3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
21 =============================== NOTES ==============================
22 NOTE: Things starting with TODO are sometimes only suggestions.
24 NOTE: iostream.imbue(std::locale("C")) is very slow
25 NOTE: Global locale is now set at initialization
27 NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the
28 hardware buffer (it is not freed automatically)
30 NOTE: A random to-do list saved here as documentation:
31 A list of "active blocks" in which stuff happens. (+=done)
32 + Add a never-resetted game timer to the server
33 + Add a timestamp value to blocks
34 + The simple rule: All blocks near some player are "active"
35 - Do stuff in real time in active blocks
37 - Grow grass, delete leaves without a tree
38 - Spawn some mobs based on some rules
39 - Transform cobble to mossy cobble near water
41 - ...And all kinds of other dynamic stuff
42 + Keep track of when a block becomes active and becomes inactive
43 + When a block goes inactive:
44 + Store objects statically to block
45 + Store timer value as the timestamp
46 + When a block goes active:
47 + Create active objects out of static objects
48 - Simulate the results of what would have happened if it would have
49 been active for all the time
50 - Grow a lot of grass and so on
51 + Initially it is fine to send information about every active object
52 to every player. Eventually it should be modified to only send info
53 about the nearest ones.
54 + This was left to be done by the old system and it sends only the
57 Vim conversion regexpes for moving to extended content type storage:
58 %s/\(\.\|->\)d \([!=]=\)/\1getContent() \2/g
59 %s/content_features(\([^.]*\)\.d)/content_features(\1)/g
60 %s/\(\.\|->\)d = \([^;]*\);/\1setContent(\2);/g
61 %s/\(getNodeNoExNoEmerge([^)]*)\)\.d/\1.getContent()/g
62 %s/\(getNodeNoExNoEmerge(.*)\)\.d/\1.getContent()/g
63 %s/\.d;/.getContent();/g
64 %s/\(content_liquid\|content_flowing_liquid\|make_liquid_flowing\|content_pointable\)(\([^.]*\).d)/\1(\2.getContent())/g
66 - node.d = node.param0 (only in raw serialization; use getContent() otherwise)
67 - node.param = node.param1
68 - node.dir = node.param2
69 - content_walkable(node.d) etc should be changed to
70 content_features(node).walkable etc
71 - Also check for lines that store the result of getContent to a 8-bit
72 variable and fix them (result of getContent() must be stored in
73 content_t, which is 16-bit)
75 NOTE: Seeds in 1260:6c77e7dbfd29:
77 Spawns you on a small sand island with a surface dungeon
79 Enormous jungle + a surface dungeon at ~(250,0,0)
81 Old, wild and random suggestions that probably won't be done:
82 -------------------------------------------------------------
84 SUGG: If player is on ground, mainly fetch ground-level blocks
86 SUGG: Expose Connection's seqnums and ACKs to server and client.
87 - This enables saving many packets and making a faster connection
88 - This also enables server to check if client has received the
89 most recent block sent, for example.
90 SUGG: Add a sane bandwidth throttling system to Connection
92 SUGG: More fine-grained control of client's dumping of blocks from
94 - ...What does this mean in the first place?
96 SUGG: A map editing mode (similar to dedicated server mode)
98 SUGG: Transfer more blocks in a single packet
99 SUGG: A blockdata combiner class, to which blocks are added and at
100 destruction it sends all the stuff in as few packets as possible.
101 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
102 it by sending more stuff in a single packet.
103 - Add a packet queue to RemoteClient, from which packets will be
104 combined with object data packets
105 - This is not exactly trivial: the object data packets are
106 sometimes very big by themselves
107 - This might not give much network performance gain though.
109 SUGG: Precalculate lighting translation table at runtime (at startup)
110 - This is not doable because it is currently hand-made and not
111 based on some mathematical function.
112 - Note: This has been changing lately
114 SUGG: A version number to blocks, which increments when the block is
115 modified (node add/remove, water update, lighting update)
116 - This can then be used to make sure the most recent version of
117 a block has been sent to client, for example
119 SUGG: Make the amount of blocks sending to client and the total
120 amount of blocks dynamically limited. Transferring blocks is the
121 main network eater of this system, so it is the one that has
122 to be throttled so that RTTs stay low.
124 SUGG: Meshes of blocks could be split into 6 meshes facing into
125 different directions and then only those drawn that need to be
127 SUGG: Background music based on cellular automata?
128 http://www.earslap.com/projectslab/otomata
130 SUGG: Simple light color information to air
132 SUGG: Server-side objects could be moved based on nodes to enable very
133 lightweight operation and simple AI
134 - Not practical; client would still need to show smooth movement.
