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: Flowing water to actually contain flow direction information
338 - There is a space for this - it just has to be implemented.
340 TODO: Consider smoothening cave floors after generating them
342 TODO: Fix make_tree, make_* to use seed-position-consistent pseudorandom
347 TODO: Make sure server handles removing grass when a block is placed (etc)
348 - The client should not do it by itself
349 - NOTE: I think nobody does it currently...
350 TODO: Block cube placement around player's head
351 TODO: Protocol version field
352 TODO: Think about using same bits for material for fences and doors, for
354 TODO: Move mineral to param2, increment map serialization version, add
357 SUGG: Restart irrlicht completely when coming back to main menu from game.
358 - This gets rid of everything that is stored in irrlicht's caches.
359 - This might be needed for texture pack selection in menu
361 TODO: Merge bahamada's audio stuff (clean patch available)
363 Making it more portable:
364 ------------------------
366 Stuff to do before release:
367 ---------------------------
369 Fixes to the current release:
370 -----------------------------
372 Stuff to do after release:
373 ---------------------------
378 ======================================================================
384 #pragma message ("Disabling unit tests")
386 #warning "Disabling unit tests"
388 // Disable unit tests
389 #define ENABLE_TESTS 0
392 #define ENABLE_TESTS 1
396 #pragma comment(lib, "Irrlicht.lib")
397 //#pragma comment(lib, "jthread.lib")
398 #pragma comment(lib, "zlibwapi.lib")
399 #pragma comment(lib, "Shell32.lib")
400 // This would get rid of the console window
401 //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
404 #include "irrlicht.h" // createDevice
407 #include "mainmenumanager.h"
411 #include "common_irrlicht.h"
415 #include "constants.h"
418 #include "guiMessageMenu.h"
421 #include "guiMainMenu.h"
423 #include "materials.h"
427 #include "defaultsettings.h"
429 #include "settings.h"
430 #include "profiler.h"
435 These are loaded from the config file.
437 Settings main_settings;
438 Settings *g_settings = &main_settings;
441 Profiler main_profiler;
442 Profiler *g_profiler = &main_profiler;
452 gui::IGUIEnvironment* guienv = NULL;
453 gui::IGUIStaticText *guiroot = NULL;
454 MainMenuManager g_menumgr;
458 return (g_menumgr.menuCount() == 0);
461 // Passed to menus to allow disconnecting and exiting
462 MainGameCallback *g_gamecallback = NULL;
469 std::ostream *dout_con_ptr = &dummyout;
470 std::ostream *derr_con_ptr = &verbosestream;
471 //std::ostream *dout_con_ptr = &infostream;
472 //std::ostream *derr_con_ptr = &errorstream;
475 std::ostream *dout_server_ptr = &infostream;
476 std::ostream *derr_server_ptr = &errorstream;
479 std::ostream *dout_client_ptr = &infostream;
480 std::ostream *derr_client_ptr = &errorstream;
483 gettime.h implementation
486 // A small helper class
490 virtual u32 getTime() = 0;
493 // A precise irrlicht one
494 class IrrlichtTimeGetter: public TimeGetter
497 IrrlichtTimeGetter(IrrlichtDevice *device):
504 return m_device->getTimer()->getRealTime();
507 IrrlichtDevice *m_device;
509 // Not so precise one which works without irrlicht
510 class SimpleTimeGetter: public TimeGetter
515 return porting::getTimeMs();
519 // A pointer to a global instance of the time getter
521 TimeGetter *g_timegetter = NULL;
525 if(g_timegetter == NULL)
527 return g_timegetter->getTime();
531 Event handler for Irrlicht
533 NOTE: Everything possible should be moved out from here,
534 probably to InputHandler and the_game
537 class MyEventReceiver : public IEventReceiver
540 // This is the one method that we have to implement
541 virtual bool OnEvent(const SEvent& event)
544 React to nothing here if a menu is active
546 if(noMenuActive() == false)
551 // Remember whether each key is down or up
552 if(event.EventType == irr::EET_KEY_INPUT_EVENT)
554 if(event.KeyInput.PressedDown) {
555 keyIsDown.set(event.KeyInput);
556 keyWasDown.set(event.KeyInput);
558 keyIsDown.unset(event.KeyInput);
562 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
564 if(noMenuActive() == false)
567 middle_active = false;
568 right_active = false;
