internal void OpenUrl(string url, string divSelector, string titleContains) { _driver.Navigate().GoToUrl(url); // Wait for the page to load, timeout after 10 seconds //TODO selenium: find a better way to wait ... WebDriverWait wait = new WebDriverWait(_driver, TimeSpan.FromSeconds(10)); Outputter.Output("Searching for title text: " + titleContains); wait.Until(d => d.Title.ToLower().Contains(titleContains.ToLower())); Outputter.Output("Page title is: " + _driver.Title); IWebElement query; try { query = _driver.FindElement(By.CssSelector(divSelector)); } catch (Exception ex) { throw new InvalidOperationException("Could not find the div with CSS selector: " + divSelector, ex); } if (!query.Displayed) { throw new InvalidOperationException("The div is not displayed: css selector: " + divSelector); } }
public void SetLoggerOutput(Outputter output) { if (CheckOutput(output) == false) { instanceMap.Add(output.GetOutputType(), output.GetInstance()); } }
/// <summary> /// The main. /// </summary> public static void Main(string[] args) { InitializeUI(); Outputter outputter = Outputter.GetOutputter(Contents.ChapterName); // To get results exactly like in the book set it to FullRun. ExperimentRunType runType = ExperimentRunType.FastRun; try { RunExperiments(outputter, runType); } catch (Exception e) { Console.WriteLine($"\nAn unhandled exception was thrown:\n{e}"); } finally { if (args.Length == 1) { Console.WriteLine("\n\nSaving outputs..."); outputter.SaveOutputAsProducedFlattening(args[0]); Console.WriteLine("Done saving."); } } }
static void Main(string[] args) { Inputter inputter = new Inputter(args); Rotator rotator = new Rotator(); Indexor indexor = new Indexor(); Outputter outputter = new Outputter(); Bus.Register("start", delegate(object data) { Bus.Fire("input-completed", inputter.Input()); }); Bus.Register("input-completed", delegate(object data) { Bus.Fire("rotate-completed", rotator.Rotate((LinkedList <string>)data)); }); Bus.Register("rotate-completed", delegate(object data) { Bus.Fire("index-completed", indexor.Index((LinkedList <string>)data)); }); Bus.Register("index-completed", delegate(object data) { outputter.Output((List <string>)data); Bus.Fire("output-completed"); }); Bus.Fire("start"); }
/// <summary> /// Defines the entry point of the application. /// </summary> public static void Main(string[] args) { Outputter outputter = Outputter.GetOutputter(Contents.ChapterName); InitializeUI(); try { RunExperiments(outputter); } catch (Exception e) { Console.WriteLine($"\nAn unhandled exception was thrown:\n{e}"); } finally { if (args.Length == 1) { Console.WriteLine("\n\nSaving outputs..."); // Serialization of the complete output takes multiple hours // and produces ~3.5 GB of .objml files. // So we remove really large and not that interesting objects // from the output before serialization by default. // Feel free to comment out the next line if you're interested // in complete .objml's and willing to wait. TrimLargeObjects(outputter.Output); outputter.SaveOutputAsProducedFlattening(args[0]); Console.WriteLine("Done saving."); } } }
public static void RunExperiments(Outputter outputter) { ModelRunner runner = new ModelRunner(outputter); Console.WriteLine($"\n{Contents.S2TestingOutTheModel.NumberedName}.\n"); runner.ToyWith3QuestionsAnd2Skills(); Console.WriteLine($"\n{Contents.S3Loopiness.NumberedName}.\n"); runner.LoopyExample(); // Inference on the real data. Sections 4-6. runner.RealDataInference(); // PDF demo Console.WriteLine("PDF demonstration"); runner.ProbabilityDensityFunctionDemo(); // Demo of Beta distribution Console.WriteLine("Beta function demonstration"); runner.BetaDemo(); // For Beta self assessment runner.BetaSelfAssessment(); Console.WriteLine("\nCompleted all experiments."); }
