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 NOTE: Seeds in 1260:6c77e7dbfd29:
59 Spawns you on a small sand island with a surface dungeon
61 Enormous jungle + a surface dungeon at ~(250,0,0)
63 Old, wild and random suggestions that probably won't be done:
64 -------------------------------------------------------------
66 SUGG: If player is on ground, mainly fetch ground-level blocks
68 SUGG: Expose Connection's seqnums and ACKs to server and client.
69 - This enables saving many packets and making a faster connection
70 - This also enables server to check if client has received the
71 most recent block sent, for example.
72 SUGG: Add a sane bandwidth throttling system to Connection
74 SUGG: More fine-grained control of client's dumping of blocks from
76 - ...What does this mean in the first place?
78 SUGG: A map editing mode (similar to dedicated server mode)
80 SUGG: Transfer more blocks in a single packet
81 SUGG: A blockdata combiner class, to which blocks are added and at
82 destruction it sends all the stuff in as few packets as possible.
83 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
84 it by sending more stuff in a single packet.
85 - Add a packet queue to RemoteClient, from which packets will be
86 combined with object data packets
87 - This is not exactly trivial: the object data packets are
88 sometimes very big by themselves
89 - This might not give much network performance gain though.
91 SUGG: Precalculate lighting translation table at runtime (at startup)
92 - This is not doable because it is currently hand-made and not
93 based on some mathematical function.
94 - Note: This has been changing lately
96 SUGG: A version number to blocks, which increments when the block is
97 modified (node add/remove, water update, lighting update)
98 - This can then be used to make sure the most recent version of
99 a block has been sent to client, for example
101 SUGG: Make the amount of blocks sending to client and the total
102 amount of blocks dynamically limited. Transferring blocks is the
103 main network eater of this system, so it is the one that has
104 to be throttled so that RTTs stay low.
106 SUGG: Meshes of blocks could be split into 6 meshes facing into
107 different directions and then only those drawn that need to be
109 SUGG: Background music based on cellular automata?
110 http://www.earslap.com/projectslab/otomata
112 SUGG: Simple light color information to air
114 SUGG: Server-side objects could be moved based on nodes to enable very
115 lightweight operation and simple AI
116 - Not practical; client would still need to show smooth movement.
118 SUGG: Make a system for pregenerating quick information for mapblocks, so
119 that the client can show them as cubes before they are actually sent
122 SUGG: Erosion simulation at map generation time
123 - This might be plausible if larger areas of map were pregenerated
124 without lighting (which is slow)
125 - Simulate water flows, which would carve out dirt fast and
126 then turn stone into gravel and sand and relocate it.
127 - How about relocating minerals, too? Coal and gold in
128 downstream sand and gravel would be kind of cool
129 - This would need a better way of handling minerals, mainly
130 to have mineral content as a separate field. the first
131 parameter field is free for this.
132 - Simulate rock falling from cliffs when water has removed
133 enough solid rock from the bottom
135 SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface
136 stuff as simple flags/values
139 And at some point make the server send this data to the client too,
140 instead of referring to the noise functions
142 - Surface ground type
148 - Aim for something like controlling a single dwarf in Dwarf Fortress
149 - The player could go faster by a crafting a boat, or riding an animal
150 - Random NPC traders. what else?
155 - When furnace is destroyed, move items to player's inventory
158 - Growing grass, decaying leaves
159 - This can be done in the active blocks I guess.
160 - Lots of stuff can be done in the active blocks.
161 - Uh, is there an active block list somewhere? I think not. Add it.
162 - Breaking weak structures
163 - This can probably be accomplished in the same way as grass
164 - Player health points
165 - When player dies, throw items on map (needs better item-on-map
167 - Cobble to get mossy if near water
168 - More slots in furnace source list, so that multiple ingredients
172 - The Treasure Guard; a big monster with a hammer
173 - The hammer does great damage, shakes the ground and removes a block
174 - You can drop on top of it, and have some time to attack there
175 before he shakes you off
177 - Maybe the difficulty could come from monsters getting tougher in
178 far-away places, and the player starting to need something from
179 there when time goes by.