136 SUGG: Make a system for pregenerating quick information for mapblocks, so
137 that the client can show them as cubes before they are actually sent
140 SUGG: Erosion simulation at map generation time
141 - This might be plausible if larger areas of map were pregenerated
142 without lighting (which is slow)
143 - Simulate water flows, which would carve out dirt fast and
144 then turn stone into gravel and sand and relocate it.
145 - How about relocating minerals, too? Coal and gold in
146 downstream sand and gravel would be kind of cool
147 - This would need a better way of handling minerals, mainly
148 to have mineral content as a separate field. the first
149 parameter field is free for this.
150 - Simulate rock falling from cliffs when water has removed
151 enough solid rock from the bottom
153 SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface
154 stuff as simple flags/values
157 And at some point make the server send this data to the client too,
158 instead of referring to the noise functions
160 - Surface ground type
166 - Aim for something like controlling a single dwarf in Dwarf Fortress
167 - The player could go faster by a crafting a boat, or riding an animal
168 - Random NPC traders. what else?
173 - When furnace is destroyed, move items to player's inventory
176 - Growing grass, decaying leaves
177 - This can be done in the active blocks I guess.
178 - Lots of stuff can be done in the active blocks.
179 - Uh, is there an active block list somewhere? I think not. Add it.
180 - Breaking weak structures
181 - This can probably be accomplished in the same way as grass
182 - Player health points
183 - When player dies, throw items on map (needs better item-on-map
185 - Cobble to get mossy if near water
186 - More slots in furnace source list, so that multiple ingredients
190 - The Treasure Guard; a big monster with a hammer
191 - The hammer does great damage, shakes the ground and removes a block
192 - You can drop on top of it, and have some time to attack there
193 before he shakes you off
195 - Maybe the difficulty could come from monsters getting tougher in
196 far-away places, and the player starting to need something from
197 there when time goes by.
198 - The player would have some of that stuff at the beginning, and
199 would need new supplies of it when it runs out
202 - A spread-items-on-map routine for the bomb, and for dying players
205 - Proper sword swing simulation
206 - Player should get damage from colliding to a wall at high speed
211 Build system / running:
212 -----------------------
214 Networking and serialization:
215 -----------------------------
217 SUGG: Fix address to be ipv6 compatible
225 SUGG: Combine MapBlock's face caches to so big pieces that VBO
227 - That is >500 vertices
228 - This is not easy; all the MapBlocks close to the player would
229 still need to be drawn separately and combining the blocks
230 would have to happen in a background thread
232 SUGG: Make fetching sector's blocks more efficient when rendering
233 sectors that have very large amounts of blocks (on client)
234 - Is this necessary at all?
236 SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
237 animating them is easier.
239 SUGG: Option for enabling proper alpha channel for textures
241 TODO: Flowing water animation
243 TODO: A setting for enabling bilinear filtering for textures
245 TODO: Better control of draw_control.wanted_max_blocks
247 TODO: Further investigate the use of GPU lighting in addition to the
250 TODO: Artificial (night) light could be more yellow colored than sunlight.
251 - This is technically doable.
252 - Also the actual colors of the textures could be made less colorful
253 in the dark but it's a bit more difficult.
255 SUGG: Somehow make the night less colorful
257 TODO: Occlusion culling
258 - At the same time, move some of the renderMap() block choosing code
259 to the same place as where the new culling happens.
260 - Shoot some rays per frame and when ready, make a new list of
261 blocks for usage of renderMap and give it a new pointer to it.
269 TODO: Untie client network operations from framerate
270 - Needs some input queues or something
271 - This won't give much performance boost because calculating block
274 SUGG: Make morning and evening transition more smooth and maybe shorter
276 TODO: Don't update all meshes always on single node changes, but
277 check which ones should be updated
278 - implement Map::updateNodeMeshes() and the usage of it
279 - It will give almost always a 4x boost in mesh update performance.
283 - Tool/weapon visualization
285 FIXME: When disconnected to the menu, memory is not freed properly
287 TODO: Investigate how much the mesh generator thread gets used when
288 transferring map data
293 SUGG: Make an option to the server to disable building and digging near
294 the starting position
296 FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
298 * Fix the problem with the server constantly saving one or a few
299 blocks? List the first saved block, maybe it explains.
300 - It is probably caused by oscillating water
301 - TODO: Investigate if this still happens (this is a very old one)
302 * Make a small history check to transformLiquids to detect and log
303 continuous oscillations, in such detail that they can be fixed.