public void TestCase1UsingQuantityGreaterThan1() { Item.Item book1 = new Item.NonTaxableItem("Book", 12.49, 2, false); Item.Item music = new Item.TaxableItem("Music CD", 14.99, 1, false); Item.Item chocolate = new Item.NonTaxableItem("Chocolate bar", 0.85, 1, false); Outputter outputter = new Outputter(); List <Item.Item> bookList = new List <Item.Item>(); bookList.Add(book1); List <Item.Item> musicList = new List <Item.Item>(); musicList.Add(music); List <Item.Item> chocolateList = new List <Item.Item>(); chocolateList.Add(chocolate); outputter.Add(book1.GetItemName(), bookList); outputter.Add(music.GetItemName(), musicList); outputter.Add(chocolate.GetItemName(), chocolateList); string expected = "Book: $24.98 (2 @ $12.49)\n" + "Music CD: $16.49\n" + "Chocolate bar: $0.85\n" + "Sales Taxes: $1.50\n" + "Total: $42.32\n"; Tuple <String, String> result = normalizeExpectedActual(expected, outputter.ToString()); Assert.IsTrue(String.Equals(result.Item1, result.Item2, StringComparison.OrdinalIgnoreCase)); }
/// <summary> /// Prepares the command system, registering all base commands. /// </summary> public void Init(Outputter _output, Server tserver) { // General Init TheServer = tserver; CommandSystem = new Commands(); Output = _output; CommandSystem.Output = Output; CommandSystem.Init(); // Common Commands CommandSystem.RegisterCommand(new MeminfoCommand(TheServer)); CommandSystem.RegisterCommand(new QuitCommand(TheServer)); CommandSystem.RegisterCommand(new SayCommand(TheServer)); // File Commands CommandSystem.RegisterCommand(new AddpathCommand(TheServer)); // World Commands // ... // Player Management Commands CommandSystem.RegisterCommand(new KickCommand(TheServer)); // Wrap up CommandSystem.PostInit(); }
public void PrintInventory(int storeID, Dictionary <Product, int> cart) { Store store = StoreRepo.GetStoreByID(storeID); if (store.Inventory.Count == 0) { Outputter.WriteLine("Inventory is empty."); } else { Outputter.WriteLine("ID\t\tName\t\tPrice\t\tQuantity"); foreach (var item in store.Inventory) { int inOrder = 0; foreach (var cartItem in cart) { if (cartItem.Key.ID == item.Key.ID) { inOrder = cartItem.Value; } } Outputter.WriteLine($"{item.Key.ID}\t\t{item.Key.Name}\t\t${item.Key.Price}\t\t{item.Value-inOrder} Available"); } } }
/// <summary> /// Prepares the command system, registering all base commands. /// </summary> public static void Init(Outputter _output) { // General Init CommandSystem = new Commands(); Output = _output; CommandSystem.Output = Output; CommandSystem.Init(); // UI Commands CommandSystem.RegisterCommand(new AttackCommand()); CommandSystem.RegisterCommand(new BackwardCommand()); CommandSystem.RegisterCommand(new CaptureCommand()); CommandSystem.RegisterCommand(new DownwardCommand()); CommandSystem.RegisterCommand(new ForwardCommand()); CommandSystem.RegisterCommand(new ItemNextCommand()); CommandSystem.RegisterCommand(new ItemPrevCommand()); CommandSystem.RegisterCommand(new LeftwardCommand()); CommandSystem.RegisterCommand(new RightwardCommand()); CommandSystem.RegisterCommand(new SecondaryCommand()); CommandSystem.RegisterCommand(new UpwardCommand()); CommandSystem.RegisterCommand(new UseCommand()); CommandSystem.RegisterCommand(new WalkCommand()); // Common Commands CommandSystem.RegisterCommand(new QuitCommand()); // Network Commands CommandSystem.RegisterCommand(new ConnectCommand()); }
public IActionResult Get([FromQuery] string logged, string username) { User user = Database.getInstance().getUserByUsername(username); if (user == null) { return(NotFound("User with" + username + " does not exist")); } List <Post> posts = Database.getInstance().getPostsFromUser(user.Id); int numOfPosts = posts.Count; dynamic usercek = user.getDynamic(); usercek.posts = Outputter.getDynamicList(posts); usercek.postNumber = numOfPosts; usercek.samePerson = false; usercek.follows = false; if (logged != "") { User user2 = Database.getInstance().getUserByUsername(logged); if (user2 != null && Database.getInstance().isUserFollowingUser(user2, user)) { usercek.follows = true; } if (user2 != null && user2.Id == user.Id) { usercek.samePerson = true; } } return(Ok(usercek)); }
public void DeleteLoggerOutput(Outputter output) { if (CheckOutput(output) == true) { instanceMap.Remove(output.GetOutputType()); } }