180 - The player would have some of that stuff at the beginning, and
181 would need new supplies of it when it runs out
184 - A spread-items-on-map routine for the bomb, and for dying players
187 - Proper sword swing simulation
188 - Player should get damage from colliding to a wall at high speed
193 Build system / running:
194 -----------------------
196 Networking and serialization:
197 -----------------------------
199 SUGG: Fix address to be ipv6 compatible
207 SUGG: Combine MapBlock's face caches to so big pieces that VBO
209 - That is >500 vertices
210 - This is not easy; all the MapBlocks close to the player would
211 still need to be drawn separately and combining the blocks
212 would have to happen in a background thread
214 SUGG: Make fetching sector's blocks more efficient when rendering
215 sectors that have very large amounts of blocks (on client)
216 - Is this necessary at all?
218 SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
219 animating them is easier.
221 SUGG: Option for enabling proper alpha channel for textures
223 TODO: Flowing water animation
225 TODO: A setting for enabling bilinear filtering for textures
227 TODO: Better control of draw_control.wanted_max_blocks
229 TODO: Further investigate the use of GPU lighting in addition to the
232 TODO: Artificial (night) light could be more yellow colored than sunlight.
233 - This is technically doable.
234 - Also the actual colors of the textures could be made less colorful
235 in the dark but it's a bit more difficult.
237 SUGG: Somehow make the night less colorful
239 TODO: Occlusion culling
240 - At the same time, move some of the renderMap() block choosing code
241 to the same place as where the new culling happens.
242 - Shoot some rays per frame and when ready, make a new list of
243 blocks for usage of renderMap and give it a new pointer to it.
251 TODO: Untie client network operations from framerate
252 - Needs some input queues or something
253 - This won't give much performance boost because calculating block
256 SUGG: Make morning and evening transition more smooth and maybe shorter
258 TODO: Don't update all meshes always on single node changes, but
259 check which ones should be updated
260 - implement Map::updateNodeMeshes() and the usage of it
261 - It will give almost always a 4x boost in mesh update performance.
265 - Tool/weapon visualization
267 FIXME: When disconnected to the menu, memory is not freed properly
269 TODO: Investigate how much the mesh generator thread gets used when
270 transferring map data
275 SUGG: Make an option to the server to disable building and digging near
276 the starting position
278 FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
280 * Fix the problem with the server constantly saving one or a few
281 blocks? List the first saved block, maybe it explains.
282 - It is probably caused by oscillating water
283 - TODO: Investigate if this still happens (this is a very old one)
284 * Make a small history check to transformLiquids to detect and log
285 continuous oscillations, in such detail that they can be fixed.
287 FIXME: The new optimized map sending doesn't sometimes send enough blocks
288 from big caves and such
289 FIXME: Block send distance configuration does not take effect for some reason
294 TODO: Add proper hooks to when adding and removing active blocks
296 TODO: Finish the ActiveBlockModifier stuff and use it for something
301 TODO: Get rid of MapBlockObjects and use only ActiveObjects
302 - Skipping the MapBlockObject data is nasty - there is no "total
303 length" stored; have to make a SkipMBOs function which contains
304 enough of the current code to skip them properly.
306 SUGG: MovingObject::move and Player::move are basically the same.
308 - NOTE: This is a bit tricky because player has the sneaking ability
309 - NOTE: Player::move is more up-to-date.
310 - NOTE: There is a simple move implementation now in collision.{h,cpp}
311 - NOTE: MovingObject will be deleted (MapBlockObject)
313 TODO: Add a long step function to objects that is called with the time
314 difference when block activates
319 TODO: Flowing water to actually contain flow direction information
320 - There is a space for this - it just has to be implemented.
322 TODO: Consider smoothening cave floors after generating them
324 TODO: Fix make_tree, make_* to use seed-position-consistent pseudorandom
329 TODO: Make sure server handles removing grass when a block is placed (etc)
330 - The client should not do it by itself
331 - NOTE: I think nobody does it currently...
332 TODO: Block cube placement around player's head
333 TODO: Protocol version field
334 TODO: Think about using same bits for material for fences and doors, for
337 SUGG: Restart irrlicht completely when coming back to main menu from game.
338 - This gets rid of everything that is stored in irrlicht's caches.
