#include "version.h"
#include "script/scripting_client.h"
#include "hud.h"
+#include "clientdynamicinfo.h"
#if USE_SOUND
#include "client/sound_openal.h"
static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
f32 getSensitivityScaleFactor() const;
+ ClientDynamicInfo getCurrentDynamicInfo() const;
InputHandler *input = nullptr;
Client *client = nullptr;
Server *server = nullptr;
+ ClientDynamicInfo client_display_info{};
+ float dynamic_info_send_timer = 0;
+
IWritableTextureSource *texture_src = nullptr;
IWritableShaderSource *shader_src = nullptr;
// this happens in pause menu in singleplayer
bool m_is_paused = false;
-#if IRRLICHT_VERSION_MT_REVISION < 5
- int m_reset_HW_buffer_counter = 0;
-#endif
-
#ifdef HAVE_TOUCHSCREENGUI
bool m_cache_hold_aux1;
bool m_touch_use_crosshair;
&& client->checkPrivilege("fast");
#endif
- irr::core::dimension2d<u32> previous_screen_size(g_settings->getU16("screen_w"),
+ v2u32 previous_screen_size(g_settings->getU16("screen_w"),
g_settings->getU16("screen_h"));
while (m_rendering_engine->run()
&& !(*kill || g_gamecallback->shutdown_requested
|| (server && server->isShutdownRequested()))) {
- const irr::core::dimension2d<u32> ¤t_screen_size =
- m_rendering_engine->get_video_driver()->getScreenSize();
+ // Calculate dtime =
+ // m_rendering_engine->run() from this iteration
+ // + Sleep time until the wanted FPS are reached
+ draw_times.limit(device, &dtime);
+
+ const auto current_dynamic_info = getCurrentDynamicInfo();
+ if (!current_dynamic_info.equal(client_display_info)) {
+ client_display_info = current_dynamic_info;
+ dynamic_info_send_timer = 0.2f;
+ }
+
+ if (dynamic_info_send_timer > 0) {
+ dynamic_info_send_timer -= dtime;
+ if (dynamic_info_send_timer <= 0) {
+ client->sendUpdateClientInfo(current_dynamic_info);
+ }
+ }
+
+ const auto ¤t_screen_size = current_dynamic_info.render_target_size;
+
// Verify if window size has changed and save it if it's the case
// Ensure evaluating settings->getBool after verifying screensize
// First condition is cheaper
if (previous_screen_size != current_screen_size &&
current_screen_size != irr::core::dimension2d<u32>(0,0) &&
g_settings->getBool("autosave_screensize")) {
- g_settings->setU16("screen_w", current_screen_size.Width);
- g_settings->setU16("screen_h", current_screen_size.Height);
+ g_settings->setU16("screen_w", current_screen_size.X);
+ g_settings->setU16("screen_h", current_screen_size.Y);
previous_screen_size = current_screen_size;
}
- // Calculate dtime =
- // m_rendering_engine->run() from this iteration
- // + Sleep time until the wanted FPS are reached
- draw_times.limit(device, &dtime);
-
// Prepare render data for next iteration
updateStats(&stats, draw_times, dtime);
} else if (wasKeyDown(KeyType::MINIMAP)) {
toggleMinimap(isKeyDown(KeyType::SNEAK));
} else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
- m_game_ui->toggleChat();
+ m_game_ui->toggleChat(client);
} else if (wasKeyDown(KeyType::TOGGLE_FOG)) {
toggleFog();
} else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
return tan(fov_y / 2.0f) * 1.3763818698f;
}
+ClientDynamicInfo Game::getCurrentDynamicInfo() const
+{
+ v2u32 screen_size = RenderingEngine::getWindowSize();
+ f32 density = RenderingEngine::getDisplayDensity();
+ f32 gui_scaling = g_settings->getFloat("gui_scaling") * density;
+ f32 hud_scaling = g_settings->getFloat("hud_scaling") * density;
+
+ return {
+ screen_size, gui_scaling, hud_scaling,
+ ClientDynamicInfo::calculateMaxFSSize(screen_size)
+ };
+}
+
void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
{
#ifdef HAVE_TOUCHSCREENGUI
);
}
+ // Orbit Tilt:
+ sky->setBodyOrbitTilt(event->set_sky->body_orbit_tilt);
+
delete event->set_sky;
}
/*
==================== End scene ====================
*/
-#if IRRLICHT_VERSION_MT_REVISION < 5
- if (++m_reset_HW_buffer_counter > 500) {
- /*
- Periodically remove all mesh HW buffers.
-
- Work around for a quirk in Irrlicht where a HW buffer is only
- released after 20000 iterations (triggered from endScene()).
-
- Without this, all loaded but unused meshes will retain their HW
- buffers for at least 5 minutes, at which point looking up the HW buffers
- becomes a bottleneck and the framerate drops (as much as 30%).
-
- Tests showed that numbers between 50 and 1000 are good, so picked 500.
- There are no other public Irrlicht APIs that allow interacting with the
- HW buffers without tracking the status of every individual mesh.
-
- The HW buffers for _visible_ meshes will be reinitialized in the next frame.
- */
- infostream << "Game::updateFrame(): Removing all HW buffers." << std::endl;
- driver->removeAllHardwareBuffers();
- m_reset_HW_buffer_counter = 0;
- }
-#endif
driver->endScene();
m_cache_enable_fog = g_settings->getBool("enable_fog");
m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity", 0.001f, 10.0f);
m_cache_joystick_frustum_sensitivity = std::max(g_settings->getFloat("joystick_frustum_sensitivity"), 0.001f);
- m_repeat_place_time = g_settings->getFloat("repeat_place_time", 0.25f, 2.0);
+ m_repeat_place_time = g_settings->getFloat("repeat_place_time", 0.16f, 2.0);
m_cache_enable_noclip = g_settings->getBool("noclip");
m_cache_enable_free_move = g_settings->getBool("free_move");