572 left_active = event.MouseInput.isLeftPressed();
573 middle_active = event.MouseInput.isMiddlePressed();
574 right_active = event.MouseInput.isRightPressed();
576 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
580 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
584 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
588 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
590 rightreleased = true;
592 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
594 mouse_wheel += event.MouseInput.Wheel;
602 bool IsKeyDown(const KeyPress &keyCode) const
604 return keyIsDown[keyCode];
607 // Checks whether a key was down and resets the state
608 bool WasKeyDown(const KeyPress &keyCode)
610 bool b = keyWasDown[keyCode];
612 keyWasDown.unset(keyCode);
629 rightclicked = false;
630 leftreleased = false;
631 rightreleased = false;
634 middle_active = false;
635 right_active = false;
657 IrrlichtDevice *m_device;
659 // The current state of keys
661 // Whether a key has been pressed or not
666 Separated input handler
669 class RealInputHandler : public InputHandler
672 RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
677 virtual bool isKeyDown(const KeyPress &keyCode)
679 return m_receiver->IsKeyDown(keyCode);
681 virtual bool wasKeyDown(const KeyPress &keyCode)
683 return m_receiver->WasKeyDown(keyCode);
685 virtual v2s32 getMousePos()
687 return m_device->getCursorControl()->getPosition();
689 virtual void setMousePos(s32 x, s32 y)
691 m_device->getCursorControl()->setPosition(x, y);
694 virtual bool getLeftState()
696 return m_receiver->left_active;
698 virtual bool getRightState()
700 return m_receiver->right_active;
703 virtual bool getLeftClicked()
705 return m_receiver->leftclicked;
707 virtual bool getRightClicked()
709 return m_receiver->rightclicked;
711 virtual void resetLeftClicked()
713 m_receiver->leftclicked = false;
715 virtual void resetRightClicked()
717 m_receiver->rightclicked = false;
720 virtual bool getLeftReleased()
722 return m_receiver->leftreleased;
724 virtual bool getRightReleased()
726 return m_receiver->rightreleased;
728 virtual void resetLeftReleased()
730 m_receiver->leftreleased = false;
732 virtual void resetRightReleased()
734 m_receiver->rightreleased = false;
737 virtual s32 getMouseWheel()
739 return m_receiver->getMouseWheel();
744 m_receiver->clearInput();
747 IrrlichtDevice *m_device;
748 MyEventReceiver *m_receiver;
751 class RandomInputHandler : public InputHandler
759 rightclicked = false;
760 leftreleased = false;
761 rightreleased = false;
764 virtual bool isKeyDown(const KeyPress &keyCode)
766 return keydown[keyCode];
768 virtual bool wasKeyDown(const KeyPress &keyCode)
772 virtual v2s32 getMousePos()
776 virtual void setMousePos(s32 x, s32 y)
778 mousepos = v2s32(x,y);
781 virtual bool getLeftState()
785 virtual bool getRightState()
790 virtual bool getLeftClicked()
794 virtual bool getRightClicked()
798 virtual void resetLeftClicked()
802 virtual void resetRightClicked()
804 rightclicked = false;
807 virtual bool getLeftReleased()
811 virtual bool getRightReleased()
813 return rightreleased;
815 virtual void resetLeftReleased()
817 leftreleased = false;
819 virtual void resetRightReleased()
821 rightreleased = false;
824 virtual s32 getMouseWheel()
829 virtual void step(float dtime)
832 static float counter1 = 0;
836 counter1 = 0.1*Rand(1, 40);
837 keydown.toggle(getKeySetting("keymap_jump"));
841 static float counter1 = 0;
845 counter1 = 0.1*Rand(1, 40);
846 keydown.toggle(getKeySetting("keymap_special1"));
850 static float counter1 = 0;
854 counter1 = 0.1*Rand(1, 40);
855 keydown.toggle(getKeySetting("keymap_forward"));
859 static float counter1 = 0;
863 counter1 = 0.1*Rand(1, 40);
864 keydown.toggle(getKeySetting("keymap_left"));
868 static float counter1 = 0;
872 counter1 = 0.1*Rand(1, 20);
873 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
877 static float counter1 = 0;
881 counter1 = 0.1*Rand(1, 30);
882 leftdown = !leftdown;
890 static float counter1 = 0;
894 counter1 = 0.1*Rand(1, 15);
895 rightdown = !rightdown;
899 rightreleased = true;
902 mousepos += mousespeed;
905 s32 Rand(s32 min, s32 max)
907 return (myrand()%(max-min+1))+min;
921 // These are defined global so that they're not optimized too much.
