]> git.lizzy.rs Git - minetest.git/blobdiff - src/game.cpp
Fix mem leak in mesh cache (#5781)
[minetest.git] / src / game.cpp
index 2b7d50eb53600b1f8f9820c38cd155a1a8ba0ca0..f967e349cd7885361fee659dd732d22de32b6665 100644 (file)
@@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include <iomanip>
 #include "camera.h"
 #include "client.h"
+#include "client/inputhandler.h"
 #include "client/tile.h"     // For TextureSource
 #include "client/keys.h"
 #include "client/joystick_controller.h"
@@ -50,7 +51,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "quicktune_shortcutter.h"
 #include "server.h"
 #include "settings.h"
-#include "shader.h"          // For ShaderSource
 #include "sky.h"
 #include "subgame.h"
 #include "tool.h"
@@ -59,20 +59,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "util/pointedthing.h"
 #include "irrlicht_changes/static_text.h"
 #include "version.h"
-#include "minimap.h"
-#include "mapblock_mesh.h"
 #include "script/scripting_client.h"
 
-#include "sound.h"
-
 #if USE_SOUND
        #include "sound_openal.h"
 #endif
 
-#ifdef HAVE_TOUCHSCREENGUI
-       #include "touchscreengui.h"
-#endif
-
 extern Settings *g_settings;
 extern Profiler *g_profiler;
 
@@ -723,16 +715,19 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
                m_eye_position_pixel.set(eye_position_array, services);
                m_eye_position_vertex.set(eye_position_array, services);
 
-               float minimap_yaw_array[3];
-               v3f minimap_yaw = m_client->getMinimap()->getYawVec();
+               if (m_client->getMinimap()) {
+                       float minimap_yaw_array[3];
+                       v3f minimap_yaw = m_client->getMinimap()->getYawVec();
 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
-               minimap_yaw_array[0] = minimap_yaw.X;
-               minimap_yaw_array[1] = minimap_yaw.Y;
-               minimap_yaw_array[2] = minimap_yaw.Z;
+                       minimap_yaw_array[0] = minimap_yaw.X;
+                       minimap_yaw_array[1] = minimap_yaw.Y;
+                       minimap_yaw_array[2] = minimap_yaw.Z;
 #else
-               minimap_yaw.getAs3Values(minimap_yaw_array);
+                       minimap_yaw.getAs3Values(minimap_yaw_array);
 #endif
-               m_minimap_yaw.set(minimap_yaw_array, services);
+                       m_minimap_yaw.set(minimap_yaw_array, services);
+
+               }
 
                SamplerLayer_t base_tex = 0,
                                normal_tex = 1,
@@ -1956,7 +1951,8 @@ bool Game::createClient(const std::string &playername,
        }
 
        mapper = client->getMinimap();
-       mapper->setMinimapMode(MINIMAP_MODE_OFF);
+       if (mapper)
+               mapper->setMinimapMode(MINIMAP_MODE_OFF);
 
        return true;
 }
@@ -2434,7 +2430,7 @@ void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
 void Game::processUserInput(f32 dtime)
 {
        // Reset input if window not active or some menu is active
-       if (!device->isWindowActive() || !noMenuActive() || guienv->hasFocus(gui_chat_console)) {
+       if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
                input->clear();
 #ifdef HAVE_TOUCHSCREENGUI
                g_touchscreengui->hide();
@@ -2789,7 +2785,7 @@ void Game::toggleHud()
 
 void Game::toggleMinimap(bool shift_pressed)
 {
-       if (!flags.show_hud || !g_settings->getBool("enable_minimap"))
+       if (!mapper || !flags.show_hud || !g_settings->getBool("enable_minimap"))
                return;
 
        if (shift_pressed) {
@@ -2964,7 +2960,8 @@ void Game::toggleFullViewRange()
 
 void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
 {
-       if ((device->isWindowActive() && noMenuActive()) || random_input) {
+       if ((device->isWindowActive() && device->isWindowFocused()
+                       && !isMenuActive()) || random_input) {
 
 #ifndef __ANDROID__
                if (!random_input) {
@@ -2989,8 +2986,7 @@ void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
                        device->getCursorControl()->setVisible(true);
 #endif
 
-               if (!m_first_loop_after_window_activation)
-                       m_first_loop_after_window_activation = true;
+               m_first_loop_after_window_activation = true;
 
        }
 }
@@ -3452,7 +3448,15 @@ void Game::updateSound(f32 dtime)
                              v3f(0, 0, 0), // velocity
                              camera->getDirection(),
                              camera->getCameraNode()->getUpVector());
-       sound->setListenerGain(g_settings->getFloat("sound_volume"));
+
+       // Check if volume is in the proper range, else fix it.
+       float old_volume = g_settings->getFloat("sound_volume");
+       float new_volume = rangelim(old_volume, 0.0f, 1.0f);
+       sound->setListenerGain(new_volume);
+
+       if (old_volume != new_volume) {
+               g_settings->setFloat("sound_volume", new_volume);
+       }
 
        LocalPlayer *player = client->getEnv().getLocalPlayer();
 
@@ -3709,12 +3713,9 @@ PointedThing Game::updatePointedThing(
                float sin_r = 0.08 * sin(timerf);
                float sin_g = 0.08 * sin(timerf + irr::core::PI * 0.5);
                float sin_b = 0.08 * sin(timerf + irr::core::PI);
-               c.setRed(
-                       core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
-               c.setGreen(
-                       core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
-               c.setBlue(
-                       core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
+               c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
+               c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
+               c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
 
                // Set mesh final color
                hud->setSelectionMeshColor(c);
@@ -4183,7 +4184,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
                if (current_formspec->getReferenceCount() == 1) {
                        current_formspec->drop();
                        current_formspec = NULL;
-               } else if (!noMenuActive()) {
+               } else if (isMenuActive()) {
                        guiroot->bringToFront(current_formspec);
                }
        }
@@ -4197,7 +4198,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
        TimeTaker tt_draw("mainloop: draw");
        driver->beginScene(true, true, skycolor);
 
-       draw_scene(driver, smgr, *camera, *client, player, *hud, *mapper,
+       draw_scene(driver, smgr, *camera, *client, player, *hud, mapper,
                        guienv, screensize, skycolor, flags.show_hud,
                        flags.show_minimap);
 
@@ -4232,7 +4233,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
        /*
                Update minimap pos and rotation
        */
-       if (flags.show_minimap && flags.show_hud) {
+       if (mapper && flags.show_minimap && flags.show_hud) {
                mapper->setPos(floatToInt(player->getPosition(), BS));
                mapper->setAngle(player->getYaw());
        }