305 FIXME: The new optimized map sending doesn't sometimes send enough blocks
306 from big caves and such
307 FIXME: Block send distance configuration does not take effect for some reason
312 TODO: Add proper hooks to when adding and removing active blocks
314 TODO: Finish the ActiveBlockModifier stuff and use it for something
319 TODO: Get rid of MapBlockObjects and use only ActiveObjects
320 - Skipping the MapBlockObject data is nasty - there is no "total
321 length" stored; have to make a SkipMBOs function which contains
322 enough of the current code to skip them properly.
324 SUGG: MovingObject::move and Player::move are basically the same.
326 - NOTE: This is a bit tricky because player has the sneaking ability
327 - NOTE: Player::move is more up-to-date.
328 - NOTE: There is a simple move implementation now in collision.{h,cpp}
329 - NOTE: MovingObject will be deleted (MapBlockObject)
331 TODO: Add a long step function to objects that is called with the time
332 difference when block activates
337 TODO: Mineral and ground material properties
338 - This way mineral ground toughness can be calculated with just
339 some formula, as well as tool strengths. Sounds too.
340 - There are TODOs in appropriate files: material.h, content_mapnode.h
342 TODO: Flowing water to actually contain flow direction information
343 - There is a space for this - it just has to be implemented.
345 TODO: Consider smoothening cave floors after generating them
347 TODO: Fix make_tree, make_* to use seed-position-consistent pseudorandom
352 TODO: Make sure server handles removing grass when a block is placed (etc)
353 - The client should not do it by itself
354 - NOTE: I think nobody does it currently...
355 TODO: Block cube placement around player's head
356 TODO: Protocol version field
357 TODO: Think about using same bits for material for fences and doors, for
359 TODO: Move mineral to param2, increment map serialization version, add
362 SUGG: Restart irrlicht completely when coming back to main menu from game.
363 - This gets rid of everything that is stored in irrlicht's caches.
364 - This might be needed for texture pack selection in menu
366 TODO: Merge bahamada's audio stuff (clean patch available)
368 TODO: Move content_features to mapnode_content_features.{h,cpp} or so
370 TODO: Fix item use() stuff; dropping a stack of cooked rats and eating
371 it gives 3 hearts and consumes all the rats.
373 Making it more portable:
374 ------------------------
376 Stuff to do before release:
377 ---------------------------
379 Fixes to the current release:
380 -----------------------------
382 Stuff to do after release:
383 ---------------------------
388 ======================================================================
394 #pragma message ("Disabling unit tests")
396 #warning "Disabling unit tests"
398 // Disable unit tests
399 #define ENABLE_TESTS 0
402 #define ENABLE_TESTS 1
406 #pragma comment(lib, "Irrlicht.lib")
407 //#pragma comment(lib, "jthread.lib")
408 #pragma comment(lib, "zlibwapi.lib")
409 #pragma comment(lib, "Shell32.lib")
410 // This would get rid of the console window
411 //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
414 #include "irrlicht.h" // createDevice
417 #include "mainmenumanager.h"
421 #include "common_irrlicht.h"
425 #include "constants.h"
428 #include "guiMessageMenu.h"
431 #include "guiMainMenu.h"
433 #include "materials.h"
437 #include "defaultsettings.h"
439 #include "settings.h"
440 #include "profiler.h"