private BuildConfiguration TryGetBuildConfigurationOrTerminate(string repositoryPathStr) { var appVeyorYml = Path.Combine(repositoryPathStr, "appveyor.yml"); if (!File.Exists(appVeyorYml)) { Outputter.Write("appveyor.yml file not found on repository path. Trying '.appveyor.yml'..."); appVeyorYml = Path.Combine(repositoryPathStr, ".appveyor.yml"); if (!File.Exists(appVeyorYml)) { Outputter.WriteError(".appveyor.yml file not found on repository path."); Environment.Exit(1); } } BuildConfiguration configuration = null; try { configuration = new BuildConfigurationYamlFileReader(appVeyorYml) .GetBuildConfiguration(); } catch (LocalAppVeyorException) { Outputter.WriteError($"Error while parsing '{appVeyorYml}' file."); Environment.Exit(1); } return(configuration); }
/// <summary> /// Prepares the command system, registering all base commands. /// </summary> public void Init(Outputter _output, Client tclient) { // General Init TheClient = tclient; CommandSystem = new Commands(); Output = _output; CommandSystem.Output = Output; CommandSystem.Init(); // UI Commands CommandSystem.RegisterCommand(new AttackCommand(TheClient)); CommandSystem.RegisterCommand(new BackwardCommand(TheClient)); CommandSystem.RegisterCommand(new BindblockCommand(TheClient)); CommandSystem.RegisterCommand(new BindCommand(TheClient)); CommandSystem.RegisterCommand(new ForwardCommand(TheClient)); CommandSystem.RegisterCommand(new ItemdownCommand(TheClient)); CommandSystem.RegisterCommand(new ItemleftCommand(TheClient)); CommandSystem.RegisterCommand(new ItemrightCommand(TheClient)); CommandSystem.RegisterCommand(new ItemupCommand(TheClient)); CommandSystem.RegisterCommand(new LeftwardCommand(TheClient)); CommandSystem.RegisterCommand(new MovedownCommand(TheClient)); CommandSystem.RegisterCommand(new RightwardCommand(TheClient)); CommandSystem.RegisterCommand(new SecondaryCommand(TheClient)); CommandSystem.RegisterCommand(new SprintCommand(TheClient)); CommandSystem.RegisterCommand(new TalkCommand(TheClient)); CommandSystem.RegisterCommand(new UnbindCommand(TheClient)); CommandSystem.RegisterCommand(new UpwardCommand(TheClient)); CommandSystem.RegisterCommand(new UseCommand(TheClient)); CommandSystem.RegisterCommand(new WalkCommand(TheClient)); // Common Commands CommandSystem.RegisterCommand(new CdevelCommand(TheClient)); CommandSystem.RegisterCommand(new ItemnextCommand(TheClient)); CommandSystem.RegisterCommand(new ItemprevCommand(TheClient)); CommandSystem.RegisterCommand(new ItemselCommand(TheClient)); CommandSystem.RegisterCommand(new PlayCommand(TheClient)); CommandSystem.RegisterCommand(new QuickItemCommand(TheClient)); CommandSystem.RegisterCommand(new QuitCommand(TheClient)); CommandSystem.RegisterCommand(new ReloadGameCommand(TheClient)); // Network Commands CommandSystem.RegisterCommand(new ConnectCommand(TheClient)); CommandSystem.RegisterCommand(new DisconnectCommand(TheClient)); CommandSystem.RegisterCommand(new NetusageCommand(TheClient)); CommandSystem.RegisterCommand(new PingCommand(TheClient)); CommandSystem.RegisterCommand(new StartlocalserverCommand(TheClient)); // Game Commands CommandSystem.RegisterCommand(new InventoryCommand(TheClient)); CommandSystem.RegisterCommand(new TesteffectCommand(TheClient)); // General Tags CommandSystem.TagSystem.Register(new AudioTagBase(TheClient)); // Entity Tags CommandSystem.TagSystem.Register(new PlayerTagBase(TheClient)); CommandSystem.PostInit(); }
/// <summary> /// Prepares the command system, registering all base commands. /// </summary> public static void Init(Outputter _output) { // General Init CommandSystem = new Commands(); Output = _output; CommandSystem.Output = Output; CommandSystem.Init(); }
private void SleepBeforeScreenshot(TimeSpan sleepTimeSpan) { if (sleepTimeSpan.TotalMilliseconds > 0) { Outputter.Output("Sleeping before screenshot ..."); Thread.Sleep(sleepTimeSpan); } }
public void PrintCart(Dictionary <Product, int> cart) { foreach (var item in cart) { Outputter.WriteLine($"{item.Key.ID} - ({item.Value}) {item.Key.Name} ${item.Key.Price * item.Value}"); } Outputter.WriteLine("________"); }
