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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Merge branch 'xMAC94x/prepare_toolchain_upgrade' into 'master'
prepare comments intendation for next toolchain See merge request veloren/veloren!4519
This commit is contained in:
commit
94c74cb2f2
@ -424,12 +424,10 @@ impl LocalizationGuard {
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/// 1) Because content we want is localized itself and has arguments, we
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/// iterate over them and localize, recursively. Having that, we localize
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/// our content.
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///
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/// 2) Now there is a chance that some of args have missing
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/// internalization. In that case, we insert arg name as placeholder and
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/// mark it as broken. Then we repeat *whole* procedure on fallback
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/// language if we have it.
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///
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/// 2) Now there is a chance that some of args have missing internalization.
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/// In that case, we insert arg name as placeholder and mark it as
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/// broken. Then we repeat *whole* procedure on fallback language if we
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/// have it.
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/// 3) Otherwise, return result from (1).
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// NOTE: it's important that we only use one language at the time, because
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// otherwise we will get partially-translated message.
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@ -3331,6 +3331,7 @@ mod tests {
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/// CHANGING IT WILL BREAK 3rd PARTY APPLICATIONS (please extend) which
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/// needs to be informed (or fixed)
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/// - torvus: https://gitlab.com/veloren/torvus
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///
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/// CONTACT @Core Developer BEFORE MERGING CHANGES TO THIS TEST
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fn constant_api_test() {
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use common::clock::Clock;
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@ -20,6 +20,7 @@ const VELOREN_USERDATA_ENV: &str = "VELOREN_USERDATA";
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/// 1. The VELOREN_USERDATA environment variable
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/// 2. The VELOREN_USERDATA_STRATEGY environment variable
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/// 3. The CARGO_MANIFEST_DIR/userdata or CARGO_MANIFEST_DIR/../userdata
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///
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/// depending on if a workspace if being used
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pub fn userdata_dir(workspace: bool, strategy: Option<&str>, manifest_dir: &str) -> PathBuf {
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// 1. The VELOREN_USERDATA environment variable
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@ -45,12 +45,11 @@ impl Origin {
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pub struct CpuTimeline {
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/// measurements for a System
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/// - The first entry will always be ParMode::Single, as when the
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/// System::run is executed, we run
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/// single threaded until we start a Rayon::ParIter or similar
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/// System::run is executed, we run single threaded until we start a
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/// Rayon::ParIter or similar
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/// - The last entry will contain the end time of the System. To mark the
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/// End it will always contain
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/// ParMode::None, which means from that point on 0 CPU threads work in this
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/// system
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/// End it will always contain ParMode::None, which means from that point
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/// on 0 CPU threads work in this system
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measures: Vec<(Instant, ParMode)>,
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}
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@ -27,6 +27,7 @@ const RUST_LOG_ENV: &str = "RUST_LOG";
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/// - warn for `prometheus_hyper`, `dot_vox`, `gfx_device_gl::factory,
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/// `gfx_device_gl::shade` trace for `veloren_voxygen`, info for everything
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/// else
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///
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/// `RUST_LOG="prometheus_hyper=warn,dot_vox::parser=warn,gfx_device_gl::
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/// factory=warn,gfx_device_gl::shade=warn,veloren_voxygen=trace,info"`
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///
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@ -48,9 +48,9 @@ pub struct WorldMapMsg {
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/// 1. they have no gaps, so as soon as light can shine through it will
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/// always be able to do so, and
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/// 2. we only care about lighting from the top, and only from the east and
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/// west (since at a large scale like this we mostly just want to
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/// handle variable sunlight; moonlight would present more challenges
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/// but we currently have no plans to try to cast accurate shadows in
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/// west (since at a large scale like this we mostly just want to handle
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/// variable sunlight; moonlight would present more challenges but we
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/// currently have no plans to try to cast accurate shadows in
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/// moonlight).
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///
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/// Our chosen format is two pairs of vectors,
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@ -10,11 +10,13 @@ use std::{
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/// - if we actually took less time than we planned: sleep and return planned
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/// time
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/// - if we ran behind: don't sleep and return actual time
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///
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/// We DON'T do any fancy averaging of the deltas for tick for 2 reasons:
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/// - all Systems have to work based on `dt` and we cannot assume that this is
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/// const through all ticks
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/// - when we have a slow tick, a lag, it doesn't help that we have 10 fast
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/// ticks directly afterwards
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///
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/// We return a smoothed version for display only!
