# Examples: 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
time_speed (Time speed) int 72
+# Time of day when a new world is started, in millihours (0-23999).
+world_start_time (World start time) int 5250 0 23999
+
# Interval of saving important changes in the world, stated in seconds.
server_map_save_interval (Map save interval) float 5.3
settings->setDefault("csm_flavour_noderange_limit", "8");
settings->setDefault("max_clearobjects_extra_loaded_blocks", "4096");
settings->setDefault("time_speed", "72");
+ settings->setDefault("world_start_time", "5250");
settings->setDefault("server_unload_unused_data_timeout", "29");
settings->setDefault("max_objects_per_block", "64");
settings->setDefault("server_map_save_interval", "5.3");
m_cache_active_block_mgmt_interval = g_settings->getFloat("active_block_mgmt_interval");
m_cache_abm_interval = g_settings->getFloat("abm_interval");
m_cache_nodetimer_interval = g_settings->getFloat("nodetimer_interval");
+
+ m_time_of_day = g_settings->getU32("world_start_time");
+ m_time_of_day_f = (float)m_time_of_day / 24000.0f;
}
u32 Environment::getDayNightRatio()
/*
* Below: values managed by m_time_lock
*/
- // Time of day in milli-hours (0-23999); determines day and night
- u32 m_time_of_day = 5250;
- // Time of day in 0...1; start 5:15am unless overridden by game
- float m_time_of_day_f = 5250.0f / 24000.0f;
+ // Time of day in milli-hours (0-23999), determines day and night
+ u32 m_time_of_day;
+ // Time of day in 0...1
+ float m_time_of_day_f;
// Stores the skew created by the float -> u32 conversion
// to be applied at next conversion, so that there is no real skew.
float m_time_conversion_skew = 0.0f;