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initial chest metadata
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7 changed files with 123 additions and 53 deletions
34
src/main.cpp
34
src/main.cpp
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@ -200,41 +200,13 @@ FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
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* Make a small history check to transformLiquids to detect and log
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continuous oscillations, in such detail that they can be fixed.
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TODO: When player dies, throw items on map
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TODO: Player health points
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- When player dies, throw items on map
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Objects:
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--------
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TODO: There has to be some better way to handle static objects than to
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send them all the time. This affects signs and item objects.
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SUGG: Signs could be done in the same way as torches. For this, blocks
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need an additional metadata field for the texts
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- This is also needed for item container chests
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Block object server side:
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- A "near blocks" buffer, in which some nearby blocks are stored.
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- For all blocks in the buffer, objects are stepped(). This
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means they are active.
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- A global active buffer is needed for the server
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- A timestamp to blocks
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- All blocks going in and out of the buffer are recorded.
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- For outgoing blocks, timestamp is written.
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- For incoming blocks, time difference is calculated and
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objects are stepped according to it.
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- When an active object goes far from a player, either delete
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it or store it statically.
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- When a statically stored active object comes near a player,
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recreate the active object
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* Continue making the scripting system:
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* Make updateNodeMesh for a less verbose mesh update on add/removenode
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* Switch to using a safe way for the self and env pointers
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* Make some global environment hooks, like node placed and general
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on_step()
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* Add a global Lua spawn handler and such
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* Get rid of MapBlockObjects
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* Other players could be sent to clients as LuaCAOs
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TODO: Get rid of MapBlockObjects
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Map:
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----
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