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pub struct Clock {
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/// This is the dt that the Clock tries to archive with each call of tick.
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@ -387,13 +387,12 @@ pub fn zero_lift_drag_coefficient() -> f32 { 0.026 }
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/// Does not apply to twisted, cambered or delta wings. (It still gives a
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/// reasonably accurate approximation if the wing shape is not truly
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/// elliptical.)
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/// 1. geometric angle of attack, i.e. the pitch angle relative to
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/// freestream flow
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/// 1. geometric angle of attack, i.e. the pitch angle relative to freestream
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/// flow
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/// 2. up to around ~18°, at which point maximum lift has been achieved and
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/// thereafter falls precipitously, causing a stall (this is the stall
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/// angle)
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/// 3. effective aoa, i.e. geometric aoa - induced aoa; assumes
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/// no sideslip
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/// 3. effective aoa, i.e. geometric aoa - induced aoa; assumes no sideslip
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// TODO: Look into handling tapered wings
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fn lift_slope(aspect_ratio: f32, sweep_angle: Option<f32>) -> f32 {
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// lift slope for a thin aerofoil, given by Thin Aerofoil Theory
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@ -468,8 +468,7 @@ pub struct Item {
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/// slot shapes
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/// - Modular components should agree with the tool kind
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/// - There should be exactly one damage component and exactly one held
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/// component for modular
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/// weapons
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/// component for modular weapons
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components: Vec<Item>,
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/// amount is hidden because it needs to maintain the invariant that only
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/// stackable items can have > 1 amounts.
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@ -25,8 +25,8 @@ pub trait Typed<Context, Type, S> {
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/// - For enums, we synthesize a match on the current head. For each match arm,
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/// we then repeat this process on the constructor arguments; if there are no
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/// constructor arguments, we synthesize a literal (Pure term). (TODO: Handle
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/// > 1 tuple properly--for now we just synthesize a Pure term for these
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/// cases).
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/// larger than 1 tuple properly--for now we just synthesize a Pure term for
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/// these cases).
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///
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/// - For structs, we synthesize a projection on the current head. For each
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/// projection, we then repeat this process on the type of the projected
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@ -638,14 +638,12 @@ impl BParticipant {
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/// on the remote, we have a timeout to also force close AR.
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///
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/// This fn will:
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/// - 1. stop api to interact with bparticipant by closing sendmsg and
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/// 1. stop api to interact with bparticipant by closing sendmsg and
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/// openstream
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/// - 2. stop the send_mgr (it will take care of clearing the
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/// queue and finish with a Shutdown)
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/// - (3). force stop recv after 60
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/// seconds
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/// - (4). this fn finishes last and afterwards BParticipant
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/// drops
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/// 2. stop the send_mgr (it will take care of clearing the queue and
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/// finish with a Shutdown)
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/// 3. force stop recv after 60 seconds
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/// 4. this fn finishes last and afterwards BParticipant drops
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///
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/// before calling this fn, make sure `s2b_create_channel` is closed!
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/// If BParticipant kills itself managers stay active till this function is
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@ -9,6 +9,7 @@
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//! - 2 networks
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//! - 2 participants
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//! - 2 streams
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//!
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//! each one `linked` to their counterpart.
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//! You see a cryptic use of rust `_` this is because we are testing the
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//! `drop` behavior here.
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@ -108,7 +108,7 @@ type CmdResult<T> = Result<T, Content>;
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/// This differs from the previous argument when using /sudo
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/// * `Vec<String>` - a `Vec<String>` containing the arguments of the command
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/// after the keyword.
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/// * `&ChatCommand` - the command to execute with the above arguments.
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/// * `&ChatCommand` - the command to execute with the above arguments --
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/// Handler functions must parse arguments from the the given `String`
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/// (`parse_args!` exists for this purpose).
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///
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@ -180,12 +180,11 @@ pub trait EditableSetting: Clone + Default {
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/// * If e is Integrity, validation failed and the settings were not
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/// updated.