339 - This might be needed for texture pack selection in menu
341 TODO: Merge bahamada's audio stuff (clean patch available)
343 Making it more portable:
344 ------------------------
346 Stuff to do before release:
347 ---------------------------
349 Fixes to the current release:
350 -----------------------------
352 Stuff to do after release:
353 ---------------------------
358 ======================================================================
364 #pragma message ("Disabling unit tests")
366 #warning "Disabling unit tests"
368 // Disable unit tests
369 #define ENABLE_TESTS 0
372 #define ENABLE_TESTS 1
376 #ifndef SERVER // Dedicated server isn't linked with Irrlicht
377 #pragma comment(lib, "Irrlicht.lib")
378 // This would get rid of the console window
379 //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
381 #pragma comment(lib, "zlibwapi.lib")
382 #pragma comment(lib, "Shell32.lib")
385 #include "irrlicht.h" // createDevice
388 #include "mainmenumanager.h"
392 #include "common_irrlicht.h"
396 #include "constants.h"
399 #include "guiMessageMenu.h"
402 #include "guiMainMenu.h"
406 #include "defaultsettings.h"
408 #include "settings.h"
409 #include "profiler.h"
415 These are loaded from the config file.
417 Settings main_settings;
418 Settings *g_settings = &main_settings;
421 Profiler main_profiler;
422 Profiler *g_profiler = &main_profiler;
429 std::ostream *dout_con_ptr = &dummyout;
430 std::ostream *derr_con_ptr = &verbosestream;
431 //std::ostream *dout_con_ptr = &infostream;
432 //std::ostream *derr_con_ptr = &errorstream;
435 std::ostream *dout_server_ptr = &infostream;
436 std::ostream *derr_server_ptr = &errorstream;
439 std::ostream *dout_client_ptr = &infostream;
440 std::ostream *derr_client_ptr = &errorstream;
447 /* mainmenumanager.h */
449 gui::IGUIEnvironment* guienv = NULL;
450 gui::IGUIStaticText *guiroot = NULL;
451 MainMenuManager g_menumgr;
455 return (g_menumgr.menuCount() == 0);
458 // Passed to menus to allow disconnecting and exiting
459 MainGameCallback *g_gamecallback = NULL;
463 gettime.h implementation
470 /* Use imprecise system calls directly (from porting.h) */
471 return porting::getTimeMs();
476 // A small helper class
480 virtual u32 getTime() = 0;
483 // A precise irrlicht one
484 class IrrlichtTimeGetter: public TimeGetter
487 IrrlichtTimeGetter(IrrlichtDevice *device):
494 return m_device->getTimer()->getRealTime();
497 IrrlichtDevice *m_device;
499 // Not so precise one which works without irrlicht
500 class SimpleTimeGetter: public TimeGetter
505 return porting::getTimeMs();
509 // A pointer to a global instance of the time getter
511 TimeGetter *g_timegetter = NULL;
515 if(g_timegetter == NULL)
517 return g_timegetter->getTime();
522 class StderrLogOutput: public ILogOutput
525 /* line: Full line with timestamp, level and thread */
526 void printLog(const std::string &line)
528 std::cerr<<line<<std::endl;
530 } main_stderr_log_out;
532 class DstreamNoStderrLogOutput: public ILogOutput
535 /* line: Full line with timestamp, level and thread */
536 void printLog(const std::string &line)
538 dstream_no_stderr<<line<<std::endl;
540 } main_dstream_no_stderr_log_out;
545 Event handler for Irrlicht
547 NOTE: Everything possible should be moved out from here,
548 probably to InputHandler and the_game
551 class MyEventReceiver : public IEventReceiver
554 // This is the one method that we have to implement
555 virtual bool OnEvent(const SEvent& event)
558 React to nothing here if a menu is active
560 if(noMenuActive() == false)
565 // Remember whether each key is down or up
566 if(event.EventType == irr::EET_KEY_INPUT_EVENT)
568 if(event.KeyInput.PressedDown) {
569 keyIsDown.set(event.KeyInput);
