/* Minetest-c55 Copyright (C) 2010 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ /* (c) 2010 Perttu Ahola */ #include "utility.h" #include "gettime.h" #include "sha1.h" #include "base64.h" TimeTaker::TimeTaker(const char *name, u32 *result) { m_name = name; m_result = result; m_running = true; m_time1 = getTimeMs(); } u32 TimeTaker::stop(bool quiet) { if(m_running) { u32 time2 = getTimeMs(); u32 dtime = time2 - m_time1; if(m_result != NULL) { (*m_result) += dtime; } else { if(quiet == false) std::cout< range * BS) return false; // Maximum radius of a block f32 block_max_radius = 0.5*1.44*1.44*MAP_BLOCKSIZE*BS; // If block is (nearly) touching the camera, don't // bother validating further (that is, render it anyway) if(d > block_max_radius * 1.5) { // Cosine of the angle between the camera direction // and the block direction (camera_dir is an unit vector) f32 cosangle = dforward / d; // Compensate for the size of the block // (as the block has to be shown even if it's a bit off FOV) // This is an estimate. cosangle += block_max_radius / dforward; // If block is not in the field of view, skip it //if(cosangle < cos(FOV_ANGLE/2)) if(cosangle < cos(FOV_ANGLE/2. * 4./3.)) return false; } return true; } // Get an sha-1 hash of the player's name combined with // the password entered. That's what the server uses as // their password. (Exception : if the password field is // blank, we send a blank password - this is for backwards // compatibility with password-less players). std::string translatePassword(std::string playername, std::wstring password) { if(password.length() == 0) return ""; std::string slt = playername + wide_to_narrow(password); SHA1 sha1; sha1.addBytes(slt.c_str(), slt.length()); unsigned char *digest = sha1.getDigest(); std::string pwd = base64_encode(digest, 20); free(digest); return pwd; }