922 // Can't change them to volatile.
927 std::string tempstring;
928 std::string tempstring2;
933 dstream<<"The following test should take around 20ms."<<std::endl;
934 TimeTaker timer("Testing std::string speed");
935 const u32 jj = 10000;
936 for(u32 j=0; j<jj; j++)
941 for(u32 i=0; i<ii; i++){
942 tempstring2 += "asd";
944 for(u32 i=0; i<ii+1; i++){
946 if(tempstring == tempstring2)
952 dstream<<"All of the following tests should take around 100ms each."
956 TimeTaker timer("Testing floating-point conversion speed");
958 for(u32 i=0; i<4000000; i++){
965 TimeTaker timer("Testing floating-point vector speed");
967 tempv3f1 = v3f(1,2,3);
968 tempv3f2 = v3f(4,5,6);
969 for(u32 i=0; i<10000000; i++){
970 tempf += tempv3f1.dotProduct(tempv3f2);
971 tempv3f2 += v3f(7,8,9);
976 TimeTaker timer("Testing core::map speed");
978 core::map<v2s16, f32> map1;
981 for(s16 y=0; y<ii; y++){
982 for(s16 x=0; x<ii; x++){
983 map1.insert(v2s16(x,y), tempf);
987 for(s16 y=ii-1; y>=0; y--){
988 for(s16 x=0; x<ii; x++){
989 tempf = map1[v2s16(x,y)];
995 dstream<<"Around 5000/ms should do well here."<<std::endl;
996 TimeTaker timer("Testing mutex speed");
1010 while(timer.getTime() < 10);
1012 u32 dtime = timer.stop();
1013 u32 per_ms = n / dtime;
1014 dstream<<"Done. "<<dtime<<"ms, "
1015 <<per_ms<<"/ms"<<std::endl;
1019 void drawMenuBackground(video::IVideoDriver* driver)
1021 core::dimension2d<u32> screensize = driver->getScreenSize();
1023 video::ITexture *bgtexture =
1024 driver->getTexture(getTexturePath("mud.png").c_str());
1027 s32 texturesize = 128;
1028 s32 tiled_y = screensize.Height / texturesize + 1;
1029 s32 tiled_x = screensize.Width / texturesize + 1;
1031 for(s32 y=0; y<tiled_y; y++)
1032 for(s32 x=0; x<tiled_x; x++)
1034 core::rect<s32> rect(0,0,texturesize,texturesize);
1035 rect += v2s32(x*texturesize, y*texturesize);
1036 driver->draw2DImage(bgtexture, rect,
1037 core::rect<s32>(core::position2d<s32>(0,0),
1038 core::dimension2di(bgtexture->getSize())),
1043 video::ITexture *logotexture =
1044 driver->getTexture(getTexturePath("menulogo.png").c_str());
1047 v2s32 logosize(logotexture->getOriginalSize().Width,
1048 logotexture->getOriginalSize().Height);
1051 video::SColor bgcolor(255,50,50,50);
1052 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
1053 screensize.Width, screensize.Height);
1054 driver->draw2DRectangle(bgcolor, bgrect, NULL);
1056 core::rect<s32> rect(0,0,logosize.X,logosize.Y);
1057 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
1058 rect -= v2s32(logosize.X/2, 0);
1059 driver->draw2DImage(logotexture, rect,
1060 core::rect<s32>(core::position2d<s32>(0,0),
1061 core::dimension2di(logotexture->getSize())),
1066 class StderrLogOutput: public ILogOutput
1069 /* line: Full line with timestamp, level and thread */
1070 void printLog(const std::string &line)
1072 std::cerr<<line<<std::endl;
1074 } main_stderr_log_out;
1076 class DstreamNoStderrLogOutput: public ILogOutput
1079 /* line: Full line with timestamp, level and thread */
1080 void printLog(const std::string &line)
1082 dstream_no_stderr<<line<<std::endl;
1084 } main_dstream_no_stderr_log_out;
1086 int main(int argc, char *argv[])
1092 log_add_output_maxlev(&main_stderr_log_out, LMT_ACTION);
1093 log_add_output_all_levs(&main_dstream_no_stderr_log_out);
1095 log_register_thread("main");
1097 // Set locale. This is for forcing '.' as the decimal point.