570 keyWasDown.set(event.KeyInput);
572 keyIsDown.unset(event.KeyInput);
576 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
578 if(noMenuActive() == false)
581 middle_active = false;
582 right_active = false;
586 left_active = event.MouseInput.isLeftPressed();
587 middle_active = event.MouseInput.isMiddlePressed();
588 right_active = event.MouseInput.isRightPressed();
590 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
594 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
598 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
602 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
604 rightreleased = true;
606 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
608 mouse_wheel += event.MouseInput.Wheel;
616 bool IsKeyDown(const KeyPress &keyCode) const
618 return keyIsDown[keyCode];
621 // Checks whether a key was down and resets the state
622 bool WasKeyDown(const KeyPress &keyCode)
624 bool b = keyWasDown[keyCode];
626 keyWasDown.unset(keyCode);
643 rightclicked = false;
644 leftreleased = false;
645 rightreleased = false;
648 middle_active = false;
649 right_active = false;
671 IrrlichtDevice *m_device;
673 // The current state of keys
675 // Whether a key has been pressed or not
680 Separated input handler
683 class RealInputHandler : public InputHandler
686 RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
691 virtual bool isKeyDown(const KeyPress &keyCode)
693 return m_receiver->IsKeyDown(keyCode);
695 virtual bool wasKeyDown(const KeyPress &keyCode)
697 return m_receiver->WasKeyDown(keyCode);
699 virtual v2s32 getMousePos()
701 return m_device->getCursorControl()->getPosition();
703 virtual void setMousePos(s32 x, s32 y)
705 m_device->getCursorControl()->setPosition(x, y);
708 virtual bool getLeftState()
710 return m_receiver->left_active;
712 virtual bool getRightState()
714 return m_receiver->right_active;
717 virtual bool getLeftClicked()
719 return m_receiver->leftclicked;
721 virtual bool getRightClicked()
723 return m_receiver->rightclicked;
725 virtual void resetLeftClicked()
727 m_receiver->leftclicked = false;
729 virtual void resetRightClicked()
731 m_receiver->rightclicked = false;
734 virtual bool getLeftReleased()
736 return m_receiver->leftreleased;
738 virtual bool getRightReleased()
740 return m_receiver->rightreleased;
742 virtual void resetLeftReleased()
744 m_receiver->leftreleased = false;
746 virtual void resetRightReleased()
748 m_receiver->rightreleased = false;
751 virtual s32 getMouseWheel()
753 return m_receiver->getMouseWheel();
758 m_receiver->clearInput();
761 IrrlichtDevice *m_device;
762 MyEventReceiver *m_receiver;
765 class RandomInputHandler : public InputHandler
773 rightclicked = false;
774 leftreleased = false;
775 rightreleased = false;
778 virtual bool isKeyDown(const KeyPress &keyCode)
780 return keydown[keyCode];
782 virtual bool wasKeyDown(const KeyPress &keyCode)
786 virtual v2s32 getMousePos()
790 virtual void setMousePos(s32 x, s32 y)
792 mousepos = v2s32(x,y);
795 virtual bool getLeftState()
799 virtual bool getRightState()
804 virtual bool getLeftClicked()
808 virtual bool getRightClicked()
812 virtual void resetLeftClicked()
816 virtual void resetRightClicked()
818 rightclicked = false;
821 virtual bool getLeftReleased()
825 virtual bool getRightReleased()
827 return rightreleased;
829 virtual void resetLeftReleased()
831 leftreleased = false;
833 virtual void resetRightReleased()
835 rightreleased = false;
838 virtual s32 getMouseWheel()
843 virtual void step(float dtime)
846 static float counter1 = 0;
850 counter1 = 0.1*Rand(1, 40);
851 keydown.toggle(getKeySetting("keymap_jump"));
855 static float counter1 = 0;
859 counter1 = 0.1*Rand(1, 40);
860 keydown.toggle(getKeySetting("keymap_special1"));