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/// * If e is Io, validation succeeded and the settings were updated in
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/// memory, but they
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/// could not be saved to storage (and a warning was logged). The reason we
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/// return an error even though the operation was partially successful
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/// is so we can alert the player who ran the command about the failure,
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/// as they will often be an administrator who can usefully act upon that
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/// information.
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/// memory, but they could not be saved to storage (and a warning was
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/// logged). The reason we return an error even though the operation was
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/// partially successful is so we can alert the player who ran the command
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/// about the failure, as they will often be an administrator who can
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/// usefully act upon that information.
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#[must_use]
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fn edit<R>(
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&mut self,
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@ -360,9 +360,8 @@ impl<'a> System<'a> for Sys {
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// using eg. /reload_chunks
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// TODO: code duplication for chunk insertion between here and state.rs
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data.terrain.remove(key).map(|chunk| {
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data.terrain.remove(key).inspect(|_| {
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data.terrain_changes.removed_chunks.insert(key);
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chunk
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})
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})
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.collect::<Vec<_>>();
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@ -329,11 +329,12 @@ impl ByBlockLimiter {
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/// The steps for doing this are as follows:
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///
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/// 1. Create a new 'raw format' type that implements [`Serialize`] and
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/// `Deserialize`]. Make sure to add a version field. If in doubt, copy the last
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/// raw format and increment the version number wherever it appears. Don't
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/// forget to increment the version number in the `serde(deserialize_with =
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/// ...}` attribute! Conventionally, these types are named `V{N}` where `{N}` is
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/// the number succeeding the previous raw format type.
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/// `Deserialize`]. Make sure to add a version field. If in doubt, copy the
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/// last raw format and increment the version number wherever it appears.
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/// Don't forget to increment the version number in the
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/// `serde(deserialize_with = ...}` attribute! Conventionally, these types
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/// are named `V{N}` where `{N}` is the number succeeding the previous raw
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/// format type.
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///
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/// 2. Add an implementation of `From<{YourRawFormat}>` for `Chunk`. As before,
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/// see previous versions if in doubt.
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@ -139,15 +139,6 @@ enum DayPeriod {
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Night,
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}
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/// Determines whether the sound is stopped, playing, or fading
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#[derive(Debug, Deserialize, PartialEq)]
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enum PlayState {
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Playing,
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Stopped,
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FadingOut,
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FadingIn,
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}
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/// Provides methods to control music playback
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pub struct MusicMgr {
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/// Collection of all the tracks
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@ -283,11 +283,11 @@ impl BlockEventMapper {
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/// Ensures that:
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/// 1. An sfx.ron entry exists for an SFX event
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/// 2. The sfx has not been played since it's timeout threshold has elapsed,
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/// which prevents firing every tick
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/// Note that with so many blocks to choose from and different blocks being
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/// selected each time, this is not perfect, but does reduce the number of
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/// plays from blocks that have already emitted sfx and are stored in the
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/// BlockEventMapper history.
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/// which prevents firing every tick. Note that with so many blocks to
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/// choose from and different blocks being selected each time, this is
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/// not perfect, but does reduce the number of plays from blocks that
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/// have already emitted sfx and are stored in the BlockEventMapper
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/// history.
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fn should_emit(
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previous_state: &PreviousBlockState,
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sfx_trigger_item: Option<(&SfxEvent, &SfxTriggerItem)>,
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@ -159,9 +159,10 @@ impl MovementEventMapper {
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/// When specific entity movements are detected, the associated sound (if
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/// any) needs to satisfy two conditions to be allowed to play:
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/// 1. An sfx.ron entry exists for the movement (we need to know which sound
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/// file(s) to play) 2. The sfx has not been played since it's timeout
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/// threshold has elapsed, which prevents firing every tick. For movement,
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/// threshold is not a time, but a distance.
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/// file(s) to play)
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/// 2. The sfx has not been played since it's timeout threshold has elapsed,
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/// which prevents firing every tick. For movement, threshold is not a
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/// time, but a distance.
