#ifndef H_GLOBALS #define H_GLOBALS #include #include #ifdef ESP_PLATFORM #define WIFI_SSID "your-ssid" #define WIFI_PASS "your-password" void task_yield (); #else #define task_yield(); #endif #define true 1 #define false 0 #define PORT 25565 #define MAX_PLAYERS 16 #define GAMEMODE 0 #define VIEW_DISTANCE 2 // How many visited chunks to "remember" // The server will not re-send chunks that the player has recently been in #define VISITED_HISTORY 4 // If defined, scales the frequency at which player movement updates are // broadcast based on the amount of players, reducing overhead for higher // player counts. For very many players, makes movement look jittery. #define SCALE_MOVEMENT_UPDATES_TO_PLAYER_COUNT #define STATE_NONE 0 #define STATE_STATUS 1 #define STATE_LOGIN 2 #define STATE_TRANSFER 3 #define STATE_CONFIGURATION 4 #define STATE_PLAY 5 extern ssize_t recv_count; extern uint8_t recv_buffer[256]; extern uint32_t world_seed; extern uint32_t rng_seed; extern uint16_t client_count; #pragma pack(push, 1) typedef struct { short x; uint8_t y; short z; uint8_t block; } BlockChange; typedef struct { uint8_t uuid[16]; char name[16]; int client_fd; short x; short y; short z; short visited_x[VISITED_HISTORY]; short visited_z[VISITED_HISTORY]; #ifdef SCALE_MOVEMENT_UPDATES_TO_PLAYER_COUNT uint16_t packets_since_update; #endif int8_t yaw; int8_t pitch; uint8_t hotbar; uint16_t inventory_items[41]; uint16_t craft_items[9]; uint8_t inventory_count[41]; uint8_t craft_count[9]; } PlayerData; #pragma pack(pop) extern BlockChange block_changes[20000]; extern int block_changes_count; extern PlayerData player_data[MAX_PLAYERS]; #endif