1098 std::locale::global(std::locale("C"));
1099 // This enables printing all characters in bitmap font
1100 setlocale(LC_CTYPE, "en_US");
1106 // List all allowed options
1107 core::map<std::string, ValueSpec> allowed_options;
1108 allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));
1109 allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
1110 "Run server directly"));
1111 allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
1112 "Load configuration from specified file"));
1113 allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));
1114 allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));
1115 allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));
1116 allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));
1117 allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));
1118 allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));
1120 allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));
1122 allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));
1123 allowed_options.insert("info-on-stderr", ValueSpec(VALUETYPE_FLAG));
1127 bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
1129 if(ret == false || cmd_args.getFlag("help"))
1131 dstream<<"Allowed options:"<<std::endl;
1132 for(core::map<std::string, ValueSpec>::Iterator
1133 i = allowed_options.getIterator();
1134 i.atEnd() == false; i++)
1136 dstream<<" --"<<i.getNode()->getKey();
1137 if(i.getNode()->getValue().type == VALUETYPE_FLAG)
1142 dstream<<" <value>";
1146 if(i.getNode()->getValue().help != NULL)
1148 dstream<<" "<<i.getNode()->getValue().help
1153 return cmd_args.getFlag("help") ? 0 : 1;
1157 Low-level initialization
1160 bool disable_stderr = false;
1162 if(cmd_args.getFlag("dstream-on-stderr") == false)
1163 disable_stderr = true;
1166 if(cmd_args.getFlag("info-on-stderr"))
1167 log_add_output(&main_stderr_log_out, LMT_INFO);
1169 porting::signal_handler_init();
1170 bool &kill = *porting::signal_handler_killstatus();
1172 // Initialize porting::path_data and porting::path_userdata
1173 porting::initializePaths();
1175 // Create user data directory
1176 fs::CreateDir(porting::path_userdata);
1178 init_gettext((porting::path_data+DIR_DELIM+".."+DIR_DELIM+"locale").c_str());
1180 // Initialize debug streams
1182 std::string debugfile = DEBUGFILE;
1184 std::string debugfile = porting::path_userdata+DIR_DELIM+DEBUGFILE;
1186 debugstreams_init(disable_stderr, debugfile.c_str());
1187 // Initialize debug stacks
1188 debug_stacks_init();
1190 DSTACK(__FUNCTION_NAME);
1192 // Init material properties table
1193 //initializeMaterialProperties();
1196 BEGIN_DEBUG_EXCEPTION_HANDLER
1198 // Print startup message
1199 actionstream<<PROJECT_NAME<<
1200 " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
1205 Basic initialization
1208 // Initialize default settings
1209 set_default_settings(g_settings);
1211 // Initialize sockets
1213 atexit(sockets_cleanup);
1219 // Path of configuration file in use
1220 std::string configpath = "";
1222 if(cmd_args.exists("config"))
1224 bool r = g_settings->readConfigFile(cmd_args.get("config").c_str());
1227 errorstream<<"Could not read configuration from \""
1228 <<cmd_args.get("config")<<"\""<<std::endl;
1231 configpath = cmd_args.get("config");
1235 core::array<std::string> filenames;
1236 filenames.push_back(porting::path_userdata +
1237 DIR_DELIM + "minetest.conf");
1239 filenames.push_back(porting::path_userdata +
1240 DIR_DELIM + ".." + DIR_DELIM + "minetest.conf");
1243 for(u32 i=0; i<filenames.size(); i++)
1245 bool r = g_settings->readConfigFile(filenames[i].c_str());
1248 configpath = filenames[i];
1253 // If no path found, use the first one (menu creates the file)
1254 if(configpath == "")
1255 configpath = filenames[0];
