with:
repository: minetest/irrlicht
path: lib/irrlichtmt/
- ref: "1.9.0mt5"
+ ref: "1.9.0mt6"
- name: Restore from cache and run vcpkg
uses: lukka/run-vcpkg@v7
- '.github/workflows/macos.yml'
env:
- IRRLICHT_TAG: 1.9.0mt5
+ IRRLICHT_TAG: 1.9.0mt6
MINETEST_GAME_REPO: https://github.com/minetest/minetest_game.git
MINETEST_GAME_BRANCH: master
MINETEST_GAME_NAME: minetest_game
- deploy
variables:
- IRRLICHT_TAG: "1.9.0mt5"
+ IRRLICHT_TAG: "1.9.0mt6"
MINETEST_GAME_REPO: "https://github.com/minetest/minetest_game.git"
CONTAINER_IMAGE: registry.gitlab.com/$CI_PROJECT_PATH
appgurueu:
textures/base/pack/server_incompatible.png
+
+erlehmann, Warr1024, rollerozxa:
+ textures/base/pack/no_screenshot.png
License of Minetest source code
-------------------------------
import android.widget.EditText;
import android.widget.LinearLayout;
+import androidx.annotation.Keep;
import androidx.appcompat.app.AlertDialog;
import java.util.Objects;
+// Native code finds these methods by name (see porting_android.cpp).
+// This annotation prevents the minifier/Proguard from mangling them.
+@Keep
public class GameActivity extends NativeActivity {
static {
System.loadLibrary("c++_shared");
LOCAL_PATH := $(call my-dir)/..
#LOCAL_ADDRESS_SANITIZER:=true
+#USE_BUILTIN_LUA:=true
include $(CLEAR_VARS)
LOCAL_MODULE := Curl
LOCAL_SRC_FILES := deps/$(APP_ABI)/Irrlicht/libIrrlichtMt.a
include $(PREBUILT_STATIC_LIBRARY)
+ifndef USE_BUILTIN_LUA
+
include $(CLEAR_VARS)
LOCAL_MODULE := LuaJIT
LOCAL_SRC_FILES := deps/$(APP_ABI)/LuaJIT/libluajit.a
include $(PREBUILT_STATIC_LIBRARY)
+endif
+
include $(CLEAR_VARS)
LOCAL_MODULE := OpenAL
LOCAL_SRC_FILES := deps/$(APP_ABI)/OpenAL-Soft/libopenal.a
-DUSE_CURL=1 \
-DUSE_SOUND=1 \
-DUSE_LEVELDB=0 \
- -DUSE_LUAJIT=1 \
-DUSE_GETTEXT=1 \
-DVERSION_MAJOR=${versionMajor} \
-DVERSION_MINOR=${versionMinor} \
-DVERSION_EXTRA=${versionExtra} \
$(GPROF_DEF)
+ifdef USE_BUILTIN_LUA
+ LOCAL_CFLAGS += -DUSE_LUAJIT=0
+else
+ LOCAL_CFLAGS += -DUSE_LUAJIT=1
+endif
+
ifdef NDEBUG
LOCAL_CFLAGS += -DNDEBUG=1
endif
deps/$(APP_ABI)/Irrlicht/include \
deps/$(APP_ABI)/Gettext/include \
deps/$(APP_ABI)/Iconv/include \
- deps/$(APP_ABI)/LuaJIT/include \
deps/$(APP_ABI)/OpenAL-Soft/include \
deps/$(APP_ABI)/SQLite/include \
deps/$(APP_ABI)/Vorbis/include \
deps/$(APP_ABI)/Zstd/include
+ifdef USE_BUILTIN_LUA
+ LOCAL_C_INCLUDES += \
+ ../../lib/lua/src \
+ ../../lib/bitop
+else
+ LOCAL_C_INCLUDES += deps/$(APP_ABI)/LuaJIT/include
+endif
+
LOCAL_SRC_FILES := \
$(wildcard ../../src/client/*.cpp) \
$(wildcard ../../src/client/*/*.cpp) \
../../src/voxel.cpp \
../../src/voxelalgorithms.cpp
+# Built-in Lua
+ifdef USE_BUILTIN_LUA
+ LOCAL_SRC_FILES += \
+ ../../lib/lua/src/lapi.c \
+ ../../lib/lua/src/lauxlib.c \
+ ../../lib/lua/src/lbaselib.c \
+ ../../lib/lua/src/lcode.c \
+ ../../lib/lua/src/ldblib.c \
+ ../../lib/lua/src/ldebug.c \
+ ../../lib/lua/src/ldo.c \
+ ../../lib/lua/src/ldump.c \
+ ../../lib/lua/src/lfunc.c \
+ ../../lib/lua/src/lgc.c \
+ ../../lib/lua/src/linit.c \
+ ../../lib/lua/src/liolib.c \
+ ../../lib/lua/src/llex.c \
+ ../../lib/lua/src/lmathlib.c \
+ ../../lib/lua/src/lmem.c \
+ ../../lib/lua/src/loadlib.c \
+ ../../lib/lua/src/lobject.c \
+ ../../lib/lua/src/lopcodes.c \
+ ../../lib/lua/src/loslib.c \
+ ../../lib/lua/src/lparser.c \
+ ../../lib/lua/src/lstate.c \
+ ../../lib/lua/src/lstring.c \
+ ../../lib/lua/src/lstrlib.c \
+ ../../lib/lua/src/ltable.c \
+ ../../lib/lua/src/ltablib.c \
+ ../../lib/lua/src/ltm.c \
+ ../../lib/lua/src/lundump.c \
+ ../../lib/lua/src/lvm.c \
+ ../../lib/lua/src/lzio.c \
+ ../../lib/bitop/bit.c
+endif
+
# GMP
LOCAL_SRC_FILES += ../../lib/gmp/mini-gmp.c
Freetype \
Iconv libcharset \
Irrlicht \
- LuaJIT \
OpenAL \
Gettext \
SQLite3 \
Vorbis libvorbisfile libogg \
Zstd
+ifndef USE_BUILTIN_LUA
+ LOCAL_STATIC_LIBRARIES += LuaJIT
+endif
LOCAL_STATIC_LIBRARIES += android_native_app_glue $(PROFILER_LIBS)
LOCAL_LDLIBS := -lEGL -lGLESv1_CM -lGLESv2 -landroid -lOpenSLES
if conf_path then
local conf = Settings(conf_path)
- if name_is_title then
- conf:set("name", package.title)
- else
- conf:set("title", package.title)
- conf:set("name", package.name)
+ conf:set("title", package.title)
+ if not name_is_title then
+ conf:set("name", package.name)
end
if not conf:get("description") then
conf:set("description", package.short_description)
selected_game_idx = i
end
- games[i] = core.formspec_escape(games[i].name)
+ games[i] = core.formspec_escape(games[i].title)
end
local selected_game = pkgmgr.games[selected_game_idx]
"container[0.375,0.70]",
"label[0,0.25;", fgettext("Base Game:"), "]",
- "dropdown[2,0;4.25,0.5;gameid;", table.concat(games, ","), ";", selected_game_idx, "]",
+ "dropdown[2,0;4.25,0.5;selected_game;", table.concat(games, ","), ";", selected_game_idx, "]",
"label[0,0.8;", fgettext("Dependencies:"), "]",
return true
end
- if fields.gameid then
+ if fields.selected_game then
for _, game in pairs(pkgmgr.games) do
- if game.name == fields.gameid then
+ if game.title == fields.selected_game then
core.settings:set("menu_last_game", game.id)
break
end
else
targetpath = core.get_gamepath() .. DIR_DELIM .. basename
end
+ else
+ error("basefolder didn't return a recognised type, this shouldn't happen")
end
-- Copy it
retval[#retval + 1] = {
type = "game",
is_game_content = true,
- name = fgettext("$1 mods", gamespec.name),
+ name = fgettext("$1 mods", gamespec.title),
path = gamespec.path
}
end
function pkgmgr.gamelist()
local retval = ""
if #pkgmgr.games > 0 then
- retval = retval .. core.formspec_escape(pkgmgr.games[1].name)
+ retval = retval .. core.formspec_escape(pkgmgr.games[1].title)
for i=2,#pkgmgr.games,1 do
- retval = retval .. "," .. core.formspec_escape(pkgmgr.games[i].name)
+ retval = retval .. "," .. core.formspec_escape(pkgmgr.games[i].title)
end
end
return retval
local image = nil
local text = nil
- local tooltip = core.formspec_escape(game.name)
+ local tooltip = core.formspec_escape(game.title)
if (game.menuicon_path or "") ~= "" then
image = core.formspec_escape(game.menuicon_path)
