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fix: hack around DLC loading to get ingame
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parent
f4445fd709
commit
669e75701b
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@ -272,10 +272,10 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft *minecraft, void *lpParamet
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app.DebugPrintf("[NET] DLC check: completed=%d pending=%d\n", app.DLCInstallProcessCompleted(), app.DLCInstallPending());
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// 4J Stu - Wait a while to make sure that DLC is loaded. This is the last point before the network communication starts
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// so the latest we can check this
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while( !app.DLCInstallProcessCompleted() && app.DLCInstallPending() && !g_NetworkManager.IsLeavingGame() )
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{
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Sleep( 10 );
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}
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// while( !app.DLCInstallProcessCompleted() && app.DLCInstallPending() && !g_NetworkManager.IsLeavingGame() )
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// {
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// Sleep( 10 );
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// }
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if( g_NetworkManager.IsLeavingGame() )
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{
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MinecraftServer::HaltServer();
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@ -182,12 +182,12 @@ void UIScene_Intro::tick()
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// Auto-skip the intro after 60 ticks (~2 seconds at 30fps)
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// since we have no SWF renderer to play the intro animation
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s_introTickCount++;
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if(s_introTickCount == 60 && !m_bIgnoreNavigate)
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{
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fprintf(stderr, "[Linux] Auto-skipping intro -> MainMenu after %d ticks\n", s_introTickCount);
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m_bIgnoreNavigate = true;
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// Skip straight to MainMenu, bypassing SaveMessage (no SWF interaction possible)
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ui.NavigateToScene(0, eUIScene_MainMenu);
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}
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// if(s_introTickCount == 60 && !m_bIgnoreNavigate)
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// {
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// fprintf(stderr, "[Linux] Auto-skipping intro -> MainMenu after %d ticks\n", s_introTickCount);
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// m_bIgnoreNavigate = true;
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// // Skip straight to MainMenu, bypassing SaveMessage (no SWF interaction possible)
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// ui.NavigateToScene(0, eUIScene_MainMenu);
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// }
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}
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#endif
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@ -955,10 +955,10 @@ void UIScene_LoadOrJoinMenu::AddDefaultButtons()
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void UIScene_LoadOrJoinMenu::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled)
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{
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if(m_bIgnoreInput) return;
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// if(m_bIgnoreInput) return;
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// if we're retrieving save info, ignore key presses
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if(!m_bSavesDisplayed) return;
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// if(!m_bSavesDisplayed) return;
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ui.AnimateKeyPress(m_iPad, key, repeat, pressed, released);
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@ -1804,15 +1804,15 @@ void UIScene_MainMenu::tick()
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#ifdef __linux__
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{
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static int s_mainMenuTickCount = 0;
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s_mainMenuTickCount++;
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if(s_mainMenuTickCount % 60 == 1) { fprintf(stderr, "[MM] tick %d\n", s_mainMenuTickCount); fflush(stderr); }
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if(s_mainMenuTickCount == 90) // ~3 seconds at 30fps
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{
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fprintf(stderr, "[Linux] Auto-starting trial world from MainMenu after %d ticks\n", s_mainMenuTickCount);
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LoadTrial();
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return;
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}
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// static int s_mainMenuTickCount = 0;
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// s_mainMenuTickCount++;
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// if(s_mainMenuTickCount % 60 == 1) { fprintf(stderr, "[MM] tick %d\n", s_mainMenuTickCount); fflush(stderr); }
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// if(s_mainMenuTickCount == 90) // ~3 seconds at 30fps
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// {
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// fprintf(stderr, "[Linux] Auto-starting trial world from MainMenu after %d ticks\n", s_mainMenuTickCount);
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// LoadTrial();
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// return;
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// }
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}
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#endif
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@ -267,7 +267,6 @@ typedef struct _LaunchMoreOptionsMenuInitData
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_LaunchMoreOptionsMenuInitData()
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{
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memset((void*)this,0,sizeof(_LaunchMoreOptionsMenuInitData));
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bOnlineGame = true;
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bAllowFriendsOfFriends = true;
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bPVP = true;
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@ -783,11 +783,9 @@ g_NetworkManager.DoWork();
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PIXEndNamedEvent();
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// Render game graphics.
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// On Linux, always call run_middle() so mc->screen (TitleScreen etc.) renders
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// even when the game session has not yet started (Iggy Flash UI is unavailable).
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pMinecraft->run_middle();
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if(app.GetGameStarted())
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{
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pMinecraft->run_middle();
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app.SetAppPaused( g_NetworkManager.IsLocalGame() && g_NetworkManager.GetPlayerCount() == 1 && ui.IsPauseMenuDisplayed(ProfileManager.GetPrimaryPad()) );
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}
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else
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@ -24,18 +24,14 @@ void ConsoleUIController::init(S32 w, S32 h)
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if (!gdraw_funcs)
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{
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app.DebugPrintf("Failed to initialise GDraw GL!\n");
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fprintf(stderr, "[Linux_UIController] Failed to initialise GDraw GL!\n");
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// nott fatal for now
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app.FatalLoadError();
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}
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else
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{
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gdraw_GL_SetResourceLimits(GDRAW_GL_RESOURCE_vertexbuffer, 5000, 16 * 1024 * 1024);
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gdraw_GL_SetResourceLimits(GDRAW_GL_RESOURCE_texture, 5000, 128 * 1024 * 1024);
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gdraw_GL_SetResourceLimits(GDRAW_GL_RESOURCE_rendertarget, 10, 32 * 1024 * 1024);
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gdraw_GL_SetResourceLimits(GDRAW_GL_RESOURCE_vertexbuffer, 5000, 16 * 1024 * 1024);
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gdraw_GL_SetResourceLimits(GDRAW_GL_RESOURCE_texture, 5000, 128 * 1024 * 1024);
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gdraw_GL_SetResourceLimits(GDRAW_GL_RESOURCE_rendertarget, 10, 32 * 1024 * 1024);
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IggySetGDraw(gdraw_funcs);
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}
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IggySetGDraw(gdraw_funcs);
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postInit();
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#endif
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