public override Task Save() { var tasks = new Task[_numberOfConsumers]; for (int i = 0; i < _numberOfConsumers; i++) { tasks[i] = Task.Run(async() => { var sqlConnection = _createConnection(); sqlConnection.Open(); var thisSet = new List <Tuple <PersonPreg, AddressPreg[]> >(); try { while (!_queue.IsCompleted) { Person item; if (!_queue.TryTake(out item, TimeSpan.FromMilliseconds(10))) { await Task.Delay(TimeSpan.FromMilliseconds(20)); } else { Consumed(); thisSet.Add(new Tuple <PersonPreg, AddressPreg[]>(new PersonPreg(item), item.Addresses.Select(x => new AddressPreg(x)).ToArray())); if (thisSet.Count > TempSetBatchSize) { var stopwatch = new System.Diagnostics.Stopwatch(); stopwatch.Start(); await TryPush(thisSet, sqlConnection, SqlBatchSize); stopwatch.Stop(); Outputter.WriteLine("Pushing took " + stopwatch.Elapsed.TotalSeconds + " seconds"); thisSet.Clear(); } } } if (thisSet.Any()) { await TryPush(thisSet, sqlConnection, SqlBatchSize); } } finally { sqlConnection.Close(); UnexceptedQuit = true; } }); } var completeTask = Task.WhenAll(tasks); return(completeTask); }
/// <summary> /// Prepares the CVar system, generating default CVars. /// </summary> public static void Init(Outputter output) { system = new CVarSystem(output); // System CVars s_filepath = Register("s_filepath", FileHandler.BaseDirectory, CVarFlag.Textual | CVarFlag.ReadOnly); // The current system environment filepath (The directory of /data). // Game CVars g_fps = Register("g_fps", "40", CVarFlag.Numeric); // What tickrate to use for the general game tick. }
private void ShowReportHeader(ReportSet reports) { Outputter.OutputEmphasised("Test Results Summary:", ConsoleColor.Cyan); Outputter.Output("Test Suite: " + reports.SuiteName); Outputter.Output("Duration: " + DateSupport.ToString(reports.Duration)); Outputter.Output("Suite Result: " + reports.OverallResult, Compare.CompareResultHelper.GetResultAsConsoleColor(reports.OverallResult)); Outputter.Output(reports.CountTestsPassed + " of " + reports.CountTests + " tests passed."); }
public void TestCaseEmpty() { Outputter outputter = new Outputter(); string expected = "Sales Taxes: $0.00\n" + "Total: $0.00\n"; Tuple <String, String> result = normalizeExpectedActual(expected, outputter.ToString()); Assert.IsTrue(String.Equals(result.Item1, result.Item2, StringComparison.OrdinalIgnoreCase)); }
public void Document() { string lText = "BUILD FAILED"; string lExpectedRtf = @"{\rtf1\ansi\ansicpg1252\deff0\deflang1033{\fonttbl{\f0\fnil\fcharset0 Arial;}}{\colortbl ;\red255\green0\blue0;\red0\green0\blue255;\red0\green255\blue0;}\viewkind4\uc1\pard\cf0\fs17 BUILD FAILED\par}"; Outputter.AppendRtfText(lText); Assert.AreEqual(lExpectedRtf, Outputter.RtfDocument); }
private (string YamlFilePath, string YmlFileContent) TryGetAppVeyorFileContentOrTerminate(string repositoryPath) { var appVeyorYml = Path.Combine(repositoryPath, "appveyor.yml"); if (!File.Exists(appVeyorYml)) { Outputter.Write("appveyor.yml file not found on repository path. Trying '.appveyor.yml'..."); appVeyorYml = Path.Combine(repositoryPath, ".appveyor.yml"); if (!File.Exists(appVeyorYml)) { Outputter.WriteError(".appveyor.yml file not found on repository path. Validation stopped."); Environment.Exit(1); } } string exceptionReason; try { return(appVeyorYml, File.ReadAllText(appVeyorYml)); } catch (PathTooLongException) { exceptionReason = "Path too long"; } catch (DirectoryNotFoundException) { exceptionReason = "Directory not found"; } catch (FileNotFoundException) { exceptionReason = "File not found"; } catch (NotSupportedException) { exceptionReason = "Path is in an invalid format"; } catch (IOException e) { exceptionReason = e.Message; } catch (UnauthorizedAccessException) { exceptionReason = "No permissions to read configuration file"; } catch (SecurityException) { exceptionReason = "The caller does not have the required permission"; } Outputter.WriteError($"Error while trying to read '{appVeyorYml}' file. {exceptionReason}. Validation aborted."); Environment.Exit(1); return(null, null); }
