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initial chest metadata

This commit is contained in:
Perttu Ahola 2011-04-04 11:18:14 +03:00
parent a9f89fb3fb
commit 9e683fff50
7 changed files with 123 additions and 53 deletions

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@ -200,41 +200,13 @@ 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: When player dies, throw items on map
TODO: Player health points
- When player dies, throw items on map
Objects:
--------
TODO: There has to be some better way to handle static objects than to
send them all the time. This affects signs and item objects.
SUGG: Signs could be done in the same way as torches. For this, blocks
need an additional metadata field for the texts
- This is also needed for item container chests
Block object server side:
- A "near blocks" buffer, in which some nearby blocks are stored.
- For all blocks in the buffer, objects are stepped(). This
means they are active.
- A global active buffer is needed for the server
- A timestamp to blocks
- All blocks going in and out of the buffer are recorded.
- For outgoing blocks, timestamp is written.
- For incoming blocks, time difference is calculated and
objects are stepped according to it.
- When an active object goes far from a player, either delete
it or store it statically.
- When a statically stored active object comes near a player,
recreate the active object
* Continue making the scripting system:
* Make updateNodeMesh for a less verbose mesh update on add/removenode
* Switch to using a safe way for the self and env pointers
* Make some global environment hooks, like node placed and general
on_step()
* Add a global Lua spawn handler and such
* Get rid of MapBlockObjects
* Other players could be sent to clients as LuaCAOs
TODO: Get rid of MapBlockObjects
Map:
----