864 static float counter1 = 0;
868 counter1 = 0.1*Rand(1, 40);
869 keydown.toggle(getKeySetting("keymap_forward"));
873 static float counter1 = 0;
877 counter1 = 0.1*Rand(1, 40);
878 keydown.toggle(getKeySetting("keymap_left"));
882 static float counter1 = 0;
886 counter1 = 0.1*Rand(1, 20);
887 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
891 static float counter1 = 0;
895 counter1 = 0.1*Rand(1, 30);
896 leftdown = !leftdown;
904 static float counter1 = 0;
908 counter1 = 0.1*Rand(1, 15);
909 rightdown = !rightdown;
913 rightreleased = true;
916 mousepos += mousespeed;
919 s32 Rand(s32 min, s32 max)
921 return (myrand()%(max-min+1))+min;
935 void drawMenuBackground(video::IVideoDriver* driver)
937 core::dimension2d<u32> screensize = driver->getScreenSize();
939 video::ITexture *bgtexture =
940 driver->getTexture(getTexturePath("menubg.png").c_str());
943 s32 texturesize = 128;
944 s32 tiled_y = screensize.Height / texturesize + 1;
945 s32 tiled_x = screensize.Width / texturesize + 1;
947 for(s32 y=0; y<tiled_y; y++)
948 for(s32 x=0; x<tiled_x; x++)
950 core::rect<s32> rect(0,0,texturesize,texturesize);
951 rect += v2s32(x*texturesize, y*texturesize);
952 driver->draw2DImage(bgtexture, rect,
953 core::rect<s32>(core::position2d<s32>(0,0),
954 core::dimension2di(bgtexture->getSize())),
959 video::ITexture *logotexture =
960 driver->getTexture(getTexturePath("menulogo.png").c_str());
963 v2s32 logosize(logotexture->getOriginalSize().Width,
964 logotexture->getOriginalSize().Height);
967 video::SColor bgcolor(255,50,50,50);
968 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
969 screensize.Width, screensize.Height);
970 driver->draw2DRectangle(bgcolor, bgrect, NULL);
972 core::rect<s32> rect(0,0,logosize.X,logosize.Y);
973 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
974 rect -= v2s32(logosize.X/2, 0);
975 driver->draw2DImage(logotexture, rect,
976 core::rect<s32>(core::position2d<s32>(0,0),
977 core::dimension2di(logotexture->getSize())),
984 // These are defined global so that they're not optimized too much.
985 // Can't change them to volatile.
990 std::string tempstring;
991 std::string tempstring2;
996 infostream<<"The following test should take around 20ms."<<std::endl;
997 TimeTaker timer("Testing std::string speed");
998 const u32 jj = 10000;
999 for(u32 j=0; j<jj; j++)
1004 for(u32 i=0; i<ii; i++){
1005 tempstring2 += "asd";
1007 for(u32 i=0; i<ii+1; i++){
1008 tempstring += "asd";
1009 if(tempstring == tempstring2)
1015 infostream<<"All of the following tests should take around 100ms each."
1019 TimeTaker timer("Testing floating-point conversion speed");
1021 for(u32 i=0; i<4000000; i++){
1028 TimeTaker timer("Testing floating-point vector speed");
1030 tempv3f1 = v3f(1,2,3);
1031 tempv3f2 = v3f(4,5,6);
1032 for(u32 i=0; i<10000000; i++){
1033 tempf += tempv3f1.dotProduct(tempv3f2);
1034 tempv3f2 += v3f(7,8,9);
1039 TimeTaker timer("Testing core::map speed");
1041 core::map<v2s16, f32> map1;
1044 for(s16 y=0; y<ii; y++){
1045 for(s16 x=0; x<ii; x++){
1046 map1.insert(v2s16(x,y), tempf);
1050 for(s16 y=ii-1; y>=0; y--){
1051 for(s16 x=0; x<ii; x++){
1052 tempf = map1[v2s16(x,y)];
1058 infostream<<"Around 5000/ms should do well here."<<std::endl;
1059 TimeTaker timer("Testing mutex speed");
1073 while(timer.getTime() < 10);
1075 u32 dtime = timer.stop();
1076 u32 per_ms = n / dtime;
1077 infostream<<"Done. "<<dtime<<"ms, "
1078 <<per_ms<<"/ms"<<std::endl;
1082 int main(int argc, char *argv[])
1088 log_add_output_maxlev(&main_stderr_log_out, LMT_ACTION);
1089 log_add_output_all_levs(&main_dstream_no_stderr_log_out);
1091 log_register_thread("main");
1093 // Set locale. This is for forcing '.' as the decimal point.