/// <summary> /// Prepares the command system, registering all base commands. /// </summary> public void Init(Outputter _output, Server tserver) { // General Init TheServer = tserver; CommandSystem = new Commands(); Output = _output; CommandSystem.Output = Output; CommandSystem.Init(); // Common Commands CommandSystem.RegisterCommand(new MeminfoCommand(TheServer)); CommandSystem.RegisterCommand(new QuitCommand(TheServer)); CommandSystem.RegisterCommand(new SayCommand(TheServer)); // File Commands CommandSystem.RegisterCommand(new AddpathCommand(TheServer)); // World Commands // ... // Item Commands CommandSystem.RegisterCommand(new AddrecipeCommand(TheServer)); CommandSystem.RegisterCommand(new GiveCommand(TheServer)); // Player Management Commands CommandSystem.RegisterCommand(new KickCommand(TheServer)); // Tag Bases CommandSystem.TagSystem.Register(new ArrowEntityTagBase(TheServer)); CommandSystem.TagSystem.Register(new BlockGroupEntityTagBase(TheServer)); CommandSystem.TagSystem.Register(new BlockItemEntityTagBase(TheServer)); CommandSystem.TagSystem.Register(new BulletEntityTagBase(TheServer)); CommandSystem.TagSystem.Register(new ColorTagBase()); CommandSystem.TagSystem.Register(new EntityTagBase(TheServer)); CommandSystem.TagSystem.Register(new GlowstickEntityTagBase(TheServer)); CommandSystem.TagSystem.Register(new GrenadeEntityTagBase(TheServer)); CommandSystem.TagSystem.Register(new ItemEntityTagBase(TheServer)); CommandSystem.TagSystem.Register(new ItemTagBase(TheServer)); CommandSystem.TagSystem.Register(new LivingEntityTagBase(TheServer)); CommandSystem.TagSystem.Register(new LocationTagBase(TheServer)); CommandSystem.TagSystem.Register(new MaterialTagBase()); CommandSystem.TagSystem.Register(new ModelEntityTagBase(TheServer)); CommandSystem.TagSystem.Register(new PhysicsEntityTagBase(TheServer)); CommandSystem.TagSystem.Register(new PlayerTagBase(TheServer)); CommandSystem.TagSystem.Register(new PrimitiveEntityTagBase(TheServer)); CommandSystem.TagSystem.Register(new RecipeResultTagBase(TheServer)); CommandSystem.TagSystem.Register(new RecipeTagBase(TheServer)); CommandSystem.TagSystem.Register(new WorldTagBase(TheServer)); CommandSystem.TagSystem.Register(new ServerTagBase(TheServer)); CommandSystem.TagSystem.Register(new SmokeGrenadeEntityTagBase(TheServer)); CommandSystem.TagSystem.Register(new VehicleEntityTagBase(TheServer)); CommandSystem.TagSystem.Register(new VehiclePartEntityTagBase(TheServer)); // Wrap up CommandSystem.PostInit(); }
static void Main(string[] args) { Inputter input = new Inputter(args); Rotator rot = new Rotator(); Indexor idx = new Indexor(); Outputter output = new Outputter(args); output.Output(idx.Index(rot.Rotate(input.Input()))); //disadvantage have to know the signatures to all methods otherwise cant do this^. }
private void ShowReport(Report report) { Outputter.OutputEmphasised("Test Result:"); Outputter.Output("Test: " + report.Test.Name); Outputter.Output("Result: " + report.Result.Result, Compare.CompareResultHelper.GetResultAsConsoleColor(report.Result.Result)); Outputter.Output("Tolerance: " + report.Result.Tolerance); Outputter.Output("Distortion: " + report.Result.Distortion); Outputter.Output(""); }
public void ShowReport(ReportSet reports, bool isQuietNotShowResults) { if (isQuietNotShowResults) { Outputter.Output("quiet mode - so NOT opening the reports file"); return; } Reports.WindowsSupport.OpenFileInExplorer(reports.FilePath); }
private bool CheckOutput(Outputter check) { foreach (Outputter output in instanceMap.Values) { if (check.GetOutputType() == output.GetOutputType()) { return(true); } } return(false); }
public IActionResult GetPostsOfUser(int id) { List <Post> posts = Database.getInstance().getPostsFromUser(id); if (posts != null && posts.Count != 0) { return(Ok(Outputter.getDynamicList(posts))); } return(NotFound("Element ne obstaja")); }
