/* (c) 2010 Perttu Ahola */ #ifndef CONSTANTS_HEADER #define CONSTANTS_HEADER #define DEBUGFILE "debug.txt" // Define for simulating the quirks of sending through internet // WARNING: This disables unit testing of socket and connection #define INTERNET_SIMULATOR 0 #define CONNECTION_TIMEOUT 30 #define RESEND_TIMEOUT_MIN 0.333 #define RESEND_TIMEOUT_MAX 3.0 // resend_timeout = avg_rtt * this #define RESEND_TIMEOUT_FACTOR 4 #define PI 3.14159 #define SERVERMAP_DELETE_UNUSED_SECTORS_TIMEOUT (60*10) #define SERVER_MAP_SAVE_INTERVAL (60) //#define SERVERMAP_DELETE_UNUSED_SECTORS_TIMEOUT (5) //#define SERVER_MAP_SAVE_INTERVAL (5) #define FOV_ANGLE (PI/2.5) // The absolute working limit is (2^15 - viewing_range). #define MAP_GENERATION_LIMIT (31000) //#define MAX_SIMULTANEOUS_BLOCK_SENDS 7 //#define MAX_SIMULTANEOUS_BLOCK_SENDS 3 #define MAX_SIMULTANEOUS_BLOCK_SENDS 2 //#define MAX_SIMULTANEOUS_BLOCK_SENDS 1 #define FULL_BLOCK_SEND_ENABLE_MIN_TIME_FROM_BUILDING 2.0 #define LIMITED_MAX_SIMULTANEOUS_BLOCK_SENDS 1 // Viewing range stuff #define FPS_DEFAULT_WANTED 30 #define FPS_DEFAULT_MAX 60 #define FORCEDFETCH_RANGE 80 #define HEIGHTMAP_RANGE_NODES 300 // The freetime ratio is dynamically kept high enough to make this // dtime jitter possible // Allow 50% = 0.1 /*#define DTIME_JITTER_MAX_FRACTION 0.5 #define FREETIME_RATIO_MIN 0.05 #define FREETIME_RATIO_MAX 0.4*/ //#define FREETIME_RATIO 0.2 #define FREETIME_RATIO 0.15 #define SECTOR_HEIGHTMAP_SPLIT 2 #define PLAYER_INVENTORY_SIZE (8*4) #define SIGN_TEXT_MAX_LENGTH 50 #define ACTIVE_OBJECT_D_BLOCKS 2 #define CATCH_UNJANDLED_EXCEPTIONS 1 #endif