# Set the soft shadow radius size.
# Lower values mean sharper shadows, bigger values mean softer shadows.
-# Minimum value: 1.0; maximum value: 10.0
-shadow_soft_radius (Soft shadow radius) float 1.0 1.0 10.0
+# Minimum value: 1.0; maximum value: 15.0
+shadow_soft_radius (Soft shadow radius) float 5.0 1.0 15.0
# Set the tilt of Sun/Moon orbit in degrees.
# Value of 0 means no tilt / vertical orbit.
varying float cosLight;
varying float f_normal_length;
varying vec3 shadow_position;
+ varying float perspective_factor;
#endif
#if SHADOW_FILTER == 2
- #define PCFBOUND 3.5
- #define PCFSAMPLES 64.0
+ #define PCFBOUND 2.0 // 5x5
+ #define PCFSAMPLES 25
#elif SHADOW_FILTER == 1
- #define PCFBOUND 1.5
- #if defined(POISSON_FILTER)
- #define PCFSAMPLES 32.0
- #else
- #define PCFSAMPLES 16.0
- #endif
+ #define PCFBOUND 1.0 // 3x3
+ #define PCFSAMPLES 9
#else
#define PCFBOUND 0.0
- #if defined(POISSON_FILTER)
- #define PCFSAMPLES 4.0
- #else
- #define PCFSAMPLES 1.0
- #endif
+ #define PCFSAMPLES 1
#endif
+
#ifdef COLORED_SHADOWS
float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
}
#endif
-float getBaseLength(vec2 smTexCoord)
-{
- float l = length(2.0 * smTexCoord.xy - 1.0 - CameraPos.xy); // length in texture coords
- return xyPerspectiveBias1 / (1.0 / l - xyPerspectiveBias0); // return to undistorted coords
-}
-
-float getDeltaPerspectiveFactor(float l)
-{
- return 0.04 * pow(512.0 / f_textureresolution, 0.4) / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10
-}
+#define BASEFILTERRADIUS 1.0
-float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
+float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
-
// Return fast if sharp shadows are requested
- if (PCFBOUND == 0.0)
+ if (PCFBOUND == 0.0 || SOFTSHADOWRADIUS <= 0.0)
return 0.0;
- if (SOFTSHADOWRADIUS <= 1.0) {
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
- return max(2 * length(smTexCoord.xy) * 2048 / f_textureresolution / pow(perspectiveFactor, 3), SOFTSHADOWRADIUS);
- }
-
vec2 clampedpos;
- float texture_size = 1.0 / (2048 /*f_textureresolution*/ * 0.5);
float y, x;
- float depth = 0.0;
- float pointDepth;
- float maxRadius = SOFTSHADOWRADIUS * 5.0 * multiplier;
-
- float bound = clamp(PCFBOUND * (1 - baseLength), 0.0, PCFBOUND);
- int n = 0;
-
- for (y = -bound; y <= bound; y += 1.0)
- for (x = -bound; x <= bound; x += 1.0) {
- clampedpos = vec2(x,y);
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * maxRadius);
- clampedpos = clampedpos * texture_size * perspectiveFactor * maxRadius * perspectiveFactor + smTexCoord.xy;
-
- pointDepth = getHardShadowDepth(shadowsampler, clampedpos.xy, realDistance);
- if (pointDepth > -0.01) {
- depth += pointDepth;
- n += 1;
- }
- }
-
- depth = depth / n;
- depth = pow(clamp(depth, 0.0, 1000.0), 1.6) / 0.001;
-
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
- return max(length(smTexCoord.xy) * 2 * 2048 / f_textureresolution / pow(perspectiveFactor, 3), depth * maxRadius);
+ float depth = getHardShadowDepth(shadowsampler, smTexCoord.xy, realDistance);
+ // A factor from 0 to 1 to reduce blurring of short shadows
+ float sharpness_factor = 1.0;
+ // conversion factor from shadow depth to blur radius
+ float depth_to_blur = f_shadowfar / SOFTSHADOWRADIUS / xyPerspectiveBias0;
+ if (depth > 0.0 && f_normal_length > 0.0)
+ // 5 is empirical factor that controls how fast shadow loses sharpness
+ sharpness_factor = clamp(5 * depth * depth_to_blur, 0.0, 1.0);
+ depth = 0.0;
+
+ float world_to_texture = xyPerspectiveBias1 / perspective_factor / perspective_factor
+ * f_textureresolution / 2.0 / f_shadowfar;
+ float world_radius = 0.2; // shadow blur radius in world float coordinates, e.g. 0.2 = 0.02 of one node
+
+ return max(BASEFILTERRADIUS * f_textureresolution / 4096.0, sharpness_factor * world_radius * world_to_texture * SOFTSHADOWRADIUS);
}
#ifdef POISSON_FILTER
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- vec2 clampedpos;
- vec4 visibility = vec4(0.0);
- float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF
+ float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
}
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
+ vec2 clampedpos;
+ vec4 visibility = vec4(0.0);
+ float scale_factor = radius / f_textureresolution;
- float texture_size = 1.0 / (f_textureresolution * 0.5);
- int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES));
+ int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
+ samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
int end_offset = int(samples) + init_offset;
for (int x = init_offset; x < end_offset; x++) {
- clampedpos = poissonDisk[x];
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius);
- clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor + smTexCoord.xy;
+ clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
}
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- vec2 clampedpos;
- float visibility = 0.0;
- float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF
+ float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
}
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
+ vec2 clampedpos;
+ float visibility = 0.0;
+ float scale_factor = radius / f_textureresolution;
- float texture_size = 1.0 / (f_textureresolution * 0.5);
- int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES));
+ int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
+ samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
int end_offset = int(samples) + init_offset;
for (int x = init_offset; x < end_offset; x++) {
- clampedpos = poissonDisk[x];
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius);
- clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor + smTexCoord.xy;
+ clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
}
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- vec2 clampedpos;
- vec4 visibility = vec4(0.0);
- float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0);
+ float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
}
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
-
- float texture_size = 1.0 / (f_textureresolution * 0.5);
- float y, x;
- float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND);
- int n = 0;
+ vec2 clampedpos;
+ vec4 visibility = vec4(0.0);
+ float x, y;
+ float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
+ bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
+ float scale_factor = radius / bound / f_textureresolution;
+ float n = 0.0;
// basic PCF filter
for (y = -bound; y <= bound; y += 1.0)
for (x = -bound; x <= bound; x += 1.0) {
- clampedpos = vec2(x,y); // screen offset
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius / bound);
- clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor / bound + smTexCoord.xy; // both dx,dy and radius are adjusted
+ clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
- n += 1;
+ n += 1.0;
}
- return visibility / n;
+ return visibility / max(n, 1.0);
}
#else
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- vec2 clampedpos;
- float visibility = 0.0;
- float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0);
+ float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
}
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
-
- float texture_size = 1.0 / (f_textureresolution * 0.5);
- float y, x;
- float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND);
- int n = 0;
+ vec2 clampedpos;
+ float visibility = 0.0;
+ float x, y;
+ float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
+ bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
+ float scale_factor = radius / bound / f_textureresolution;
+ float n = 0.0;
// basic PCF filter
for (y = -bound; y <= bound; y += 1.0)
for (x = -bound; x <= bound; x += 1.0) {
- clampedpos = vec2(x,y); // screen offset
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius / bound);
- clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor / bound + smTexCoord.xy; // both dx,dy and radius are adjusted
+ clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
- n += 1;
+ n += 1.0;
}
- return visibility / n;
+ return visibility / max(n, 1.0);
}
#endif
varying float adj_shadow_strength;
varying float f_normal_length;
varying vec3 shadow_position;
+ varying float perspective_factor;
#endif
shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (inVertexPosition + vec4(normalOffsetScale * nNormal, 0.0))).xyz;
shadow_position.z -= z_bias;
+ perspective_factor = pFactor;
if (f_timeofday < 0.2) {
adj_shadow_strength = f_shadow_strength * 0.5 *
uniform sampler2D baseTexture;
-uniform vec4 emissiveColor;
uniform vec3 dayLight;
uniform vec4 skyBgColor;
uniform float fogDistance;
varying float cosLight;
varying float f_normal_length;
varying vec3 shadow_position;
+ varying float perspective_factor;
#endif
#if SHADOW_FILTER == 2
- #define PCFBOUND 3.5
- #define PCFSAMPLES 64.0
+ #define PCFBOUND 2.0 // 5x5