public StoreApp() { string _connectionString = File.ReadAllText("C:/revature/project0-connection-string.txt"); CustomerRepo = new CustomerRepository(_connectionString); StoreRepo = new StoreRepository(_connectionString); ProductRepo = new ProductRepository(_connectionString); OrderRepo = new OrderRepository(_connectionString); Inputter = new Inputter(); Outputter = new Outputter(); }
/// <summary> /// Prepares the CVar system, generating default CVars. /// </summary> public void Init(Server tserver, Outputter output) { system = new CVarSystem(output); // System CVars s_filepath = Register("s_filepath", tserver.Files.BaseDirectory, CVarFlag.Textual | CVarFlag.ReadOnly, "The current system environment filepath (The directory of /data)."); // TODO: Scrap this! Tags! s_debug = Register("s_debug", "true", CVarFlag.Boolean, "Whether to output debug information."); // Game CVars //g_timescale = Register("g_timescale", "1", CVarFlag.Numeric, "The current game time scaling value."); g_fps = Register("g_fps", "30", CVarFlag.Numeric, "What framerate to use."); g_maxheight = Register("g_maxheight", "5000", CVarFlag.Numeric, "What the highest possible Z coordinate should be (for building)."); // TODO: Also per-world? g_minheight = Register("g_minheight", "-5000", CVarFlag.Numeric, "What the lowest possible Z coordinate should be (for building)."); // TODO: Also per-world? g_maxdist = Register("g_maxdist", "50000", CVarFlag.Numeric, "How far on the X or Y axis a player may travel from the origin."); // TODO: Also per-world? g_renderblocks = Register("g_renderblocks", "false", CVarFlag.Boolean, "Whether to render blocks for mapping purposes."); // TODO: Also per-world? // Network CVars n_verifyip = Register("n_verifyip", "true", CVarFlag.Boolean, "Whether to verify connecting users' IP addresses with the global server. Disabling this may help allow LAN connections."); n_rendersides = Register("n_rendersides", "false", CVarFlag.Boolean, "Whether to render the side-on map view for the linked webpage."); // TODO: Also per-world? n_chunkspertick = Register("n_chunkspertick", "15", CVarFlag.Numeric, "How many chunks can be sent in a single server tick, per player."); n_online = Register("n_online", "true", CVarFlag.Boolean, "Whether the server with authorize connections against the global server. Disable this if you want to play singleplayer without a live internet connection."); // Text CVars t_translateurls = Register("t_translateurls", "true", CVarFlag.Boolean, "Whether to automatically translate URLs posted in chat."); t_blockurls = Register("t_blockurls", "false", CVarFlag.Boolean, "Whether to block URLs as input to chat."); t_blockcolors = Register("t_blockcolors", "false", CVarFlag.Boolean, "Whether to block colors as input to chat."); }
/// <summary> /// Prepares the CVar system, generating default CVars. /// </summary> public void Init(Client tclient, Outputter output) { system = new CVarSystem(output); // System CVars s_filepath = Register("s_filepath", tclient.Files.BaseDirectory, CVarFlag.Textual | CVarFlag.ReadOnly, "The current system environment filepath (The directory of /data)."); // TODO: Tag! s_glversion = Register("s_glversion", "UNKNOWN", CVarFlag.Textual | CVarFlag.ReadOnly, "What version of OpenGL is in use."); s_glrenderer = Register("s_glrenderer", "UNKNOWN", CVarFlag.Textual | CVarFlag.ReadOnly, "What renderer for OpenGL is in use."); s_glvendor = Register("s_glvendor", "UNKNOWN", CVarFlag.Textual | CVarFlag.ReadOnly, "What graphics card vendor made the device being used for rendering."); // Game CVars g_timescale = Register("g_timescale", "1", CVarFlag.Numeric | CVarFlag.ServerControl, "The current game time scale value."); g_firstperson = Register("g_firstperson", "true", CVarFlag.Boolean, "Whether to be in FirstPerson view mode."); g_weathermode = Register("g_weathermode", "0", CVarFlag.Numeric | CVarFlag.ServerControl, "What weather mode is currently shown. 