443 // This makes textures
444 ITextureSource *g_texturesource = NULL;
448 These are loaded from the config file.
450 Settings main_settings;
451 Settings *g_settings = &main_settings;
454 Profiler main_profiler;
455 Profiler *g_profiler = &main_profiler;
465 gui::IGUIEnvironment* guienv = NULL;
466 gui::IGUIStaticText *guiroot = NULL;
467 MainMenuManager g_menumgr;
471 return (g_menumgr.menuCount() == 0);
474 // Passed to menus to allow disconnecting and exiting
475 MainGameCallback *g_gamecallback = NULL;
482 std::ostream *dout_con_ptr = &dummyout;
483 std::ostream *derr_con_ptr = &verbosestream;
486 std::ostream *dout_server_ptr = &infostream;
487 std::ostream *derr_server_ptr = &errorstream;
490 std::ostream *dout_client_ptr = &infostream;
491 std::ostream *derr_client_ptr = &errorstream;
494 gettime.h implementation
497 // A small helper class
501 virtual u32 getTime() = 0;
504 // A precise irrlicht one
505 class IrrlichtTimeGetter: public TimeGetter
508 IrrlichtTimeGetter(IrrlichtDevice *device):
515 return m_device->getTimer()->getRealTime();
518 IrrlichtDevice *m_device;
520 // Not so precise one which works without irrlicht
521 class SimpleTimeGetter: public TimeGetter
526 return porting::getTimeMs();
530 // A pointer to a global instance of the time getter
532 TimeGetter *g_timegetter = NULL;
536 if(g_timegetter == NULL)
538 return g_timegetter->getTime();
542 Event handler for Irrlicht
544 NOTE: Everything possible should be moved out from here,
545 probably to InputHandler and the_game
548 class MyEventReceiver : public IEventReceiver
551 // This is the one method that we have to implement
552 virtual bool OnEvent(const SEvent& event)
555 React to nothing here if a menu is active
557 if(noMenuActive() == false)
562 // Remember whether each key is down or up
563 if(event.EventType == irr::EET_KEY_INPUT_EVENT)
565 if(event.KeyInput.PressedDown) {
566 keyIsDown.set(event.KeyInput);
567 keyWasDown.set(event.KeyInput);
569 keyIsDown.unset(event.KeyInput);
573 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
575 if(noMenuActive() == false)
578 middle_active = false;
579 right_active = false;
583 left_active = event.MouseInput.isLeftPressed();
584 middle_active = event.MouseInput.isMiddlePressed();
585 right_active = event.MouseInput.isRightPressed();
587 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
591 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
595 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
599 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
601 rightreleased = true;
603 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
605 mouse_wheel += event.MouseInput.Wheel;
613 bool IsKeyDown(const KeyPress &keyCode) const
615 return keyIsDown[keyCode];
618 // Checks whether a key was down and resets the state
619 bool WasKeyDown(const KeyPress &keyCode)
621 bool b = keyWasDown[keyCode];
623 keyWasDown.unset(keyCode);
640 rightclicked = false;
641 leftreleased = false;
642 rightreleased = false;
645 middle_active = false;
646 right_active = false;
668 IrrlichtDevice *m_device;
670 // The current state of keys
672 // Whether a key has been pressed or not
677 Separated input handler
680 class RealInputHandler : public InputHandler
683 RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
688 virtual bool isKeyDown(const KeyPress &keyCode)
690 return m_receiver->IsKeyDown(keyCode);
692 virtual bool wasKeyDown(const KeyPress &keyCode)
694 return m_receiver->WasKeyDown(keyCode);
696 virtual v2s32 getMousePos()
698 return m_device->getCursorControl()->getPosition();
700 virtual void setMousePos(s32 x, s32 y)
702 m_device->getCursorControl()->setPosition(x, y);
705 virtual bool getLeftState()
707 return m_receiver->left_active;
709 virtual bool getRightState()
711 return m_receiver->right_active;
714 virtual bool getLeftClicked()
716 return m_receiver->leftclicked;
718 virtual bool getRightClicked()
720 return m_receiver->rightclicked;
722 virtual void resetLeftClicked()
724 m_receiver->leftclicked = false;
726 virtual void resetRightClicked()
728 m_receiver->rightclicked = false;
731 virtual bool getLeftReleased()
733 return m_receiver->leftreleased;
735 virtual bool getRightReleased()
737 return m_receiver->rightreleased;
739 virtual void resetLeftReleased()
741 m_receiver->leftreleased = false;
743 virtual void resetRightReleased()
745 m_receiver->rightreleased = false;
748 virtual s32 getMouseWheel()
750 return m_receiver->getMouseWheel();
755 m_receiver->clearInput();
758 IrrlichtDevice *m_device;
759 MyEventReceiver *m_receiver;
762 class RandomInputHandler : public InputHandler
770 rightclicked = false;
771 leftreleased = false;
772 rightreleased = false;
775 virtual bool isKeyDown(const KeyPress &keyCode)
777 return keydown[keyCode];
779 virtual bool wasKeyDown(const KeyPress &keyCode)
783 virtual v2s32 getMousePos()
787 virtual void setMousePos(s32 x, s32 y)
789 mousepos = v2s32(x,y);
792 virtual bool getLeftState()
796 virtual bool getRightState()
801 virtual bool getLeftClicked()
805 virtual bool getRightClicked()
809 virtual void resetLeftClicked()
813 virtual void resetRightClicked()
815 rightclicked = false;
818 virtual bool getLeftReleased()
822 virtual bool getRightReleased()
824 return rightreleased;
826 virtual void resetLeftReleased()
828 leftreleased = false;
830 virtual void resetRightReleased()
832 rightreleased = false;
835 virtual s32 getMouseWheel()
840 virtual void step(float dtime)
843 static float counter1 = 0;
847 counter1 = 0.1*Rand(1, 40);
848 keydown.toggle(getKeySetting("keymap_jump"));
852 static float counter1 = 0;
856 counter1 = 0.1*Rand(1, 40);
857 keydown.toggle(getKeySetting("keymap_special1"));
861 static float counter1 = 0;
865 counter1 = 0.1*Rand(1, 40);
866 keydown.toggle(getKeySetting("keymap_forward"));
870 static float counter1 = 0;
874 counter1 = 0.1*Rand(1, 40);
875 keydown.toggle(getKeySetting("keymap_left"));
879 static float counter1 = 0;
883 counter1 = 0.1*Rand(1, 20);
884 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
888 static float counter1 = 0;
892 counter1 = 0.1*Rand(1, 30);
893 leftdown = !leftdown;
901 static float counter1 = 0;
905 counter1 = 0.1*Rand(1, 15);
906 rightdown = !rightdown;
910 rightreleased = true;
913 mousepos += mousespeed;
916 s32 Rand(s32 min, s32 max)
918 return (myrand()%(max-min+1))+min;
932 // These are defined global so that they're not optimized too much.
