : sky->getMoonVisible(); + shadow->setShadowIntensity(is_shadow_visible ? client->getEnv().getLocalPlayer()->getLighting().shadow_intensity : 0.0f); + + timeoftheday = fmod(timeoftheday + 0.75f, 0.5f) + 0.25f; const float offset_constant = 10000.0f; v3f light(0.0f, 0.0f, -1.0f); @@ -3368,47 +3366,46 @@ void Game::updateShadows() Misc ****************************************************************************/ -/* On some computers framerate doesn't seem to be automatically limited - */ -inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime) +void FpsControl::reset() { - // not using getRealTime is necessary for wine - device->getTimer()->tick(); // Maker sure device time is up-to-date - u32 time = device->getTimer()->getTime(); - u32 last_time = fps_timings->last_time; - - if (time > last_time) // Make sure time hasn't overflowed - fps_timings->busy_time = time - last_time; - else - fps_timings->busy_time = 0; + last_time = porting::getTimeUs(); +} - u32 frametime_min = 1000 / ( +/* + * On some computers framerate doesn't seem to be automatically limited + */ +void FpsControl::limit(IrrlichtDevice *device, f32 *dtime) +{ + const u64 frametime_min = 1000000.0f / ( device->isWindowFocused() && !g_menumgr.pausesGame() ? g_settings->getFloat("fps_max") : g_settings->getFloat("fps_max_unfocused")); - if (fps_timings->busy_time < frametime_min) { - fps_timings->sleep_time = frametime_min - fps_timings->busy_time; - device->sleep(fps_timings->sleep_time); + u64 time = porting::getTimeUs(); + + if (time > last_time) // Make sure time hasn't overflowed + busy_time = time - last_time; + else + busy_time = 0; + + if (busy_time < frametime_min) { + sleep_time = frametime_min - busy_time; + if (sleep_time > 1000) + sleep_ms(sleep_time / 1000); } else { - fps_timings->sleep_time = 0; + sleep_time = 0; } - /* Get the new value of the device timer. Note that device->sleep() may - * not sleep for the entire requested time as sleep may be interrupted and - * therefore it is arguably more accurate to get the new time from the - * device rather than calculating it by adding sleep_time to time. - */ - - device->getTimer()->tick(); // Update device timer - time = device->getTimer()->getTime(); + // Read the timer again to accurately determine how long we actually slept, + // rather than calculating it by adding sleep_time to time. + time = porting::getTimeUs(); - if (time > last_time) // Make sure last_time hasn't overflowed - *dtime = (time - last_time) / 1000.0; + if (time > last_time) // Make sure last_time hasn't overflowed + *dtime = (time - last_time) / 1000000.0f; else *dtime = 0; - fps_timings->last_time = time; + last_time = time; } void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_clouds) @@ -3522,7 +3519,7 @@ void Game::showDeathFormspec() #define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name()) void Game::showPauseMenu() { -#ifdef __ANDROID__ +#ifdef HAVE_TOUCHSCREENGUI static const std::string control_text = strgettext("Default Controls:\n" "No menu visible:\n" "- single tap: button activate\n" @@ -3630,16 +3627,18 @@ void Game::showPauseMenu() if (simple_singleplayer_mode || address.empty()) { static const std::string on = strgettext("On"); static const std::string off = strgettext("Off"); - const std::string &damage = g_settings->getBool("enable_damage") ? on : off; - const std::string &creative = g_settings->getBool("creative_mode") ? on : off; + // Note: Status of enable_damage and creative_mode settings is intentionally + // NOT shown here because the game might roll its own damage system and/or do + // a per-player Creative Mode, in which case writing it here would mislead. + bool damage = g_settings->getBool("enable_damage"); const std::string &announced = g_settings->getBool("server_announce") ? on : off; - os << strgettext("- Damage: ") << damage << "\n" - << strgettext("- Creative Mode: ") << creative << "\n"; if (!simple_singleplayer_mode) { - const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off; - //~ PvP = Player versus Player - os << strgettext("- PvP: ") << pvp << "\n" - << strgettext("- Public: ") << announced << "\n"; + if (damage) { + const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off; + //~ PvP = Player versus Player + os << strgettext("- PvP: ") << pvp << "\n"; + } + os << strgettext("- Public: ") << announced << "\n"; std::string server_name = g_settings->get("server_name"); str_formspec_escape(server_name); if (announced == on && !server_name.empty()) @@ -3698,14 +3697,15 @@ void the_game(bool *kill, } } catch (SerializationError &e) { - error_message = std::string("A serialization error occurred:\n") - + e.what() + "\n\nThe server is probably " - " running a different version of " PROJECT_NAME_C "."; + const std::string ver_err = fmtgettext("The server is probably running a different version of %s.", PROJECT_NAME_C); + error_message = strgettext("A serialization error occurred:") +"\n" + + e.what() + "\n\n" + ver_err; errorstream << error_message << std::endl; } catch (ServerError &e) { error_message = e.what(); errorstream << "ServerError: " << error_message << std::endl; } catch (ModError &e) { + // DO NOT TRANSLATE the `ModError`, it's used by ui.lua error_message = std::string("ModError: ") + e.what() + strgettext("\nCheck debug.txt for details."); errorstream << error_message << std::endl; |