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luanti/src/constants.h
Desour 6a360e507a limit clock precision to 20 us
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)
2025-09-22 19:08:45 +02:00

111 lines
3.1 KiB
C

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