#include <map>
#include <set>
+#ifdef __ANDROID__
+#include <GLES/gl.h>
+#endif
+
/*
ItemDefinition
*/
{
if(protocol_version <= 17)
writeU8(os, 1); // version
- else
+ else if(protocol_version <= 20)
writeU8(os, 2); // version
+ else
+ writeU8(os, 3); // version
writeU8(os, type);
os<<serializeString(name);
os<<serializeString(description);
//serializeSimpleSoundSpec(sound_place, os);
os<<serializeString(sound_place.name);
writeF1000(os, sound_place.gain);
+ }
+ if(protocol_version > 20){
writeF1000(os, range);
}
}
// Deserialize
int version = readU8(is);
- if(version != 1 && version != 2)
+ if(version < 1 || version > 3)
throw SerializationError("unsupported ItemDefinition version");
type = (enum ItemType)readU8(is);
name = deSerializeString(is);
// Set the old default sound
sound_place.name = "default_place_node";
sound_place.gain = 0.5;
- } else if(version == 2) {
+ } else if(version >= 2) {
node_placement_prediction = deSerializeString(is);
//deserializeSimpleSoundSpec(sound_place, is);
sound_place.name = deSerializeString(is);
sound_place.gain = readF1000(is);
}
+ if(version == 3) {
+ range = readF1000(is);
+ }
// If you add anything here, insert it primarily inside the try-catch
// block to not need to increase the version.
try{
- range = readF1000(is);
}catch(SerializationError &e) {};
}
/*
Make a mesh from the node
*/
+ bool reenable_shaders = false;
+ if(g_settings->getBool("enable_shaders")){
+ reenable_shaders = true;
+ g_settings->setBool("enable_shaders",false);
+ }
MeshMakeData mesh_make_data(gamedef);
MapNode mesh_make_node(id, param1, 0);
mesh_make_data.fillSingleNode(&mesh_make_node);
- MapBlockMesh mapblock_mesh(&mesh_make_data);
-
+ MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
scene::IMesh *node_mesh = mapblock_mesh.getMesh();
assert(node_mesh);
video::SColor c(255, 255, 255, 255);
- if(g_settings->getBool("enable_shaders"))
- c = MapBlock_LightColor(255, 0xffff, decode_light(f.light_source));
setMeshColor(node_mesh, c);
/*
params.light_color.set(1.0, 0.5, 0.5, 0.5);
params.light_radius = 1000;
+#ifdef __ANDROID__
+ params.camera_position.set(0, -1.0, -1.5);
+ params.camera_position.rotateXZBy(45);
+ params.light_position.set(10, -100, -50);
+#endif
cc->inventory_texture =
tsrc->generateTextureFromMesh(params);
//no way reference count can be smaller than 2 in this place!
assert(cc->wield_mesh->getReferenceCount() >= 2);
+
+ if (reenable_shaders)
+ g_settings->setBool("enable_shaders",true);
}
// Put in cache
else
{
// We're gonna ask the result to be put into here
- ResultQueue<std::string, ClientCached*, u8, u8> result_queue;
+ static ResultQueue<std::string, ClientCached*, u8, u8> result_queue;
+
// Throw a request in
m_get_clientcached_queue.add(name, 0, 0, &result_queue);
try{
- // Wait result for a second
- GetResult<std::string, ClientCached*, u8, u8>
+ while(true) {
+ // Wait result for a second
+ GetResult<std::string, ClientCached*, u8, u8>
result = result_queue.pop_front(1000);
- // Check that at least something worked OK
- assert(result.key == name);
- // Return it
- return result.item;
+
+ if (result.key == name) {
+ return result.item;
+ }
+ }
}
catch(ItemNotFoundException &e)
{
- errorstream<<"Waiting for clientcached timed out."<<std::endl;
+ errorstream<<"Waiting for clientcached " << name << " timed out."<<std::endl;
return &m_dummy_clientcached;
}
}
// Ensure that the "" item (the hand) always has ToolCapabilities
if(def.name == "")
assert(def.tool_capabilities != NULL);
-
+
if(m_item_definitions.count(def.name) == 0)
m_item_definitions[def.name] = new ItemDefinition(def);
else
void processQueue(IGameDef *gamedef)
{
#ifndef SERVER
+ //NOTE this is only thread safe for ONE consumer thread!
while(!m_get_clientcached_queue.empty())
{
GetRequest<std::string, ClientCached*, u8, u8>
request = m_get_clientcached_queue.pop();
- GetResult<std::string, ClientCached*, u8, u8>
- result;
- result.key = request.key;
- result.callers = request.callers;
- result.item = createClientCachedDirect(request.key, gamedef);
- request.dest->push_back(result);
+
+ m_get_clientcached_queue.pushResult(request,
+ createClientCachedDirect(request.key, gamedef));
}
#endif
}