+ #define PCFSAMPLES 25
#elif SHADOW_FILTER == 1
- #define PCFBOUND 1.5
- #if defined(POISSON_FILTER)
- #define PCFSAMPLES 32.0
- #else
- #define PCFSAMPLES 16.0
- #endif
+ #define PCFBOUND 1.0 // 3x3
+ #define PCFSAMPLES 9
#else
#define PCFBOUND 0.0
- #if defined(POISSON_FILTER)
- #define PCFSAMPLES 4.0
- #else
- #define PCFSAMPLES 1.0
- #endif
+ #define PCFSAMPLES 1
#endif
+
#ifdef COLORED_SHADOWS
float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
}
#endif
-float getBaseLength(vec2 smTexCoord)
-{
- float l = length(2.0 * smTexCoord.xy - 1.0 - CameraPos.xy); // length in texture coords
- return xyPerspectiveBias1 / (1.0 / l - xyPerspectiveBias0); // return to undistorted coords
-}
-
-float getDeltaPerspectiveFactor(float l)
-{
- return 0.04 * pow(512.0 / f_textureresolution, 0.4) / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10
-}
+#define BASEFILTERRADIUS 1.0
-float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
+float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
-
// Return fast if sharp shadows are requested
- if (PCFBOUND == 0.0)
+ if (PCFBOUND == 0.0 || SOFTSHADOWRADIUS <= 0.0)
return 0.0;
- if (SOFTSHADOWRADIUS <= 1.0) {
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
- return max(2 * length(smTexCoord.xy) * 2048 / f_textureresolution / pow(perspectiveFactor, 3), SOFTSHADOWRADIUS);
- }
-
vec2 clampedpos;
- float texture_size = 1.0 / (2048 /*f_textureresolution*/ * 0.5);
float y, x;
- float depth = 0.0;
- float pointDepth;
- float maxRadius = SOFTSHADOWRADIUS * 5.0 * multiplier;
-
- float bound = clamp(PCFBOUND * (1 - baseLength), 0.0, PCFBOUND);
- int n = 0;
-
- for (y = -bound; y <= bound; y += 1.0)
- for (x = -bound; x <= bound; x += 1.0) {
- clampedpos = vec2(x,y);
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * maxRadius);
- clampedpos = clampedpos * texture_size * perspectiveFactor * maxRadius * perspectiveFactor + smTexCoord.xy;
-
- pointDepth = getHardShadowDepth(shadowsampler, clampedpos.xy, realDistance);
- if (pointDepth > -0.01) {
- depth += pointDepth;
- n += 1;
- }
- }
-
- depth = depth / n;
- depth = pow(clamp(depth, 0.0, 1000.0), 1.6) / 0.001;
-
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
- return max(length(smTexCoord.xy) * 2 * 2048 / f_textureresolution / pow(perspectiveFactor, 3), depth * maxRadius);
+ float depth = getHardShadowDepth(shadowsampler, smTexCoord.xy, realDistance);
+ // A factor from 0 to 1 to reduce blurring of short shadows
+ float sharpness_factor = 1.0;
+ // conversion factor from shadow depth to blur radius
+ float depth_to_blur = f_shadowfar / SOFTSHADOWRADIUS / xyPerspectiveBias0;
+ if (depth > 0.0 && f_normal_length > 0.0)
+ // 5 is empirical factor that controls how fast shadow loses sharpness
+ sharpness_factor = clamp(5 * depth * depth_to_blur, 0.0, 1.0);
+ depth = 0.0;
+
+ float world_to_texture = xyPerspectiveBias1 / perspective_factor / perspective_factor
+ * f_textureresolution / 2.0 / f_shadowfar;
+ float world_radius = 0.2; // shadow blur radius in world float coordinates, e.g. 0.2 = 0.02 of one node
+
+ return max(BASEFILTERRADIUS * f_textureresolution / 4096.0, sharpness_factor * world_radius * world_to_texture * SOFTSHADOWRADIUS);
}
#ifdef POISSON_FILTER
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- vec2 clampedpos;
- vec4 visibility = vec4(0.0);
- float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF
+ float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
}
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
+ vec2 clampedpos;
+ vec4 visibility = vec4(0.0);
+ float scale_factor = radius / f_textureresolution;
- float texture_size = 1.0 / (f_textureresolution * 0.5);
- int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES));
+ int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
+ samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
int end_offset = int(samples) + init_offset;
for (int x = init_offset; x < end_offset; x++) {
- clampedpos = poissonDisk[x];
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius);
- clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor + smTexCoord.xy;
+ clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
}
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- vec2 clampedpos;
- float visibility = 0.0;
- float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF
+ float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
}
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
+ vec2 clampedpos;
+ float visibility = 0.0;
+ float scale_factor = radius / f_textureresolution;
- float texture_size = 1.0 / (f_textureresolution * 0.5);
- int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES));
+ int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
+ samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
int end_offset = int(samples) + init_offset;
for (int x = init_offset; x < end_offset; x++) {
- clampedpos = poissonDisk[x];
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius);
- clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor + smTexCoord.xy;
+ clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
}
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- vec2 clampedpos;
- vec4 visibility = vec4(0.0);
- float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0);
+ float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
}
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
-
- float texture_size = 1.0 / (f_textureresolution * 0.5);
- float y, x;
- float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND);
- int n = 0;
+ vec2 clampedpos;
+ vec4 visibility = vec4(0.0);
+ float x, y;
+ float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
+ bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
+ float scale_factor = radius / bound / f_textureresolution;
+ float n = 0.0;
// basic PCF filter
for (y = -bound; y <= bound; y += 1.0)
for (x = -bound; x <= bound; x += 1.0) {
- clampedpos = vec2(x,y); // screen offset
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius / bound);
- clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor / bound + smTexCoord.xy; // both dx,dy and radius are adjusted
+ clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
- n += 1;
+ n += 1.0;
}
- return visibility / n;
+ return visibility / max(n, 1.0);
}
#else
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- vec2 clampedpos;
- float visibility = 0.0;
- float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0);
+ float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
}
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
-
- float texture_size = 1.0 / (f_textureresolution * 0.5);
- float y, x;
- float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND);
- int n = 0;
+ vec2 clampedpos;
+ float visibility = 0.0;
+ float x, y;
+ float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
+ bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
+ float scale_factor = radius / bound / f_textureresolution;
+ float n = 0.0;
// basic PCF filter
for (y = -bound; y <= bound; y += 1.0)
for (x = -bound; x <= bound; x += 1.0) {
- clampedpos = vec2(x,y); // screen offset
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius / bound);
- clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor / bound + smTexCoord.xy; // both dx,dy and radius are adjusted
+ clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
- n += 1;
+ n += 1.0;
}
- return visibility / n;
+ return visibility / max(n, 1.0);
}
#endif
shadow_color = visibility.gba;
#else
if (cosLight > 0.0 || f_normal_length < 1e-3)
- if (cosLight > 0.0)
shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
else
shadow_int = 1.0;
- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
col = mix(skyBgColor, col, clarity);
col = vec4(col.rgb, base.a);
-
+
gl_FragColor = col;
}
varying float adj_shadow_strength;
varying float f_normal_length;
varying vec3 shadow_position;
+ varying float perspective_factor;
#endif
varying vec3 eyeVec;
shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (inVertexPosition + vec4(normalOffsetScale * nNormal, 0.0))).xyz;
shadow_position.z -= z_bias;
+ perspective_factor = pFactor;
if (f_timeofday < 0.2) {
adj_shadow_strength = f_shadow_strength * 0.5 *
The game directory can contain the following files:
* `game.conf`, with the following keys:
- * `name`: Required, a human readable title to address the game, e.g. `name = Minetest`.
+ * `title`: Required, a human-readable title to address the game, e.g. `title = Minetest Game`.
+ * `name`: (Deprecated) same as title.
* `description`: Short description to be shown in the content tab
* `allowed_mapgens = <comma-separated mapgens>`
e.g. `allowed_mapgens = v5,v6,flat`
* core.get_texturepath() (possible in async calls)
* returns path to default textures
* core.get_game(index)
+ * `name` in return value is deprecated, use `title` instead.