0 = none, 1 = rain, 2 = snow."); // Network CVars n_first = Register("n_first", "ipv4", CVarFlag.Textual, "Whether to prefer IPv4 or IPv6."); n_debugmovement = Register("n_debugmovement", "false", CVarFlag.Boolean, "Whether to debug movement networking."); n_movement_maxdistance = Register("n_movement_maxdistance", "20", CVarFlag.Numeric, "How far apart the client can move from the serverside player before snapping to the correct location."); n_movement_adjustment = Register("n_movement_adjustment", "0.1", CVarFlag.Numeric, "How rapidly to adjust the player's position to better match the server. Smaller numbers yield quicker results."); n_movemode = Register("n_movemode", "2", CVarFlag.Numeric, "Which movement mode to use. 1 = run-and-adjust, 2 = back-trace."); n_ourvehiclelerp = Register("n_ourvehiclelerp", "0.1", CVarFlag.Numeric, "How strongly to lerp our own vehicle's movement."); n_online = Register("n_online", "true", CVarFlag.Boolean, "Whether to only connect to servers with a valid login key. Disable this to play singleplayer without internet."); // Renderer CVars r_fullscreen = Register("r_fullscreen", "false", CVarFlag.Boolean | CVarFlag.Delayed, "Whether to use fullscreen mode."); r_width = Register("r_width", "1280", CVarFlag.Numeric | CVarFlag.Delayed, "What width the window should be."); r_height = Register("r_height", "720", CVarFlag.Numeric | CVarFlag.Delayed, "What height the window should be."); r_vsync = Register("r_vsync", "true", CVarFlag.Boolean, "Whether to use vertical synchronization mode."); r_lighting = Register("r_lighting", "true", CVarFlag.Boolean, "Whether to enable 3D lighting (Otherwise, use FullBright)."); r_renderwireframe = Register("r_renderwireframe", "false", CVarFlag.Boolean, "Whether to render a wireframe."); r_fov = Register("r_fov", "70", CVarFlag.Numeric, "What Field of Vision range value to use."); r_znear = Register("r_znear", "0.1", CVarFlag.Numeric, "How close the near plane should be to the camera."); r_zfar = Register("r_zfar", "3500", CVarFlag.Numeric, "How far the far plane should be from the camera."); r_dof_strength = Register("r_dof_strength", "4", CVarFlag.Numeric, "How strong the Depth Of Field effect should be."); r_maxfps = Register("r_maxfps", "60", CVarFlag.Numeric | CVarFlag.Delayed, "What the FPS cap should be."); r_lightmaxdistance = Register("r_lightmaxdistance", "35", CVarFlag.Numeric, "How far away a light can be from the camera before it is disabled."); r_fallbacklighting = Register("r_fallbacklighting", "true", CVarFlag.Boolean, "Whether to calculate fallback block lighting (Requires chunk reload)."); r_shadowquality = Register("r_shadowquality", "1024", CVarFlag.Numeric, "What texture size to use for shadow maps."); r_shadowblur = Register("r_shadowblur", "0.25", CVarFlag.Numeric, "What factor to use for shadow blurring. Smaller = blurrier."); r_shadowpace = Register("r_shadowpace", "1", CVarFlag.Numeric, "How rapidly to rerender shadows, in frames."); r_shadows = Register("r_shadows", "false", CVarFlag.Boolean, "Whether to render shadows at all."); r_cloudshadows = Register("r_cloudshadows", "false", CVarFlag.Boolean, "Whether to display shadows from clouds."); r_good_graphics = Register("r_good_graphics", "true", CVarFlag.Boolean | CVarFlag.Delayed, "Whether to use 'good' graphics."); // TODO: Callback to auto-set r_skybox = Register("r_skybox", "default", CVarFlag.ServerControl | CVarFlag.Textual, "What skybox to use."); r_blocktexturelinear = Register("r_blocktexturelinear", "true", CVarFlag.Boolean | CVarFlag.Delayed, "Whether block textures are to use a linear blur or nearest-pixel mode."); r_blocktexturewidth = Register("r_blocktexturewidth", "256", CVarFlag.Numeric | CVarFlag.Delayed, "What texture width (pixels) block textures should use."); r_toonify = Register("r_toonify", "false", CVarFlag.Boolean, "Whether to use a 'toonify' post-processing effect."); r_transplighting = Register("r_transplighting", "true", CVarFlag.Boolean, "Whether transparent objects should be lit properly (otherwise, fullbright)."); r_transpshadows = Register("r_transpshadows", "false", CVarFlag.Boolean, "Whether transparent objects should be lit