1094 std::locale::global(std::locale("C"));
1095 // This enables printing all characters in bitmap font
1096 setlocale(LC_CTYPE, "en_US");
1102 // List all allowed options
1103 core::map<std::string, ValueSpec> allowed_options;
1104 allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG,
1105 "Show allowed options"));
1106 allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
1107 "Load configuration from specified file"));
1108 allowed_options.insert("port", ValueSpec(VALUETYPE_STRING,
1109 "Set network port (UDP) to use"));
1110 allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG,
1111 "Disable unit tests"));
1112 allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG,
1113 "Enable unit tests"));
1114 allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING,
1115 "Map directory (where everything in the world is stored)"));
1116 allowed_options.insert("info-on-stderr", ValueSpec(VALUETYPE_FLAG,
1117 "Print debug information to console"));
1119 allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG,
1120 "Run speed tests"));
1121 allowed_options.insert("address", ValueSpec(VALUETYPE_STRING,
1122 "Address to connect to"));
1123 allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG,
1124 "Enable random user input, for testing"));
1125 allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
1126 "Run server directly"));
1131 bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
1133 if(ret == false || cmd_args.getFlag("help"))
1135 dstream<<"Allowed options:"<<std::endl;
1136 for(core::map<std::string, ValueSpec>::Iterator
1137 i = allowed_options.getIterator();
1138 i.atEnd() == false; i++)
1140 dstream<<" --"<<i.getNode()->getKey();
1141 if(i.getNode()->getValue().type == VALUETYPE_FLAG)
1146 dstream<<" <value>";
1150 if(i.getNode()->getValue().help != NULL)
1152 dstream<<" "<<i.getNode()->getValue().help
1157 return cmd_args.getFlag("help") ? 0 : 1;
1161 Low-level initialization
1164 if(cmd_args.getFlag("info-on-stderr") || cmd_args.getFlag("speedtests"))
1165 log_add_output(&main_stderr_log_out, LMT_INFO);
1167 porting::signal_handler_init();
1168 bool &kill = *porting::signal_handler_killstatus();
1170 porting::initializePaths();
1172 // Create user data directory
1173 fs::CreateDir(porting::path_user);
1175 init_gettext((porting::path_share+DIR_DELIM+".."+DIR_DELIM+"locale").c_str());
1177 // Initialize debug streams
1179 std::string debugfile = DEBUGFILE;
1181 std::string debugfile = porting::path_user+DIR_DELIM+DEBUGFILE;
1183 bool disable_stderr = false;
1184 debugstreams_init(disable_stderr, debugfile.c_str());
1185 // Initialize debug stacks
1186 debug_stacks_init();
1188 DSTACK(__FUNCTION_NAME);
1190 // Init material properties table
1191 //initializeMaterialProperties();
1194 BEGIN_DEBUG_EXCEPTION_HANDLER
1196 // Print startup message
1197 actionstream<<PROJECT_NAME<<
1198 " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
1203 Basic initialization
1206 // Initialize default settings
1207 set_default_settings(g_settings);
1209 // Initialize sockets
1211 atexit(sockets_cleanup);
1217 // Path of configuration file in use
1218 std::string configpath = "";
1220 if(cmd_args.exists("config"))
1222 bool r = g_settings->readConfigFile(cmd_args.get("config").c_str());
1225 errorstream<<"Could not read configuration from \""
1226 <<cmd_args.get("config")<<"\""<<std::endl;
1229 configpath = cmd_args.get("config");
1233 core::array<std::string> filenames;
1234 filenames.push_back(porting::path_user +
1235 DIR_DELIM + "minetest.conf");
1236 // Legacy configuration file location
1237 filenames.push_back(porting::path_user +
1238 DIR_DELIM + ".." + DIR_DELIM + "minetest.conf");
1240 // Try also from a lower level (to aid having the same configuration
1241 // for many RUN_IN_PLACE installs)
1242 filenames.push_back(porting::path_user +
1243 DIR_DELIM + ".." + DIR_DELIM + ".." + DIR_DELIM + "minetest.conf");
1246 for(u32 i=0; i<filenames.size(); i++)
1248 bool r = g_settings->readConfigFile(filenames[i].c_str());
1251 configpath = filenames[i];
1256 // If no path found, use the first one (menu creates the file)
1257 if(configpath == "")
1258 configpath = filenames[0];
1261 // Initialize random seed
1269 if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
1270 || cmd_args.getFlag("enable-unittests") == true)
1281 if(cmd_args.exists("port"))
1282 port = cmd_args.getU16("port");
1283 else if(g_settings->exists("port"))
1284 port = g_settings->getU16("port");
1289 std::string map_dir = porting::path_user + DIR_DELIM + "server" + DIR_DELIM + "worlds" + DIR_DELIM + "world";
1290 if(cmd_args.exists("map-dir"))
1291 map_dir = cmd_args.get("map-dir");
1292 else if(g_settings->exists("map-dir"))
1293 map_dir = g_settings->get("map-dir");
1295 // No map-dir option was specified.