* returns:
{
id = <id>,
path = <full path to game>,
gamemods_path = <path>,
- name = <name of game>,
+ title = <title of game>,
menuicon_path = <full path to menuicon>,
author = "author",
DEPRECATED:
* returns
{
- name = "name of content",
+ name = "technical_id",
type = "mod" or "modpack" or "game" or "txp",
+ title = "Human readable title",
description = "description",
author = "author",
path = "path/to/content",
-name = Development Test
+title = Development Test
description = Testing environment to help with testing the engine features of Minetest. It can also be helpful in mod development.
markobject(g, h->metatable);
mode = gfasttm(g, h->metatable, TM_MODE);
if (mode && ttisstring(mode)) { /* is there a weak mode? */
- weakkey = (strchr(svalue(mode), 'k') != NULL);
- weakvalue = (strchr(svalue(mode), 'v') != NULL);
+ // Android's 'FORTIFY libc' calls __builtin_object_size on the argument of strchr.
+ // This produces an incorrect size for the expression `svalue(mode)`, causing
+ // an assertion. By placing it in a temporary, __builtin_object_size returns
+ // -1 (for unknown size) which functions correctly.
+ const char *tmp = svalue(mode);
+ weakkey = (strchr(tmp, 'k') != NULL);
+ weakvalue = (strchr(tmp, 'v') != NULL);
if (weakkey || weakvalue) { /* is really weak? */
h->marked &= ~(KEYWEAK | VALUEWEAK); /* clear bits */
h->marked |= cast_byte((weakkey << KEYWEAKBIT) |
Camera::Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *rendering_engine):
m_draw_control(draw_control),
- m_client(client)
+ m_client(client),
+ m_player_light_color(0xFFFFFFFF)
{
auto smgr = rendering_engine->get_scene_manager();
// note: making the camera node a child of the player node
bool was_under_zero = m_wield_change_timer < 0;
m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
- if (m_wield_change_timer >= 0 && was_under_zero)
+ if (m_wield_change_timer >= 0 && was_under_zero) {
m_wieldnode->setItem(m_wield_item_next, m_client);
+ m_wieldnode->setNodeLightColor(m_player_light_color);
+ }
if (m_view_bobbing_state != 0)
{
m_wieldnode->setPosition(wield_position);
m_wieldnode->setRotation(wield_rotation);
- m_wieldnode->setNodeLightColor(player->light_color);
+ m_player_light_color = player->light_color;
+ m_wieldnode->setNodeLightColor(m_player_light_color);
// Set render distance
updateViewingRange();
std::list<Nametag *> m_nametags;
bool m_show_nametag_backgrounds;
+
+ // Last known light color of the player
+ video::SColor m_player_light_color;
};
infostream << "Client::peerAdded(): peer->id="
<< peer->id << std::endl;
}
+
void Client::deletingPeer(con::Peer *peer, bool timeout)
{
infostream << "Client::deletingPeer(): "
"Server Peer is getting deleted "
<< "(timeout=" << timeout << ")" << std::endl;
- if (timeout) {
- m_access_denied = true;
+ m_access_denied = true;
+ if (timeout)
m_access_denied_reason = gettext("Connection timed out.");
- }
+ else
+ m_access_denied_reason = gettext("Connection aborted (protocol error?).");
}
/*
node_at_lplayer = m_map->getNode(p);
u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
+ lplayer->light_color = encode_light(light, 0); // this transfers light.alpha
final_color_blend(&lplayer->light_color, light, day_night_ratio);
}
drawcall_count += draw_order.size();
for (auto &descriptor : draw_order) {
- scene::IMeshBuffer *buf;
-
- if (descriptor.m_use_partial_buffer) {
- descriptor.m_partial_buffer->beforeDraw();
- buf = descriptor.m_partial_buffer->getBuffer();
- }
- else {
- buf = descriptor.m_buffer;
- }
+ scene::IMeshBuffer *buf = descriptor.getBuffer();
// Check and abort if the machine is swapping a lot
if (draw.getTimerTime() > 2000) {
// Do not enable filter on shadow texture to avoid visual artifacts
// with colored shadows.
// Filtering is done in shader code anyway
+ layer.BilinearFilter = false;
+ layer.AnisotropicFilter = false;
layer.TrilinearFilter = false;
}
driver->setMaterial(material);
m.setTranslation(block_wpos - offset);
driver->setTransform(video::ETS_WORLD, m);
- driver->drawMeshBuffer(buf);
+ descriptor.draw(driver);
vertex_count += buf->getIndexCount();
}
drawcall_count += draw_order.size();
for (auto &descriptor : draw_order) {
- scene::IMeshBuffer *buf;
-
- if (descriptor.m_use_partial_buffer) {
- descriptor.m_partial_buffer->beforeDraw();
- buf = descriptor.m_partial_buffer->getBuffer();
- }
- else {
- buf = descriptor.m_buffer;
- }
+ scene::IMeshBuffer *buf = descriptor.getBuffer();
// Check and abort if the machine is swapping a lot
if (draw.getTimerTime() > 1000) {
m.setTranslation(block_wpos - offset);
driver->setTransform(video::ETS_WORLD, m);
- driver->drawMeshBuffer(buf);
+ descriptor.draw(driver);
vertex_count += buf->getIndexCount();
}
m_needs_update_transparent_meshes = false;
}
+scene::IMeshBuffer* ClientMap::DrawDescriptor::getBuffer()
+{
+ return m_use_partial_buffer ? m_partial_buffer->getBuffer() : m_buffer;
+}
+
+void ClientMap::DrawDescriptor::draw(video::IVideoDriver* driver)
+{
+ if (m_use_partial_buffer) {
+ m_partial_buffer->beforeDraw();
+ driver->drawMeshBuffer(m_partial_buffer->getBuffer());
+ m_partial_buffer->afterDraw();
+ } else {
+ driver->drawMeshBuffer(m_buffer);
+ }
+}
DrawDescriptor(v3s16 pos, const PartialMeshBuffer *buffer) :
m_pos(pos), m_partial_buffer(buffer), m_reuse_material(false), m_use_partial_buffer(true)
{}
+
+ scene::IMeshBuffer* getBuffer();
+ void draw(video::IVideoDriver* driver);
};
Client *m_client;
if (m_prop.visual == "upright_sprite") {
if (!m_meshnode)
return;
-
- scene::IMesh *mesh = m_meshnode->getMesh();
- for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
- buf->getMaterial().EmissiveColor = light_color;
- }
+ for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i)
+ m_meshnode->getMaterial(i).EmissiveColor = light_color;
} else {
scene::ISceneNode *node = getSceneNode();
if (!node)
void PartialMeshBuffer::beforeDraw() const
{
// Patch the indexes in the mesh buffer before draw
-
- m_buffer->Indices.clear();
- if (!m_vertex_indexes.empty()) {
- for (auto index : m_vertex_indexes)
- m_buffer->Indices.push_back(index);
- }
+ m_buffer->Indices = std::move(m_vertex_indexes);
m_buffer->setDirty(scene::EBT_INDEX);
}
+void PartialMeshBuffer::afterDraw() const
+{
+ // Take the data back
+ m_vertex_indexes = std::move(m_buffer->Indices.steal());
+}
+
/*
MapBlockMesh
*/
const auto &t = m_transparent_triangles[i];
if (current_buffer != t.buffer) {
if (current_buffer) {
- m_transparent_buffers.emplace_back(current_buffer, current_strain);
+ m_transparent_buffers.emplace_back(current_buffer, std::move(current_strain));
current_strain.clear();
}
current_buffer = t.buffer;
}
if (!current_strain.empty())
- m_transparent_buffers.emplace_back(current_buffer, current_strain);
+ m_transparent_buffers.emplace_back(current_buffer, std::move(current_strain));
}
void MapBlockMesh::consolidateTransparentBuffers()
for (const auto &t : m_transparent_triangles) {
if (current_buffer != t.buffer) {
if (current_buffer != nullptr) {
- this->m_transparent_buffers.emplace_back(current_buffer, current_strain);
+ this->m_transparent_buffers.emplace_back(current_buffer, std::move(current_strain));
current_strain.clear();
}
current_buffer = t.buffer;
}
if (!current_strain.empty()) {
- this->m_transparent_buffers.emplace_back(current_buffer, current_strain);
+ this->m_transparent_buffers.emplace_back(current_buffer, std::move(current_strain));
}
}
s32 root = -1; // index of the root node
};
+/*
+ * PartialMeshBuffer
+ *
+ * Attach alternate `Indices` to an existing mesh buffer, to make it possible to use different
+ * indices with the same vertex buffer.