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fn should_emit(
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previous_state: &PreviousEntityState,
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sfx_trigger_item: Option<(&SfxEvent, &SfxTriggerItem)>,
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@ -286,7 +286,7 @@ impl AtlasAllocator for GuillotiereTiled {
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tracing::trace!("Packing ratio: {}", total_area as f32 / total_used as f32);
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}
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let diff = (new_size - self.size()).map(|e| e.max(0));
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let diff = new_size.map2(self.size(), |n, s| n.saturating_sub(s));
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// NOTE: Growing only occurs in increments of TILE_SIZE so any remaining size is
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// ignored. Max size is not known here so this must truncate instead of rounding
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// up.
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@ -95,13 +95,13 @@ fn clamp_and_modulate(ori: Vec3<f32>) -> Vec3<f32> {
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/// depth planes go from 1 to 0, meaning f = near and n = far, aka "reverse
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/// depth").
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///
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/// This is by far the most
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/// likely thing to want to change; inverted depth coordinates have *far*
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/// better accuracy for DirectX / Metal / WGPU-like APIs, when using
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/// floating point depth, while not being *worse* than the alternative
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/// (OpenGL-like depth, or when using fixed-point / integer depth). For
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/// maximum benefit, make sure you are using Depth32F, as on most platforms
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/// this is the only depth buffer size where floating point can be used.
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/// This is by far the most likely thing to want to change; inverted depth
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/// coordinates have *far* better accuracy for DirectX / Metal / WGPU-like
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/// APIs, when using floating point depth, while not being *worse* than the
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/// alternative (OpenGL-like depth, or when using fixed-point / integer depth).
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/// For maximum benefit, make sure you are using Depth32F, as on most
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/// platforms this is the only depth buffer size where floating point can be
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/// used.
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///
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/// It is a bit unintuitive to prove this, but it turns out that when using
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/// 1 to 0 depth planes, the point where the depth buffer has its worst
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@ -207,7 +207,7 @@ fn clamp_and_modulate(ori: Vec3<f32>) -> Vec3<f32> {
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/// ```
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///
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/// One thing you may notice is that this worst-case bound *does not depend
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/// on the near plane.* This means that (within reason) you can put the near
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/// on the near plane.*This means that (within reason) you can put the near
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/// plane as close as you like and still attain this bound. Of course, the
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/// bound is not completely tight, but it should not be off by more than a
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/// factor of 2 or so (informally proven, not made rigorous yet), so for most
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@ -423,9 +423,6 @@ impl_concatenate_for_wrapper!(HumArmorFootSpec);
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struct HumMainWeaponSpec(HashMap<ToolKey, ArmorVoxSpec>);
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impl_concatenate_for_wrapper!(HumMainWeaponSpec);
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#[derive(Deserialize)]
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struct HumModularComponentSpec(HashMap<String, ModularComponentSpec>);
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impl_concatenate_for_wrapper!(HumModularComponentSpec);
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#[derive(Deserialize)]
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struct HumArmorLanternSpec(ArmorVoxSpecMap<String, ArmorVoxSpec>);
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impl_concatenate_for_wrapper!(HumArmorLanternSpec);
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#[derive(Deserialize)]
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@ -119,6 +119,7 @@ impl Interactable {
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/// a) entity (if within range)
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/// b) collectable
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/// c) can be mined, and is a mine sprite (Air) not a weak rock.
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///
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/// 2) outside of targeted cam ray
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/// -> closest of nearest interactable entity/block
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pub(super) fn select_interactable(
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@ -9,13 +9,6 @@ use serde::{Deserialize, Serialize};
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use server::{FileOpts, GenOpts, DEFAULT_WORLD_MAP, DEFAULT_WORLD_SEED};
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use tracing::error;
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#[derive(Clone, Deserialize, Serialize)]
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struct World0 {
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name: String,
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gen_opts: Option<GenOpts>,
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seed: u32,
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}
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pub struct SingleplayerWorld {
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pub name: String,
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pub gen_opts: Option<GenOpts>,
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@ -24,10 +24,8 @@ use vek::*;
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/// To add a new spot, one must:
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///
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/// 1. Add a new variant to the [`Spot`] enum.
|
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///
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||||
/// 2. Add a new entry to [`Spot::generate`] that tells the system where to
|
||||
/// generate your new spot.
|
||||
///
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||||
/// 3. Add a new arm to the `match` expression in [`Spot::apply_spots_to`] that
|
||||
/// tells the generator how to generate a spot, including the base structure
|
||||
/// that composes the spot and the entities that should be spawned there.
|
||||
|
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