1296 // Check if the world is found from the default directory, and if
1297 // not, see if the legacy world directory exists.
1298 std::string legacy_map_dir = porting::path_user+DIR_DELIM+".."+DIR_DELIM+"world";
1299 if(!fs::PathExists(map_dir) && fs::PathExists(legacy_map_dir)){
1300 errorstream<<"Warning: Using legacy world directory \""
1301 <<legacy_map_dir<<"\""<<std::endl;
1302 map_dir = legacy_map_dir;
1306 // Run dedicated server if asked to or no other option
1308 bool run_dedicated_server = true;
1310 bool run_dedicated_server = cmd_args.getFlag("server");
1312 if(run_dedicated_server)
1314 DSTACK("Dedicated server branch");
1316 // Create time getter if built with Irrlicht
1318 g_timegetter = new SimpleTimeGetter();
1322 Server server(map_dir, configpath, "mesetint");
1325 // ASCII art for the win!
1327 <<" .__ __ __ "<<std::endl
1328 <<" _____ |__| ____ _____/ |_ ____ _______/ |_ "<<std::endl
1329 <<" / \\| |/ \\_/ __ \\ __\\/ __ \\ / ___/\\ __\\"<<std::endl
1330 <<"| Y Y \\ | | \\ ___/| | \\ ___/ \\___ \\ | | "<<std::endl
1331 <<"|__|_| /__|___| /\\___ >__| \\___ >____ > |__| "<<std::endl
1332 <<" \\/ \\/ \\/ \\/ \\/ "<<std::endl;
1333 actionstream<<"Listening at port "<<port<<"."<<std::endl;
1336 dedicated_server_loop(server, kill);
1341 #ifndef SERVER // Exclude from dedicated server build
1347 // Address to connect to
1348 std::string address = "";
1350 if(cmd_args.exists("address"))
1352 address = cmd_args.get("address");
1356 address = g_settings->get("address");
1359 std::string playername = g_settings->get("name");
1362 Device initialization
1365 // Resolution selection
1367 bool fullscreen = false;
1368 u16 screenW = g_settings->getU16("screenW");
1369 u16 screenH = g_settings->getU16("screenH");
1373 video::E_DRIVER_TYPE driverType;
1375 std::string driverstring = g_settings->get("video_driver");
1377 if(driverstring == "null")
1378 driverType = video::EDT_NULL;
1379 else if(driverstring == "software")
1380 driverType = video::EDT_SOFTWARE;
1381 else if(driverstring == "burningsvideo")
1382 driverType = video::EDT_BURNINGSVIDEO;
1383 else if(driverstring == "direct3d8")
1384 driverType = video::EDT_DIRECT3D8;
1385 else if(driverstring == "direct3d9")
1386 driverType = video::EDT_DIRECT3D9;
1387 else if(driverstring == "opengl")
1388 driverType = video::EDT_OPENGL;
1391 errorstream<<"WARNING: Invalid video_driver specified; defaulting "
1392 "to opengl"<<std::endl;
1393 driverType = video::EDT_OPENGL;
1397 Create device and exit if creation failed
1400 MyEventReceiver receiver;
1402 IrrlichtDevice *device;
1403 device = createDevice(driverType,
1404 core::dimension2d<u32>(screenW, screenH),
1405 16, fullscreen, false, false, &receiver);
1408 return 1; // could not create selected driver.