+ *
+ * Irrlicht does not currently support this: `CMeshBuffer` ties together a single vertex buffer
+ * and a single index buffer. There's no way to share these between mesh buffers.
+ *
+ */
class PartialMeshBuffer
{
public:
- PartialMeshBuffer(scene::SMeshBuffer *buffer, const std::vector<u16> &vertex_indexes) :
- m_buffer(buffer), m_vertex_indexes(vertex_indexes)
+ PartialMeshBuffer(scene::SMeshBuffer *buffer, std::vector<u16> &&vertex_indexes) :
+ m_buffer(buffer), m_vertex_indexes(std::move(vertex_indexes))
{}
scene::IMeshBuffer *getBuffer() const { return m_buffer; }
const std::vector<u16> &getVertexIndexes() const { return m_vertex_indexes; }
void beforeDraw() const;
+ void afterDraw() const;
private:
scene::SMeshBuffer *m_buffer;
- std::vector<u16> m_vertex_indexes;
+ mutable std::vector<u16> m_vertex_indexes;
};
/*
shaders_header << "#define SOFTSHADOWRADIUS " << shadow_soft_radius << "\n";
}
+ shaders_header << "#line 0\n"; // reset the line counter for meaningful diagnostics
+
std::string common_header = shaders_header.str();
std::string vertex_shader = m_sourcecache.getOrLoad(name, "opengl_vertex.glsl");
std::string prefix;
if (m_shadow_map_colored)
prefix.append("#define COLORED_SHADOWS 1\n");
+ prefix.append("#line 0\n");
std::string content;
fs::ReadFile(path, content);
Settings conf;
if (!conf_path.empty() && conf.readConfigFile(conf_path.c_str())) {
- if (conf.exists("name"))
+ if (conf.exists("title"))
+ spec.title = conf.get("title");
+ else if (spec.type == "game" && conf.exists("name"))
+ spec.title = conf.get("name");
+
+ if (spec.type != "game" && conf.exists("name"))
spec.name = conf.get("name");
if (conf.exists("description"))
std::string type;
std::string author;
u32 release = 0;
+
+ /// Technical name / Id
std::string name;
+
+ /// Human-readable title
+ std::string title;
+
+ /// Short description
std::string desc;
std::string path;
};
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
+#include <common/c_internal.h>
#include "content/subgames.h"
#include "porting.h"
#include "filesys.h"
}
+
+void SubgameSpec::checkAndLog() const
+{
+ // Log deprecation messages
+ auto handling_mode = get_deprecated_handling_mode();
+ if (!deprecation_msgs.empty() && handling_mode != DeprecatedHandlingMode::Ignore) {
+ std::ostringstream os;
+ os << "Game " << title << " at " << path << ":" << std::endl;
+ for (auto msg : deprecation_msgs)
+ os << "\t" << msg << std::endl;
+
+ if (handling_mode == DeprecatedHandlingMode::Error)
+ throw ModError(os.str());
+ else
+ warningstream << os.str();
+ }
+}
+
+
struct GameFindPath
{
std::string path;
Settings conf;
conf.readConfigFile(conf_path.c_str());
- std::string game_name;
- if (conf.exists("name"))
- game_name = conf.get("name");
+ std::string game_title;
+ if (conf.exists("title"))
+ game_title = conf.get("title");
+ else if (conf.exists("name"))
+ game_title = conf.get("name");
else
- game_name = id;
+ game_title = id;
std::string game_author;
if (conf.exists("author"))
menuicon_path = getImagePath(
game_path + DIR_DELIM + "menu" + DIR_DELIM + "icon.png");
#endif
- return SubgameSpec(id, game_path, gamemod_path, mods_paths, game_name,
+
+ SubgameSpec spec(id, game_path, gamemod_path, mods_paths, game_title,
menuicon_path, game_author, game_release);
+
+ if (conf.exists("name") && !conf.exists("title"))
+ spec.deprecation_msgs.push_back("\"name\" setting in game.conf is deprecated, please use \"title\" instead");
+
+ return spec;
}
SubgameSpec findWorldSubgame(const std::string &world_path)
std::string conf_path = world_gamepath + DIR_DELIM + "game.conf";
conf.readConfigFile(conf_path.c_str());
- if (conf.exists("name"))
- gamespec.name = conf.get("name");
+ if (conf.exists("title"))
+ gamespec.title = conf.get("title");
+ else if (conf.exists("name"))
+ gamespec.title = conf.get("name");
else
- gamespec.name = world_gameid;
+ gamespec.title = world_gameid;
return gamespec;
}
struct SubgameSpec
{
std::string id;
- std::string name;
+ std::string title;
std::string author;
int release;
std::string path;
std::unordered_map<std::string, std::string> addon_mods_paths;
std::string menuicon_path;
+ // For logging purposes
+ std::vector<const char *> deprecation_msgs;
+
SubgameSpec(const std::string &id = "", const std::string &path = "",
const std::string &gamemods_path = "",
const std::unordered_map<std::string, std::string> &addon_mods_paths = {},
- const std::string &name = "",
+ const std::string &title = "",
const std::string &menuicon_path = "",
const std::string &author = "", int release = 0) :
id(id),
- name(name), author(author), release(release), path(path),
+ title(title), author(author), release(release), path(path),
gamemods_path(gamemods_path), addon_mods_paths(addon_mods_paths),
menuicon_path(menuicon_path)
{
}
bool isValid() const { return (!id.empty() && !path.empty()); }
+ void checkAndLog() const;
};
SubgameSpec findSubgame(const std::string &id);
settings->setDefault("shadow_filters", "1");
settings->setDefault("shadow_poisson_filter", "true");
settings->setDefault("shadow_update_frames", "8");
- settings->setDefault("shadow_soft_radius", "1.0");
+ settings->setDefault("shadow_soft_radius", "5.0");
settings->setDefault("shadow_sky_body_orbit_tilt", "0.0");
// Input
#endif
}
-GUIConfirmRegistration::~GUIConfirmRegistration()
-{
- removeChildren();
-}
-
-void GUIConfirmRegistration::removeChildren()
-{
- const core::list<gui::IGUIElement *> &children = getChildren();
- core::list<gui::IGUIElement *> children_copy;
- for (gui::IGUIElement *i : children)
- children_copy.push_back(i);
- for (gui::IGUIElement *i : children_copy)
- i->remove();
-}
-
void GUIConfirmRegistration::regenerateGui(v2u32 screensize)
{
acceptInput();
- removeChildren();
+ removeAllChildren();
/*
Calculate new sizes and positions
s32 id, IMenuManager *menumgr, Client *client,
const std::string &playername, const std::string &password,
bool *aborted, ISimpleTextureSource *tsrc);
- ~GUIConfirmRegistration();
-
- void removeChildren();
/*
Remove and re-add (or reposition) stuff
*/
GUIFormSpecMenu::~GUIFormSpecMenu()
{
- removeChildren();
+ removeAllChildren();
+ removeTooltip();
for (auto &table_it : m_tables)
table_it.second->drop();
}
}
-void GUIFormSpecMenu::removeChildren()
+void GUIFormSpecMenu::removeTooltip()
{
- const core::list<gui::IGUIElement*> &children = getChildren();
-
- while (!children.empty()) {
- (*children.getLast())->remove();
- }
-
if (m_tooltip_element) {
m_tooltip_element->remove();
m_tooltip_element->drop();
// 5. first focusable (not statictext, not tabheader)
// 6. first child element
- core::list<gui::IGUIElement*> children = getChildren();
-
- // in case "children" contains any NULL elements, remove them
- for (core::list<gui::IGUIElement*>::Iterator it = children.begin();
- it != children.end();) {
- if (*it)
- ++it;
- else
- it = children.erase(it);
- }
+ const auto& children = getChildren();
// 1. first empty editbox
for (gui::IGUIElement *it : children) {
}
// 4. last button
- for (core::list<gui::IGUIElement*>::Iterator it = children.getLast();
- it != children.end(); --it) {
+ for (auto it = children.rbegin(); it != children.rend(); ++it) {
if ((*it)->getType() == gui::EGUIET_BUTTON) {
Environment->setFocus(*it);
return;
if (children.empty())
Environment->setFocus(this);
else
- Environment->setFocus(*(children.begin()));
+ Environment->setFocus(children.front());
}
GUITable* GUIFormSpecMenu::getTable(const std::string &tablename)
}
// Remove children
- removeChildren();
+ removeAllChildren();
+ removeTooltip();
for (auto &table_it : m_tables)
table_it.second->drop();
pos_offset = v2f32();
// used for formspec versions < 3
- core::list<IGUIElement *>::Iterator legacy_sort_start = Children.getLast();
+ std::list<IGUIElement *>::iterator legacy_sort_start = std::prev(Children.end()); // last element
if (enable_prepends) {
// Backup the coordinates so that prepends can use the coordinates of choice.