1258 // Initialize random seed
1263 Pre-initialize some stuff with a dummy irrlicht wrapper.
1265 These are needed for unit tests at least.
1268 // Must be called before texturesource is created
1269 // (for texture atlas making)
1276 if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
1277 || cmd_args.getFlag("enable-unittests") == true)
1282 /*for(s16 y=-100; y<100; y++)
1283 for(s16 x=-100; x<100; x++)
1285 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
1295 if(cmd_args.exists("port"))
1296 port = cmd_args.getU16("port");
1297 else if(g_settings->exists("port"))
1298 port = g_settings->getU16("port");
1303 std::string map_dir = porting::path_userdata+DIR_DELIM+"world";
1304 if(cmd_args.exists("map-dir"))
1305 map_dir = cmd_args.get("map-dir");
1306 else if(g_settings->exists("map-dir"))
1307 map_dir = g_settings->get("map-dir");
1309 // Run dedicated server if asked to
1310 if(cmd_args.getFlag("server"))
1312 DSTACK("Dedicated server branch");
1314 // Create time getter
1315 g_timegetter = new SimpleTimeGetter();
1318 Server server(map_dir.c_str(), configpath);
1322 dedicated_server_loop(server, kill);
1332 // Address to connect to
1333 std::string address = "";
1335 if(cmd_args.exists("address"))
1337 address = cmd_args.get("address");
1341 address = g_settings->get("address");
1344 std::string playername = g_settings->get("name");
1347 Device initialization
1350 // Resolution selection
1352 bool fullscreen = false;
1353 u16 screenW = g_settings->getU16("screenW");
1354 u16 screenH = g_settings->getU16("screenH");
1358 video::E_DRIVER_TYPE driverType;
1360 std::string driverstring = g_settings->get("video_driver");
1362 if(driverstring == "null")
1363 driverType = video::EDT_NULL;
1364 else if(driverstring == "software")
1365 driverType = video::EDT_SOFTWARE;
1366 else if(driverstring == "burningsvideo")
1367 driverType = video::EDT_BURNINGSVIDEO;
1368 else if(driverstring == "direct3d8")
1369 driverType = video::EDT_DIRECT3D8;
1370 else if(driverstring == "direct3d9")
1371 driverType = video::EDT_DIRECT3D9;
1372 else if(driverstring == "opengl")
1373 driverType = video::EDT_OPENGL;
1376 errorstream<<"WARNING: Invalid video_driver specified; defaulting "
1377 "to opengl"<<std::endl;
1378 driverType = video::EDT_OPENGL;
1382 Create device and exit if creation failed
1385 MyEventReceiver receiver;
1387 IrrlichtDevice *device;
1388 device = createDevice(driverType,
1389 core::dimension2d<u32>(screenW, screenH),
1390 16, fullscreen, false, false, &receiver);
1393 return 1; // could not create selected driver.
1396 Continue initialization
1399 video::IVideoDriver* driver = device->getVideoDriver();
1401 // Disable mipmaps (because some of them look ugly)
1402 driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
1405 This changes the minimum allowed number of vertices in a VBO.
1408 //driver->setMinHardwareBufferVertexCount(50);
1410 // Set the window caption
1411 device->setWindowCaption(L"Minetest [Main Menu]");
1413 // Create time getter
1414 g_timegetter = new IrrlichtTimeGetter(device);
1416 // Create game callback for menus
1417 g_gamecallback = new MainGameCallback(device);
1420 Speed tests (done after irrlicht is loaded to get timer)
1422 if(cmd_args.getFlag("speedtests"))
1424 dstream<<"Running speed tests"<<std::endl;
1429 device->setResizable(true);
1431 bool random_input = g_settings->getBool("random_input")
1432 || cmd_args.getFlag("random-input");
1433 InputHandler *input = NULL;
1435 input = new RandomInputHandler();
1437 input = new RealInputHandler(device, &receiver);
1439 scene::ISceneManager* smgr = device->getSceneManager();
1441 guienv = device->getGUIEnvironment();
1442 gui::IGUISkin* skin = guienv->getSkin();
1443 gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
1445 skin->setFont(font);
1447 errorstream<<"WARNING: Font file was not found."
1448 " Using default font."<<std::endl;
1449 // If font was not found, this will get us one
1450 font = skin->getFont();
1453 u32 text_height = font->getDimension(L"Hello, world!").Height;
1454 infostream<<"text_height="<<text_height<<std::endl;
1456 //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
1457 skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
1458 //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
1459 //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
1460 skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
1461 skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
1468 If an error occurs, this is set to something and the
1469 menu-game loop is restarted. It is then displayed before
1472 std::wstring error_message = L"";
1474 // The password entered during the menu screen,
1475 std::string password;
1480 while(device->run() && kill == false)
1483 // This is used for catching disconnects
1488 Clear everything from the GUIEnvironment
1493 We need some kind of a root node to be able to add
1494 custom gui elements directly on the screen.