using HD shadows (Requires r_shadows true)."); r_3d_enable = Register("r_3d_enable", "false", CVarFlag.Boolean, "Whether to use 3D side-by-side rendering mode."); r_fast = Register("r_fast", "false", CVarFlag.Boolean, "Whether to use 'fast' rendering mode."); r_chunksatonce = Register("r_chunksatonce", "100", CVarFlag.Numeric, "How many chunks can render at once."); r_chunkoverrender = Register("r_chunkoverrender", "true", CVarFlag.Boolean, "Whether to render chunks more often for quality's sake, at risk of performance."); r_transpll = Register("r_transpll", "false", CVarFlag.Boolean, "Whether to use GPU linked lists when rendering transparent objects."); r_noblockshapes = Register("r_noblockshapes", "false", CVarFlag.Boolean, "Whether block shapes are disabled or not."); r_treeshadows = Register("r_treeshadows", "true", CVarFlag.Boolean, "Whether trees cast shadows."); r_godrays = Register("r_godrays", "true", CVarFlag.Boolean, "Whether to render GodRays (rays of light from the sun."); // TODO: Validate? r_hdr = Register("r_hdr", "true", CVarFlag.Boolean, "Whether to render with high dynamic range adjustments enabled."); r_chunkmarch = Register("r_chunkmarch", "false", CVarFlag.Boolean, "Whether to use 'chunk marching' method to render chunks (if false, uses a generic loop)."); r_clouds = Register("r_clouds", "true", CVarFlag.Boolean, "Whether to render clouds."); // TODO: Inform the server of this to reduce bandwidth. r_motionblur = Register("r_motionblur", "false", CVarFlag.Boolean, "Whether to blur the screen to better represent motion."); r_plants = Register("r_plants", "true", CVarFlag.Boolean, "Whether to render small plants around the view."); // Audio CVars a_musicvolume = Register("a_musicvolume", "0.5", CVarFlag.Numeric, "What volume the music should be."); a_musicpitch = Register("a_musicpitch", "1", CVarFlag.Numeric, "What pitch the music should be."); a_globalvolume = Register("a_globalvolume", "1", CVarFlag.Numeric, "What volume all sounds should be."); a_globalpitch = Register("a_globalpitch", "1", CVarFlag.Numeric, "What pitch all sounds should be."); a_music = Register("a_music", "music/epic/bcvoxalia_adventure", CVarFlag.Textual | CVarFlag.ServerControl, "What music should be played."); a_quietondeselect = Register("a_quietondeselect", "true", CVarFlag.Boolean, "Whether to quiet music when the window is deselected."); a_echovolume = Register("a_echovolume", "0", CVarFlag.Numeric, "What volume to echo microphone pickup at, for audio testing purposes. Specify 0 to not listen to the microphone at all."); // UI CVars u_mouse_sensitivity = Register("u_mouse_sensitivity", "1", CVarFlag.Numeric, "How sensitive the mouse is."); u_reticle = Register("u_reticle", "1", CVarFlag.Textual, "What reticle to use."); u_reticlescale = Register("u_reticlescale", "32", CVarFlag.Numeric, "How big the reticle should be."); u_showhud = Register("u_showhud", "true", CVarFlag.Boolean, "Whether to render the HUD."); u_highlight_targetblock = Register("u_highlight_targetblock", "true", CVarFlag.Boolean, "Whether to highlight the targeted block."); u_highlight_placeblock = Register("u_highlight_placeblock", "true", CVarFlag.Boolean, "Whether to highlight the targeted placement block."); u_debug = Register("u_debug", "false", CVarFlag.Boolean, "Whether to display debug information on the HUD."); u_showmap = Register("u_showmap", "false", CVarFlag.Boolean | CVarFlag.ServerControl, "Whether to display a map on the HUD."); u_showrangefinder = Register("u_showrangefinder", "false", CVarFlag.Boolean | CVarFlag.ServerControl, "Whether to display a range finder on the HUD."); u_showping = Register("u_showping", "true", CVarFlag.Boolean, "Whether to display the current ping on the UI."); u_showcompass = Register("u_showcompass", "false", CVarFlag.Boolean | CVarFlag.ServerControl, "Whether to display a compass on the HUD."); u_colortyping = Register("u_colortyping", "false", CVarFlag.Boolean, "Whether to color the text currently being typed typed (chat, console, ...)."); }