// legacy sorting for formspec versions < 3
if (m_formspec_version >= 3)
// prepends do not need to be reordered
- legacy_sort_start = Children.getLast();
+ legacy_sort_start = std::prev(Children.end()); // last element
else if (version_backup >= 3)
// only prepends elements have to be reordered
legacySortElements(legacy_sort_start);
}
}
-void GUIFormSpecMenu::legacySortElements(core::list<IGUIElement *>::Iterator from)
+void GUIFormSpecMenu::legacySortElements(std::list<IGUIElement *>::iterator from)
{
/*
Draw order for formspec_version <= 2:
if (from == Children.end())
from = Children.begin();
else
- from++;
+ ++from;
- core::list<IGUIElement *>::Iterator to = Children.end();
+ std::list<IGUIElement *>::iterator to = Children.end();
// 1: Copy into a sortable container
- std::vector<IGUIElement *> elements;
- for (auto it = from; it != to; ++it)
- elements.emplace_back(*it);
+ std::vector<IGUIElement *> elements(from, to);
// 2: Sort the container
std::stable_sort(elements.begin(), elements.end(),
[this] (const IGUIElement *a, const IGUIElement *b) -> bool {
+ // TODO: getSpecByID is a linear search. It should made O(1), or cached here.
const FieldSpec *spec_a = getSpecByID(a->getID());
const FieldSpec *spec_b = getSpecByID(b->getID());
return spec_a && spec_b &&
});
// 3: Re-assign the pointers
- for (auto e : elements) {
- *from = e;
- from++;
- }
+ reorderChildren(from, to, elements);
}
#ifdef __ANDROID__
/*
This is where all the drawing happens.
*/
- core::list<IGUIElement*>::Iterator it = Children.begin();
- for (; it != Children.end(); ++it)
- if ((*it)->isNotClipped() ||
+ for (auto child : Children)
+ if (child->isNotClipped() ||
AbsoluteClippingRect.isRectCollided(
- (*it)->getAbsolutePosition()))
- (*it)->draw();
+ child->getAbsolutePosition()))
+ child->draw();
for (gui::IGUIElement *e : m_clickthrough_elements)
e->setVisible(false);
m_lockscreensize = basescreensize;
}
- void removeChildren();
+ void removeTooltip();
void setInitialFocus();
void setFocus(const std::string &elementname)
* types were drawn before others.
* This function sorts the elements in the old order for backwards compatibility.
*/
- void legacySortElements(core::list<IGUIElement *>::Iterator from);
+ void legacySortElements(std::list<IGUIElement *>::iterator from);
int m_btn_height;
gui::IGUIFont *m_font = nullptr;
GUIKeyChangeMenu::~GUIKeyChangeMenu()
{
- removeChildren();
+ removeAllChildren();
+ key_used_text = nullptr;
for (key_setting *ks : key_settings) {
delete[] ks->button_name;
key_settings.clear();
}
-void GUIKeyChangeMenu::removeChildren()
-{
- const core::list<gui::IGUIElement*> &children = getChildren();
- core::list<gui::IGUIElement*> children_copy;
- for (gui::IGUIElement*i : children) {
- children_copy.push_back(i);
- }
-
- for (gui::IGUIElement *i : children_copy) {
- i->remove();
- }
- key_used_text = nullptr;
-}
-
void GUIKeyChangeMenu::regenerateGui(v2u32 screensize)
{
- removeChildren();
+ removeAllChildren();
+ key_used_text = nullptr;
const float s = m_gui_scale;
DesiredRect = core::rect<s32>(
IMenuManager *menumgr, ISimpleTextureSource *tsrc);
~GUIKeyChangeMenu();
- void removeChildren();
/*
Remove and re-add (or reposition) stuff
*/
{
}
-GUIPasswordChange::~GUIPasswordChange()
-{
- removeChildren();
-}
-
-void GUIPasswordChange::removeChildren()
-{
- const core::list<gui::IGUIElement *> &children = getChildren();
- core::list<gui::IGUIElement *> children_copy;
- for (gui::IGUIElement *i : children) {
- children_copy.push_back(i);
- }
-
- for (gui::IGUIElement *i : children_copy) {
- i->remove();
- }
-}
void GUIPasswordChange::regenerateGui(v2u32 screensize)
{
/*
/*
Remove stuff
*/
- removeChildren();
+ removeAllChildren();
/*
Calculate new sizes and positions
GUIPasswordChange(gui::IGUIEnvironment *env, gui::IGUIElement *parent, s32 id,
IMenuManager *menumgr, Client *client,
ISimpleTextureSource *tsrc);
- ~GUIPasswordChange();
- void removeChildren();
/*
Remove and re-add (or reposition) stuff
*/
GUIFileSelectMenu::~GUIFileSelectMenu()
{
- removeChildren();
setlocale(LC_NUMERIC, "C");
}
void GUIFileSelectMenu::regenerateGui(v2u32 screensize)
{
- removeChildren();
+ removeAllChildren();
m_fileOpenDialog = 0;
core::dimension2du size(600 * m_gui_scale, 400 * m_gui_scale);
void GUIScrollContainer::draw()
{
if (isVisible()) {
- core::list<IGUIElement *>::Iterator it = Children.begin();
- for (; it != Children.end(); ++it)
- if ((*it)->isNotClipped() ||
+ for (auto child : Children)
+ if (child->isNotClipped() ||
AbsoluteClippingRect.isRectCollided(
- (*it)->getAbsolutePosition()))
- (*it)->draw();
+ child->getAbsolutePosition()))
+ child->draw();
}
}
{
}
-GUIVolumeChange::~GUIVolumeChange()
-{
- removeChildren();
-}
-
-void GUIVolumeChange::removeChildren()
-{
- if (gui::IGUIElement *e = getElementFromId(ID_soundText))
- e->remove();
-
- if (gui::IGUIElement *e = getElementFromId(ID_soundExitButton))
- e->remove();
-
- if (gui::IGUIElement *e = getElementFromId(ID_soundSlider))
- e->remove();
-
- if (gui::IGUIElement *e = getElementFromId(ID_soundMuteButton))
- e->remove();
-}
-
void GUIVolumeChange::regenerateGui(v2u32 screensize)
{
/*
Remove stuff
*/
- removeChildren();
+ removeAllChildren();
/*
Calculate new sizes and positions
*/
GUIVolumeChange(gui::IGUIEnvironment* env,
gui::IGUIElement* parent, s32 id,
IMenuManager *menumgr, ISimpleTextureSource *tsrc);
- ~GUIVolumeChange();
-
- void removeChildren();
/*
Remove and re-add (or reposition) stuff
*/
// Remove all entries if there are duplicates
m_stack.remove(menu);
- /*core::list<GUIModalMenu*>::Iterator i = m_stack.getLast();
- assert(*i == menu);
- m_stack.erase(i);*/
-
if(!m_stack.empty())
m_stack.back()->setVisible(true);
}
#endif
}
-void GUIModalMenu::removeChildren()
-{
- const core::list<gui::IGUIElement *> &children = getChildren();
- core::list<gui::IGUIElement *> children_copy;
- for (gui::IGUIElement *i : children) {
- children_copy.push_back(i);
- }
-
- for (gui::IGUIElement *i : children_copy) {
- i->remove();
- }
-}
-
// clang-format off
bool GUIModalMenu::DoubleClickDetection(const SEvent &event)
{
bool canTakeFocus(gui::IGUIElement *e);
void draw();
void quitMenu();
- void removeChildren();
virtual void regenerateGui(v2u32 screensize) = 0;
virtual void drawMenu() = 0;
Driver->grab();
setInvisibleCharacters(L" ");
-
- // Glyphs aren't reference counted, so don't try to delete them when we free the array.
