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20 us was the value, firefox used as first response to the spectre attacks. now it's 100 us or 5 us, depending on whether it's "cross-origin isolated". we only have one origin, so choosing 20 us is probably fine, I guess see also: https://www.mozilla.org/en-US/security/advisories/mfsa2018-01/ https://developer.mozilla.org/en-US/docs/Web/API/Performance/now#security_requirements other clocks: * os.time() and os.date() only have seconds precision, AFAIK. * dtime is only given once per step, so it's not useful * there might be other ways to build clocks (if we get async envs for sscsm, with a busy loop, for example)
111 lines
3.1 KiB
C
111 lines
3.1 KiB
C
// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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#pragma once
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/*
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All kinds of constants.
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Cross-platform compatibility stuff should go in porting.h.
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Some things here are legacy.
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*/
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/*
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Network Protocol
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*/
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#define PEER_ID_INEXISTENT 0
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#define PEER_ID_SERVER 1
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// Define for simulating the quirks of sending through internet.
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// Causes the socket class to deliberately drop random packets.
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// This disables unit testing of socket and connection.
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#define INTERNET_SIMULATOR 0
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#define INTERNET_SIMULATOR_PACKET_LOSS 10 // 10 = easy, 4 = hard
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#define CONNECTION_TIMEOUT 30
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/*
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Server
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*/
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// This many blocks are sent when player is building
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#define LIMITED_MAX_SIMULTANEOUS_BLOCK_SENDS 0
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// Override for the previous one when distance of block is very low
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#define BLOCK_SEND_DISABLE_LIMITS_MAX_D 1
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/*
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Client/Server
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*/
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// Limit maximum dtime in client/server step(...) and for collision detection
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#define DTIME_LIMIT 2.5f
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/*
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Map-related things
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*/
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// The absolute working limit is (2^15 - viewing_range).
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// I really don't want to make every algorithm to check if it's going near
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// the limit or not, so this is lower.
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// This is the maximum value the setting map_generation_limit can be
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#define MAX_MAP_GENERATION_LIMIT (31007)
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// Size of node in floating-point units
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// The original idea behind this is to disallow plain casts between
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// floating-point and integer positions, which potentially give wrong
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// results. (negative coordinates, values between nodes, ...)
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// Use floatToInt(p, BS) and intToFloat(p, BS).
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#define BS 10.0f
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// Dimension of a MapBlock in nodes
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#define MAP_BLOCKSIZE 16
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// Player step height in nodes
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#define PLAYER_DEFAULT_STEPHEIGHT 0.6f
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// Arbitrary volume limit for working with contiguous areas (in nodes)
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// needs to safely fit in the VoxelArea class; used by e.g. VManips
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#define MAX_WORKING_VOLUME 150000000UL
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/*
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Old stuff that shouldn't be hardcoded
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*/
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// Size of player's main inventory
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#define PLAYER_INVENTORY_SIZE (8 * 4)
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// Default maximum health points of a player
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#define PLAYER_MAX_HP_DEFAULT 20
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// Default maximal breath of a player
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#define PLAYER_MAX_BREATH_DEFAULT 10
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/*
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Misc
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*/
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// Number of different files to try to save a player to if the first fails
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// (because of a case-insensitive filesystem)
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// TODO: Use case-insensitive player names instead of this hack.
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#define PLAYER_FILE_ALTERNATE_TRIES 1000
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// For screenshots a serial number is appended to the filename + datetimestamp
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// if filename + datetimestamp is not unique.
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// This is the maximum number of attempts to try and add a serial to the end of
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// the file attempting to ensure a unique filename
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#define SCREENSHOT_MAX_SERIAL_TRIES 1000
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#define TTF_DEFAULT_FONT_SIZE (16)
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// Minimum texture size enforced/checked for enabling linear filtering
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// This serves as the minimum for `texture_min_size`.
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// The intent is to ensure that the rendering doesn't turn terribly blurry
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// when filtering is enabled.
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#define TEXTURE_FILTER_MIN_SIZE 192U
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// Resolution of clocks that SSCSM has access to, in us.
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// Used as countermeasure against side-channel attacks.
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#define SSCSM_CLOCK_RESOLUTION_US 20
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