1495 Otherwise they won't be automatically drawn.
1497 guiroot = guienv->addStaticText(L"",
1498 core::rect<s32>(0, 0, 10000, 10000));
1501 Out-of-game menu loop.
1503 Loop quits when menu returns proper parameters.
1505 while(kill == false)
1507 // Cursor can be non-visible when coming from the game
1508 device->getCursorControl()->setVisible(true);
1509 // Some stuff are left to scene manager when coming from the game
1512 // Reset or hide the debug gui texts
1513 /*guitext->setText(L"Minetest-c55");
1514 guitext2->setVisible(false);
1515 guitext_info->setVisible(false);
1516 guitext_chat->setVisible(false);*/
1518 // Initialize menu data
1519 MainMenuData menudata;
1520 menudata.address = narrow_to_wide(address);
1521 menudata.name = narrow_to_wide(playername);
1522 menudata.port = narrow_to_wide(itos(port));
1523 menudata.fancy_trees = g_settings->getBool("new_style_leaves");
1524 menudata.smooth_lighting = g_settings->getBool("smooth_lighting");
1525 menudata.clouds_3d = g_settings->getBool("enable_3d_clouds");
1526 menudata.opaque_water = g_settings->getBool("opaque_water");
1527 menudata.creative_mode = g_settings->getBool("creative_mode");
1528 menudata.enable_damage = g_settings->getBool("enable_damage");
1531 new GUIMainMenu(guienv, guiroot, -1,
1532 &g_menumgr, &menudata, g_gamecallback);
1533 menu->allowFocusRemoval(true);
1535 if(error_message != L"")
1537 errorstream<<"error_message = "
1538 <<wide_to_narrow(error_message)<<std::endl;
1540 GUIMessageMenu *menu2 =
1541 new GUIMessageMenu(guienv, guiroot, -1,
1542 &g_menumgr, error_message.c_str());
1544 error_message = L"";
1547 video::IVideoDriver* driver = device->getVideoDriver();
1549 infostream<<"Created main menu"<<std::endl;
1551 while(device->run() && kill == false)
1553 if(menu->getStatus() == true)
1556 //driver->beginScene(true, true, video::SColor(255,0,0,0));
1557 driver->beginScene(true, true, video::SColor(255,128,128,128));
1559 drawMenuBackground(driver);
1565 // On some computers framerate doesn't seem to be
1566 // automatically limited
1570 // Break out of menu-game loop to shut down cleanly
1571 if(device->run() == false || kill == true)
1574 infostream<<"Dropping main menu"<<std::endl;
1578 // Delete map if requested
1579 if(menudata.delete_map)
1581 bool r = fs::RecursiveDeleteContent(map_dir);
1583 error_message = L"Delete failed";
1587 playername = wide_to_narrow(menudata.name);
1589 password = translatePassword(playername, menudata.password);
1591 //infostream<<"Main: password hash: '"<<password<<"'"<<std::endl;
1593 address = wide_to_narrow(menudata.address);
1594 int newport = stoi(wide_to_narrow(menudata.port));
1597 g_settings->set("new_style_leaves", itos(menudata.fancy_trees));
1598 g_settings->set("smooth_lighting", itos(menudata.smooth_lighting));
1599 g_settings->set("enable_3d_clouds", itos(menudata.clouds_3d));
1600 g_settings->set("opaque_water", itos(menudata.opaque_water));
1601 g_settings->set("creative_mode", itos(menudata.creative_mode));
1602 g_settings->set("enable_damage", itos(menudata.enable_damage));
1604 // NOTE: These are now checked server side; no need to do it
1605 // here, so let's not do it here.
1606 /*// Check for valid parameters, restart menu if invalid.
1607 if(playername == "")
1609 error_message = L"Name required.";
1612 // Check that name has only valid chars
1613 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
1615 error_message = L"Characters allowed: "
1616 +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
1621 g_settings->set("name", playername);
1622 g_settings->set("address", address);
1623 g_settings->set("port", itos(port));
1624 // Update configuration file
1625 if(configpath != "")
1626 g_settings->updateConfigFile(configpath.c_str());
1632 // Break out of menu-game loop to shut down cleanly
1633 if(device->run() == false)
1655 catch(con::PeerNotFoundException &e)
1657 errorstream<<"Connection error (timed out?)"<<std::endl;
1658 error_message = L"Connection error (timed out?)";
1660 catch(SocketException &e)
1662 errorstream<<"Socket error (port already in use?)"<<std::endl;
1663 error_message = L"Socket error (port already in use?)";
1666 catch(std::exception &e)
1668 std::string narrow_message = "Some exception, what()=\"";
1669 narrow_message += e.what();
1670 narrow_message += "\"";
1671 errorstream<<narrow_message<<std::endl;
1672 error_message = narrow_to_wide(narrow_message);
1681 In the end, delete the Irrlicht device.
1685 END_DEBUG_EXCEPTION_HANDLER(errorstream)
1687 debugstreams_deinit();