933 // Can't change them to volatile.
938 std::string tempstring;
939 std::string tempstring2;
944 dstream<<"The following test should take around 20ms."<<std::endl;
945 TimeTaker timer("Testing std::string speed");
946 const u32 jj = 10000;
947 for(u32 j=0; j<jj; j++)
952 for(u32 i=0; i<ii; i++){
953 tempstring2 += "asd";
955 for(u32 i=0; i<ii+1; i++){
957 if(tempstring == tempstring2)
963 dstream<<"All of the following tests should take around 100ms each."
967 TimeTaker timer("Testing floating-point conversion speed");
969 for(u32 i=0; i<4000000; i++){
976 TimeTaker timer("Testing floating-point vector speed");
978 tempv3f1 = v3f(1,2,3);
979 tempv3f2 = v3f(4,5,6);
980 for(u32 i=0; i<10000000; i++){
981 tempf += tempv3f1.dotProduct(tempv3f2);
982 tempv3f2 += v3f(7,8,9);
987 TimeTaker timer("Testing core::map speed");
989 core::map<v2s16, f32> map1;
992 for(s16 y=0; y<ii; y++){
993 for(s16 x=0; x<ii; x++){
994 map1.insert(v2s16(x,y), tempf);
998 for(s16 y=ii-1; y>=0; y--){
999 for(s16 x=0; x<ii; x++){
1000 tempf = map1[v2s16(x,y)];
1006 dstream<<"Around 5000/ms should do well here."<<std::endl;
1007 TimeTaker timer("Testing mutex speed");
1021 while(timer.getTime() < 10);
1023 u32 dtime = timer.stop();
1024 u32 per_ms = n / dtime;
1025 dstream<<"Done. "<<dtime<<"ms, "
1026 <<per_ms<<"/ms"<<std::endl;
1030 void drawMenuBackground(video::IVideoDriver* driver)
1032 core::dimension2d<u32> screensize = driver->getScreenSize();
1034 video::ITexture *bgtexture =
1035 driver->getTexture(getTexturePath("mud.png").c_str());
1038 s32 texturesize = 128;
1039 s32 tiled_y = screensize.Height / texturesize + 1;
1040 s32 tiled_x = screensize.Width / texturesize + 1;
1042 for(s32 y=0; y<tiled_y; y++)
1043 for(s32 x=0; x<tiled_x; x++)
1045 core::rect<s32> rect(0,0,texturesize,texturesize);
1046 rect += v2s32(x*texturesize, y*texturesize);
1047 driver->draw2DImage(bgtexture, rect,
1048 core::rect<s32>(core::position2d<s32>(0,0),
1049 core::dimension2di(bgtexture->getSize())),
1054 video::ITexture *logotexture =
1055 driver->getTexture(getTexturePath("menulogo.png").c_str());
1058 v2s32 logosize(logotexture->getOriginalSize().Width,
1059 logotexture->getOriginalSize().Height);
1062 video::SColor bgcolor(255,50,50,50);
1063 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
1064 screensize.Width, screensize.Height);
1065 driver->draw2DRectangle(bgcolor, bgrect, NULL);
1067 core::rect<s32> rect(0,0,logosize.X,logosize.Y);
1068 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
1069 rect -= v2s32(logosize.X/2, 0);
1070 driver->draw2DImage(logotexture, rect,
1071 core::rect<s32>(core::position2d<s32>(0,0),
1072 core::dimension2di(logotexture->getSize())),
1077 class DstreamLogOutput: public ILogOutput
1080 /* line: Full line with timestamp, level and thread */
1081 void printLog(const std::string &line)
1083 dstream<<line<<std::endl;
1085 } main_dstream_log_out;
1087 class DstreamNoStderrLogOutput: public ILogOutput
1090 /* line: Full line with timestamp, level and thread */
1091 void printLog(const std::string &line)
1093 dstream_no_stderr<<line<<std::endl;
1095 } main_dstream_no_stderr_log_out;
1097 int main(int argc, char *argv[])
1103 log_add_output_maxlev(&main_dstream_log_out, LMT_ACTION);
1104 log_add_output_all_levs(&main_dstream_no_stderr_log_out);
1106 log_register_thread("main");
1108 // Set locale. This is for forcing '.' as the decimal point.