- Glyphs.set_free_when_destroyed(false);
}
bool CGUITTFont::load(const io::path& filename, const u32 size, const bool antialias, const bool transparency)
{
// Delete the glyphs and glyph pages.
reset_images();
- CGUITTAssistDelete::Delete(Glyphs);
- //Glyphs.clear();
+ Glyphs.clear();
// We aren't using this face anymore.
auto n = c_faces.find(filename);
update_glyph_pages();
auto it = Render_Map.begin();
auto ie = Render_Map.end();
+ core::array<core::vector2di> tmp_positions;
+ core::array<core::recti> tmp_source_rects;
while (it != ie)
{
CGUITTGlyphPage* page = it->second;
do
++i;
while (i < page->render_positions.size() && page->render_colors[i] == colprev);
- core::array<core::vector2di> tmp_positions;
- core::array<core::recti> tmp_source_rects;
- tmp_positions.set_pointer(&page->render_positions[ibegin], i - ibegin, false, false); // no copy
- tmp_source_rects.set_pointer(&page->render_source_rects[ibegin], i - ibegin, false, false);
+ tmp_positions.set_data(&page->render_positions[ibegin], i - ibegin);
+ tmp_source_rects.set_data(&page->render_source_rects[ibegin], i - ibegin);
--i;
if (!use_transparency)
#include <map>
#include <irrUString.h>
#include "util/enriched_string.h"
+#include "util/basic_macros.h"
#include FT_FREETYPE_H
namespace irr
struct SGUITTFace;
class CGUITTFont;
- //! Class to assist in deleting glyphs.
- class CGUITTAssistDelete
- {
- public:
- template <class T, typename TAlloc>
- static void Delete(core::array<T, TAlloc>& a)
- {
- TAlloc allocator;
- allocator.deallocate(a.pointer());
- }
- };
-
//! Structure representing a single TrueType glyph.
struct SGUITTGlyph
{
//! Constructor.
- SGUITTGlyph() : isLoaded(false), glyph_page(0), surface(0), parent(0) {}
+ SGUITTGlyph() :
+ isLoaded(false),
+ glyph_page(0),
+ source_rect(),
+ offset(),
+ advance(),
+ surface(0),
+ parent(0)
+ {}
+
+ DISABLE_CLASS_COPY(SGUITTGlyph);
+
+ //! This class would be trivially copyable except for the reference count on `surface`.
+ SGUITTGlyph(SGUITTGlyph &&other) :
+ isLoaded(other.isLoaded),
+ glyph_page(other.glyph_page),
+ source_rect(other.source_rect),
+ offset(other.offset),
+ advance(other.advance),
+ surface(other.surface),
+ parent(other.parent)
+ {
+ other.surface = 0;
+ }
//! Destructor.
~SGUITTGlyph() { unload(); }
lua_settable(L, top_lvl2);
lua_pushstring(L, "name");
- lua_pushstring(L, game.name.c_str());
+ lua_pushstring(L, game.title.c_str());
+ lua_settable(L, top_lvl2);
+
+ lua_pushstring(L, "title");
+ lua_pushstring(L, game.title.c_str());
lua_settable(L, top_lvl2);
lua_pushstring(L, "author");
lua_pushstring(L, spec.author.c_str());
lua_setfield(L, -2, "author");
+ if (!spec.title.empty()) {
+ lua_pushstring(L, spec.title.c_str());
+ lua_setfield(L, -2, "title");
+ }
+
lua_pushinteger(L, spec.release);
lua_setfield(L, -2, "release");
m_script->loadMod(getBuiltinLuaPath() + DIR_DELIM "init.lua", BUILTIN_MOD_NAME);
+ m_gamespec.checkAndLog();
m_modmgr->loadMods(m_script);
// Read Textures and calculate sha1 sums
// Version
os << "version: " << g_version_string;
// Game
- os << " | game: " << (m_gamespec.name.empty() ? m_gamespec.id : m_gamespec.name);
+ os << " | game: " << (m_gamespec.title.empty() ? m_gamespec.id : m_gamespec.title);
// Uptime
os << " | uptime: " << duration_to_string((int) m_uptime_counter->get());
// Max lag estimate
MapNode node;
bool position_valid;
- core::list<v3s16> validity_exceptions;
+ std::list<v3s16> validity_exceptions;
TC()
{
{
//return position_valid ^ (p==position_valid_exception);
bool exception = false;
- for(core::list<v3s16>::Iterator i=validity_exceptions.begin();
+ for(std::list<v3s16>::iterator i=validity_exceptions.begin();
i != validity_exceptions.end(); i++)
{
if(p == *i)
<< #expected << std::endl \
<< " at " << fs::GetFilenameFromPath(__FILE__) << ":" \
<< __LINE__ << std::endl \
- << " actual: " << a << std::endl << " expected: " \
+ << " actual : " << a << std::endl << " expected: " \
<< e << std::endl; \
throw TestFailedException(); \
} \
void TestSerialization::testSerializeJsonString()
{
+ std::istringstream is(std::ios::binary);
+ const auto reset_is = [&] (const std::string &s) {
+ is.clear();
+ is.str(s);
+ };
+ const auto assert_at_eof = [] (std::istream &is) {
+ is.get();
+ UASSERT(is.eof());
+ };
+
// Test blank string
- UASSERT(serializeJsonString("") == "\"\"");
+ UASSERTEQ(std::string, serializeJsonString(""), "\"\"");
+ reset_is("\"\"");
+ UASSERTEQ(std::string, deSerializeJsonString(is), "");
+ assert_at_eof(is);
// Test basic string
- UASSERT(serializeJsonString("Hello world!") == "\"Hello world!\"");
+ UASSERTEQ(std::string, serializeJsonString("Hello world!"), "\"Hello world!\"");
+ reset_is("\"Hello world!\"");
+ UASSERTEQ(std::string, deSerializeJsonString(is), "Hello world!");
+ assert_at_eof(is);
+
+ // Test optional serialization
+ const std::pair<const char*, const char*> test_pairs[] = {
+ { "abc", "abc" },
+ { "x y z", "\"x y z\"" },
+ { "\"", "\"\\\"\"" },
+ };
+ for (auto it : test_pairs) {
+ UASSERTEQ(std::string, serializeJsonStringIfNeeded(it.first), it.second);
+ reset_is(it.second);
+ UASSERTEQ(std::string, deSerializeJsonStringIfNeeded(is), it.first);
+ assert_at_eof(is);
+ }
- // MSVC fails when directly using "\\\\"
- std::string backslash = "\\";
- UASSERT(serializeJsonString(teststring2) ==
- mkstr("\"") +
+ // Test all byte values
+ const std::string bs = "\\"; // MSVC fails when directly using "\\\\"
+ const std::string expected = mkstr("\"") +
"\\u0000\\u0001\\u0002\\u0003\\u0004\\u0005\\u0006\\u0007" +
"\\b\\t\\n\\u000b\\f\\r\\u000e\\u000f" +
"\\u0010\\u0011\\u0012\\u0013\\u0014\\u0015\\u0016\\u0017" +
"\\u0018\\u0019\\u001a\\u001b\\u001c\\u001d\\u001e\\u001f" +
- " !\\\"" + teststring2.substr(0x23, 0x2f-0x23) +
- "\\/" + teststring2.substr(0x30, 0x5c-0x30) +
- backslash + backslash + teststring2.substr(0x5d, 0x7f-0x5d) + "\\u007f" +
+ " !\\\"" + teststring2.substr(0x23, 0x5c-0x23) +
+ bs + bs + teststring2.substr(0x5d, 0x7f-0x5d) + "\\u007f" +
"\\u0080\\u0081\\u0082\\u0083\\u0084\\u0085\\u0086\\u0087" +
"\\u0088\\u0089\\u008a\\u008b\\u008c\\u008d\\u008e\\u008f" +
"\\u0090\\u0091\\u0092\\u0093\\u0094\\u0095\\u0096\\u0097" +
"\\u00e8\\u00e9\\u00ea\\u00eb\\u00ec\\u00ed\\u00ee\\u00ef" +
"\\u00f0\\u00f1\\u00f2\\u00f3\\u00f4\\u00f5\\u00f6\\u00f7" +
"\\u00f8\\u00f9\\u00fa\\u00fb\\u00fc\\u00fd\\u00fe\\u00ff" +
- "\"");
-
- // Test deserialize
- std::istringstream is(serializeJsonString(teststring2), std::ios::binary);
- UASSERT(deSerializeJsonString(is) == teststring2);
- UASSERT(!is.eof());
- is.get();
- UASSERT(is.eof());
+ "\"";
+ std::string serialized = serializeJsonString(teststring2);
+ UASSERTEQ(std::string, serialized, expected);
+
+ reset_is(serialized);
+ UASSERTEQ(std::string, deSerializeJsonString(is), teststring2);