1109 std::locale::global(std::locale("C"));
1110 // This enables printing all characters in bitmap font
1111 setlocale(LC_CTYPE, "en_US");
1117 // List all allowed options
1118 core::map<std::string, ValueSpec> allowed_options;
1119 allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));
1120 allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
1121 "Run server directly"));
1122 allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
1123 "Load configuration from specified file"));
1124 allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));
1125 allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));
1126 allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));
1127 allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));
1128 allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));
1129 allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));
1131 allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));
1133 allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));
1134 allowed_options.insert("info-on-stderr", ValueSpec(VALUETYPE_FLAG));
1138 bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
1140 if(ret == false || cmd_args.getFlag("help"))
1142 dstream<<"Allowed options:"<<std::endl;
1143 for(core::map<std::string, ValueSpec>::Iterator
1144 i = allowed_options.getIterator();
1145 i.atEnd() == false; i++)
1147 dstream<<" --"<<i.getNode()->getKey();
1148 if(i.getNode()->getValue().type == VALUETYPE_FLAG)
1153 dstream<<" <value>";
1157 if(i.getNode()->getValue().help != NULL)
1159 dstream<<" "<<i.getNode()->getValue().help
1164 return cmd_args.getFlag("help") ? 0 : 1;
1168 Low-level initialization
1171 bool disable_stderr = false;
1173 if(cmd_args.getFlag("dstream-on-stderr") == false)
1174 disable_stderr = true;
1177 if(cmd_args.getFlag("info-on-stderr"))
1178 log_add_output(&main_dstream_log_out, LMT_INFO);
1180 porting::signal_handler_init();
1181 bool &kill = *porting::signal_handler_killstatus();
1183 // Initialize porting::path_data and porting::path_userdata
1184 porting::initializePaths();
1186 // Create user data directory
1187 fs::CreateDir(porting::path_userdata);
1189 init_gettext((porting::path_data+"/../locale").c_str());
1191 // Initialize debug streams
1193 std::string debugfile = DEBUGFILE;
1195 std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;
1197 debugstreams_init(disable_stderr, debugfile.c_str());
1198 // Initialize debug stacks
1199 debug_stacks_init();
1201 DSTACK(__FUNCTION_NAME);
1203 // Init material properties table
1204 //initializeMaterialProperties();
1207 BEGIN_DEBUG_EXCEPTION_HANDLER
1209 // Print startup message
1210 actionstream<<PROJECT_NAME<<
1211 " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
1216 Basic initialization
1219 // Initialize default settings
1220 set_default_settings(g_settings);
1222 // Initialize sockets
1224 atexit(sockets_cleanup);
1230 // Path of configuration file in use
1231 std::string configpath = "";
1233 if(cmd_args.exists("config"))
1235 bool r = g_settings->readConfigFile(cmd_args.get("config").c_str());
1238 errorstream<<"Could not read configuration from \""
1239 <<cmd_args.get("config")<<"\""<<std::endl;
1242 configpath = cmd_args.get("config");
1246 core::array<std::string> filenames;
1247 filenames.push_back(porting::path_userdata + "/minetest.conf");
1249 filenames.push_back(porting::path_userdata + "/../minetest.conf");
1252 for(u32 i=0; i<filenames.size(); i++)
1254 bool r = g_settings->readConfigFile(filenames[i].c_str());
1257 configpath = filenames[i];
1262 // If no path found, use the first one (menu creates the file)
1263 if(configpath == "")
1264 configpath = filenames[0];
1267 // Initialize random seed
1272 Pre-initialize some stuff with a dummy irrlicht wrapper.
1274 These are needed for unit tests at least.
1277 // Initial call with g_texturesource not set.