+ UASSERT(!is.eof()); // should have stopped at " so eof must not be set yet
+ assert_at_eof(is);
+
+ // Test that deserialization leaves rest of stream alone
+ std::string tmp;
+ reset_is("\"foo\"bar");
+ UASSERTEQ(std::string, deSerializeJsonString(is), "foo");
+ std::getline(is, tmp, '\0');
+ UASSERTEQ(std::string, tmp, "bar");
+
+ reset_is("\"x y z\"bar");
+ UASSERTEQ(std::string, deSerializeJsonStringIfNeeded(is), "x y z");
+ std::getline(is, tmp, '\0');
+ UASSERTEQ(std::string, tmp, "bar");
+
+ reset_is("foo bar");
+ UASSERTEQ(std::string, deSerializeJsonStringIfNeeded(is), "foo");
+ std::getline(is, tmp, '\0');
+ UASSERTEQ(std::string, tmp, " bar");
}
*/
#include "serialize.h"
-#include "pointer.h"
#include "porting.h"
#include "util/string.h"
+#include "util/hex.h"
#include "exceptions.h"
#include "irrlichttypes.h"
-#include <sstream>
-#include <iomanip>
-#include <vector>
+#include <iostream>
+#include <cassert>
FloatType g_serialize_f32_type = FLOATTYPE_UNKNOWN;
}
////
-//// JSON
+//// JSON-like strings
////
std::string serializeJsonString(const std::string &plain)
{
- std::ostringstream os(std::ios::binary);
- os << "\"";
+ std::string tmp;
+
+ tmp.reserve(plain.size() + 2);
+ tmp.push_back('"');
for (char c : plain) {
switch (c) {
case '"':
- os << "\\\"";
+ tmp.append("\\\"");
break;
case '\\':
- os << "\\\\";
- break;
- case '/':
- os << "\\/";
+ tmp.append("\\\\");
break;
case '\b':
- os << "\\b";
+ tmp.append("\\b");
break;
case '\f':
- os << "\\f";
+ tmp.append("\\f");
break;
case '\n':
- os << "\\n";
+ tmp.append("\\n");
break;
case '\r':
- os << "\\r";
+ tmp.append("\\r");
break;
case '\t':
- os << "\\t";
+ tmp.append("\\t");
break;
default: {
if (c >= 32 && c <= 126) {
- os << c;
+ tmp.push_back(c);
} else {
- u32 cnum = (u8)c;
- os << "\\u" << std::hex << std::setw(4)
- << std::setfill('0') << cnum;
+ // We pretend that Unicode codepoints map to bytes (they don't)
+ u8 cnum = static_cast<u8>(c);
+ tmp.append("\\u00");
+ tmp.push_back(hex_chars[cnum >> 4]);
+ tmp.push_back(hex_chars[cnum & 0xf]);
}
break;
}
}
}
- os << "\"";
- return os.str();
+ tmp.push_back('"');
+ return tmp;
+}
+
+static void deSerializeJsonString(std::string &s)
+{
+ assert(s.size() >= 2);
+ assert(s.front() == '"' && s.back() == '"');
+
+ size_t w = 0; // write index
+ size_t i = 1; // read index
+ const size_t len = s.size() - 1; // string length with trailing quote removed
+
+ while (i < len) {
+ char c = s[i++];
+ assert(c != '"');
+
+ if (c != '\\') {
+ s[w++] = c;
+ continue;
+ }
+
+ if (i >= len)
+ throw SerializationError("JSON string ended prematurely");
+ char c2 = s[i++];
+ switch (c2) {
+ case 'b':
+ s[w++] = '\b';
+ break;
+ case 'f':
+ s[w++] = '\f';
+ break;
+ case 'n':
+ s[w++] = '\n';
+ break;
+ case 'r':
+ s[w++] = '\r';
+ break;
+ case 't':
+ s[w++] = '\t';
+ break;
+ case 'u': {
+ if (i + 3 >= len)
+ throw SerializationError("JSON string ended prematurely");
+ unsigned char v[4] = {};
+ for (int j = 0; j < 4; j++)
+ hex_digit_decode(s[i+j], v[j]);
+ i += 4;
+ u32 hexnumber = (v[0] << 12) | (v[1] << 8) | (v[2] << 4) | v[3];
+ // Note that this does not work for anything other than ASCII
+ // but these functions do not actually interact with real JSON input.
+ s[w++] = (int) hexnumber;
+ break;
+ }
+ default:
+ s[w++] = c2;
+ break;
+ }
+ }
+
+ assert(w <= i && i <= len);
+ // Truncate string to current write index
+ s.resize(w);
}
std::string deSerializeJsonString(std::istream &is)
{
- std::ostringstream os(std::ios::binary);
- char c, c2;
+ std::string tmp;
+ char c;
+ bool was_backslash = false;
// Parse initial doublequote
- is >> c;
+ c = is.get();
if (c != '"')
throw SerializationError("JSON string must start with doublequote");
+ tmp.push_back(c);
- // Parse characters
+ // Grab the entire json string
for (;;) {
c = is.get();
if (is.eof())
throw SerializationError("JSON string ended prematurely");
- if (c == '"') {
- return os.str();
- }
-
- if (c == '\\') {
- c2 = is.get();
- if (is.eof())
- throw SerializationError("JSON string ended prematurely");
- switch (c2) {
- case 'b':
- os << '\b';
- break;
- case 'f':
- os << '\f';
- break;
- case 'n':
- os << '\n';
- break;
- case 'r':
- os << '\r';
- break;
- case 't':
- os << '\t';
- break;
- case 'u': {
- int hexnumber;
- char hexdigits[4 + 1];
-
- is.read(hexdigits, 4);
- if (is.eof())
- throw SerializationError("JSON string ended prematurely");
- hexdigits[4] = 0;
-
- std::istringstream tmp_is(hexdigits, std::ios::binary);
- tmp_is >> std::hex >> hexnumber;
- os << (char)hexnumber;
- break;
- }
- default:
- os << c2;
- break;
- }
- } else {
- os << c;
- }
+ tmp.push_back(c);
+ if (was_backslash)
+ was_backslash = false;
+ else if (c == '\\')
+ was_backslash = true;
+ else if (c == '"')
+ break; // found end of string
}
- return os.str();
+ deSerializeJsonString(tmp);
+ return tmp;
}
std::string serializeJsonStringIfNeeded(const std::string &s)
std::string deSerializeJsonStringIfNeeded(std::istream &is)
{
- std::stringstream tmp_os(std::ios_base::binary | std::ios_base::in | std::ios_base::out);
- bool expect_initial_quote = true;
- bool is_json = false;
- bool was_backslash = false;
- for (;;) {
- char c = is.get();
- if (is.eof())
- break;
-
- if (expect_initial_quote && c == '"') {
- tmp_os << c;
- is_json = true;
- } else if(is_json) {
- tmp_os << c;
- if (was_backslash)
- was_backslash = false;
- else if (c == '\\')
- was_backslash = true;
- else if (c == '"')
- break; // Found end of string
- } else {
- if (c == ' ') {
- // Found end of word
- is.unget();
- break;
- }
-
- tmp_os << c;
- }
- expect_initial_quote = false;
- }
- if (is_json) {
- return deSerializeJsonString(tmp_os);
+ // Check for initial quote
+ char c = is.peek();
+ if (is.eof())
+ return "";
+
+ if (c == '"') {
+ // json string: defer to the right implementation
+ return deSerializeJsonString(is);
}
- return tmp_os.str();
+ // not a json string:
+ std::string tmp;
+ std::getline(is, tmp, ' ');
+ if (!is.eof())
+ is.unget(); // we hit a space, put it back
+ return tmp;
}
echo "The compiler runtime DLLs could not be found, they might be missing in the final package."
# Get stuff
-irrlicht_version=1.9.0mt5
+irrlicht_version=1.9.0mt6
ogg_version=1.3.5
openal_version=1.21.1
vorbis_version=1.3.7
echo "The compiler runtime DLLs could not be found, they might be missing in the final package."
# Get stuff
-irrlicht_version=1.9.0mt5
+irrlicht_version=1.9.0mt6
ogg_version=1.3.5
openal_version=1.21.1
vorbis_version=1.3.7
shift
pkgs+=(libirrlicht-dev)
else
- wget "https://github.com/minetest/irrlicht/releases/download/1.9.0mt5/ubuntu-bionic.tar.gz"
+ wget "https://github.com/minetest/irrlicht/releases/download/1.9.0mt6/ubuntu-bionic.tar.gz"
sudo tar -xaf ubuntu-bionic.tar.gz -C /usr/local
fi