1284 if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
1285 || cmd_args.getFlag("enable-unittests") == true)
1290 /*for(s16 y=-100; y<100; y++)
1291 for(s16 x=-100; x<100; x++)
1293 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
1303 if(cmd_args.exists("port"))
1304 port = cmd_args.getU16("port");
1305 else if(g_settings->exists("port"))
1306 port = g_settings->getU16("port");
1311 std::string map_dir = porting::path_userdata+"/world";
1312 if(cmd_args.exists("map-dir"))
1313 map_dir = cmd_args.get("map-dir");
1314 else if(g_settings->exists("map-dir"))
1315 map_dir = g_settings->get("map-dir");
1317 // Run dedicated server if asked to
1318 if(cmd_args.getFlag("server"))
1320 DSTACK("Dedicated server branch");
1322 // Create time getter
1323 g_timegetter = new SimpleTimeGetter();
1326 Server server(map_dir.c_str(), configpath);
1330 dedicated_server_loop(server, kill);
1340 // Address to connect to
1341 std::string address = "";
1343 if(cmd_args.exists("address"))
1345 address = cmd_args.get("address");
1349 address = g_settings->get("address");
1352 std::string playername = g_settings->get("name");
1355 Device initialization
1358 // Resolution selection
1360 bool fullscreen = false;
1361 u16 screenW = g_settings->getU16("screenW");
1362 u16 screenH = g_settings->getU16("screenH");
1366 video::E_DRIVER_TYPE driverType;
1368 std::string driverstring = g_settings->get("video_driver");
1370 if(driverstring == "null")
1371 driverType = video::EDT_NULL;
1372 else if(driverstring == "software")
1373 driverType = video::EDT_SOFTWARE;
1374 else if(driverstring == "burningsvideo")
1375 driverType = video::EDT_BURNINGSVIDEO;
1376 else if(driverstring == "direct3d8")
1377 driverType = video::EDT_DIRECT3D8;
1378 else if(driverstring == "direct3d9")
1379 driverType = video::EDT_DIRECT3D9;
1380 else if(driverstring == "opengl")
1381 driverType = video::EDT_OPENGL;
1384 errorstream<<"WARNING: Invalid video_driver specified; defaulting "
1385 "to opengl"<<std::endl;
1386 driverType = video::EDT_OPENGL;
1390 Create device and exit if creation failed
1393 MyEventReceiver receiver;
1395 IrrlichtDevice *device;
1396 device = createDevice(driverType,
1397 core::dimension2d<u32>(screenW, screenH),
1398 16, fullscreen, false, false, &receiver);
1401 return 1; // could not create selected driver.
1403 // Set the window caption
1404 device->setWindowCaption(L"Minetest [Main Menu]");
1406 // Create time getter
1407 g_timegetter = new IrrlichtTimeGetter(device);
1409 // Create game callback for menus
1410 g_gamecallback = new MainGameCallback(device);
1412 // Create texture source
1413 g_texturesource = new TextureSource(device);
1416 Speed tests (done after irrlicht is loaded to get timer)
1418 if(cmd_args.getFlag("speedtests"))
1420 dstream<<"Running speed tests"<<std::endl;
1425 device->setResizable(true);
1427 bool random_input = g_settings->getBool("random_input")
1428 || cmd_args.getFlag("random-input");
1429 InputHandler *input = NULL;
1431 input = new RandomInputHandler();
1433 input = new RealInputHandler(device, &receiver);
1436 Continue initialization
1439 //video::IVideoDriver* driver = device->getVideoDriver();
1442 This changes the minimum allowed number of vertices in a VBO.
1445 //driver->setMinHardwareBufferVertexCount(50);
1447 scene::ISceneManager* smgr = device->getSceneManager();
1449 guienv = device->getGUIEnvironment();
1450 gui::IGUISkin* skin = guienv->getSkin();
1451 gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
1453 skin->setFont(font);
1455 errorstream<<"WARNING: Font file was not found."
1456 " Using default font."<<std::endl;
1457 // If font was not found, this will get us one
1458 font = skin->getFont();
1461 u32 text_height = font->getDimension(L"Hello, world!").Height;
1462 infostream<<"text_height="<<text_height<<std::endl;
1464 //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
1465 skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
1466 //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
1467 //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
1468 skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
1469 skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
1472 Preload some textures and stuff
1475 init_mapnode(); // Second call with g_texturesource set
1483 If an error occurs, this is set to something and the
1484 menu-game loop is restarted. It is then displayed before
1487 std::wstring error_message = L"";
1489 // The password entered during the menu screen,
1490 std::string password;
1495 while(device->run() && kill == false)
1498 // This is used for catching disconnects
1503 Clear everything from the GUIEnvironment
1508 We need some kind of a root node to be able to add
1509 custom gui elements directly on the screen.
1510 Otherwise they won't be automatically drawn.
1512 guiroot = guienv->addStaticText(L"",
1513 core::rect<s32>(0, 0, 10000, 10000));
1516 Out-of-game menu loop.
1518 Loop quits when menu returns proper parameters.
1520 while(kill == false)
1522 // Cursor can be non-visible when coming from the game
1523 device->getCursorControl()->setVisible(true);
1524 // Some stuff are left to scene manager when coming from the game
1527 // Reset or hide the debug gui texts
1528 /*guitext->setText(L"Minetest-c55");
1529 guitext2->setVisible(false);
1530 guitext_info->setVisible(false);
1531 guitext_chat->setVisible(false);*/
1533 // Initialize menu data
1534 MainMenuData menudata;
1535 menudata.address = narrow_to_wide(address);
1536 menudata.name = narrow_to_wide(playername);
1537 menudata.port = narrow_to_wide(itos(port));
1538 menudata.fancy_trees = g_settings->getBool("new_style_leaves");
1539 menudata.smooth_lighting = g_settings->getBool("smooth_lighting");
1540 menudata.creative_mode = g_settings->getBool("creative_mode");
1541 menudata.enable_damage = g_settings->getBool("enable_damage");
1544 new GUIMainMenu(guienv, guiroot, -1,
1545 &g_menumgr, &menudata, g_gamecallback);
1546 menu->allowFocusRemoval(true);
1548 if(error_message != L"")
1550 errorstream<<"error_message = "
1551 <<wide_to_narrow(error_message)<<std::endl;
1553 GUIMessageMenu *menu2 =
1554 new GUIMessageMenu(guienv, guiroot, -1,
1555 &g_menumgr, error_message.c_str());
1557 error_message = L"";
1560 video::IVideoDriver* driver = device->getVideoDriver();
1562 infostream<<"Created main menu"<<std::endl;
1564 while(device->run() && kill == false)
1566 if(menu->getStatus() == true)
1569 //driver->beginScene(true, true, video::SColor(255,0,0,0));
1570 driver->beginScene(true, true, video::SColor(255,128,128,128));
1572 drawMenuBackground(driver);
1578 // On some computers framerate doesn't seem to be
1579 // automatically limited
1583 // Break out of menu-game loop to shut down cleanly
1584 if(device->run() == false || kill == true)
1587 infostream<<"Dropping main menu"<<std::endl;
1591 // Delete map if requested
1592 if(menudata.delete_map)
1594 bool r = fs::RecursiveDeleteContent(map_dir);
1596 error_message = L"Delete failed";
1600 playername = wide_to_narrow(menudata.name);
1602 password = translatePassword(playername, menudata.password);
1604 //infostream<<"Main: password hash: '"<<password<<"'"<<std::endl;
1606 address = wide_to_narrow(menudata.address);
1607 int newport = stoi(wide_to_narrow(menudata.port));
1610 g_settings->set("new_style_leaves", itos(menudata.fancy_trees));
1611 g_settings->set("smooth_lighting", itos(menudata.smooth_lighting));
1612 g_settings->set("creative_mode", itos(menudata.creative_mode));
1613 g_settings->set("enable_damage", itos(menudata.enable_damage));
1615 // NOTE: These are now checked server side; no need to do it
1616 // here, so let's not do it here.
1617 /*// Check for valid parameters, restart menu if invalid.
1618 if(playername == "")
1620 error_message = L"Name required.";
1623 // Check that name has only valid chars
1624 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
1626 error_message = L"Characters allowed: "
1627 +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
1632 g_settings->set("name", playername);
1633 g_settings->set("address", address);
1634 g_settings->set("port", itos(port));
1635 // Update configuration file
1636 if(configpath != "")
1637 g_settings->updateConfigFile(configpath.c_str());
1643 // Break out of menu-game loop to shut down cleanly
1644 if(device->run() == false)
1647 // Initialize mapnode again to enable changed graphics settings
1669 catch(con::PeerNotFoundException &e)
1671 errorstream<<"Connection error (timed out?)"<<std::endl;
1672 error_message = L"Connection error (timed out?)";
1674 catch(SocketException &e)
1676 errorstream<<"Socket error (port already in use?)"<<std::endl;
1677 error_message = L"Socket error (port already in use?)";
1680 catch(std::exception &e)
1682 std::string narrow_message = "Some exception, what()=\"";
1683 narrow_message += e.what();
1684 narrow_message += "\"";
1685 errorstream<<narrow_message<<std::endl;
1686 error_message = narrow_to_wide(narrow_message);
1695 In the end, delete the Irrlicht device.
1699 END_DEBUG_EXCEPTION_HANDLER(errorstream)
1701 debugstreams_deinit();