1411 Continue initialization
1414 video::IVideoDriver* driver = device->getVideoDriver();
1416 // Disable mipmaps (because some of them look ugly)
1417 driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
1420 This changes the minimum allowed number of vertices in a VBO.
1423 //driver->setMinHardwareBufferVertexCount(50);
1425 // Set the window caption
1426 device->setWindowCaption(L"Minetest [Main Menu]");
1428 // Create time getter
1429 g_timegetter = new IrrlichtTimeGetter(device);
1431 // Create game callback for menus
1432 g_gamecallback = new MainGameCallback(device);
1435 Speed tests (done after irrlicht is loaded to get timer)
1437 if(cmd_args.getFlag("speedtests"))
1439 dstream<<"Running speed tests"<<std::endl;
1444 device->setResizable(true);
1446 bool random_input = g_settings->getBool("random_input")
1447 || cmd_args.getFlag("random-input");
1448 InputHandler *input = NULL;
1450 input = new RandomInputHandler();
1452 input = new RealInputHandler(device, &receiver);
1454 scene::ISceneManager* smgr = device->getSceneManager();
1456 guienv = device->getGUIEnvironment();
1457 gui::IGUISkin* skin = guienv->getSkin();
1458 gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
1460 skin->setFont(font);
1462 errorstream<<"WARNING: Font file was not found."
1463 " Using default font."<<std::endl;
1464 // If font was not found, this will get us one
1465 font = skin->getFont();
1468 u32 text_height = font->getDimension(L"Hello, world!").Height;
1469 infostream<<"text_height="<<text_height<<std::endl;
1471 //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
1472 skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
1473 //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
1474 //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
1475 skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
1476 skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
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.clouds_3d = g_settings->getBool("enable_3d_clouds");
1541 menudata.opaque_water = g_settings->getBool("opaque_water");
1542 menudata.creative_mode = g_settings->getBool("creative_mode");
1543 menudata.enable_damage = g_settings->getBool("enable_damage");
1546 new GUIMainMenu(guienv, guiroot, -1,
1547 &g_menumgr, &menudata, g_gamecallback);
1548 menu->allowFocusRemoval(true);
1550 if(error_message != L"")
1552 errorstream<<"error_message = "
1553 <<wide_to_narrow(error_message)<<std::endl;
1555 GUIMessageMenu *menu2 =
1556 new GUIMessageMenu(guienv, guiroot, -1,
1557 &g_menumgr, error_message.c_str());
1559 error_message = L"";
1562 video::IVideoDriver* driver = device->getVideoDriver();
1564 infostream<<"Created main menu"<<std::endl;
1566 while(device->run() && kill == false)
1568 if(menu->getStatus() == true)
1571 //driver->beginScene(true, true, video::SColor(255,0,0,0));
1572 driver->beginScene(true, true, video::SColor(255,128,128,128));
1574 drawMenuBackground(driver);
1580 // On some computers framerate doesn't seem to be
1581 // automatically limited
1585 // Break out of menu-game loop to shut down cleanly
1586 if(device->run() == false || kill == true)
1589 infostream<<"Dropping main menu"<<std::endl;
1593 // Delete map if requested
1594 if(menudata.delete_map)
1596 bool r = fs::RecursiveDeleteContent(map_dir);
1598 error_message = L"Delete failed";
1602 playername = wide_to_narrow(menudata.name);
1604 password = translatePassword(playername, menudata.password);
1606 //infostream<<"Main: password hash: '"<<password<<"'"<<std::endl;
1608 address = wide_to_narrow(menudata.address);
1609 int newport = stoi(wide_to_narrow(menudata.port));
1612 g_settings->set("new_style_leaves", itos(menudata.fancy_trees));
1613 g_settings->set("smooth_lighting", itos(menudata.smooth_lighting));
1614 g_settings->set("enable_3d_clouds", itos(menudata.clouds_3d));
1615 g_settings->set("opaque_water", itos(menudata.opaque_water));
1616 g_settings->set("creative_mode", itos(menudata.creative_mode));
1617 g_settings->set("enable_damage", itos(menudata.enable_damage));
1619 // NOTE: These are now checked server side; no need to do it
1620 // here, so let's not do it here.
1621 /*// Check for valid parameters, restart menu if invalid.
1622 if(playername == "")
1624 error_message = L"Name required.";
1627 // Check that name has only valid chars
1628 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
1630 error_message = L"Characters allowed: "
1631 +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
1636 g_settings->set("name", playername);
1637 g_settings->set("address", address);
1638 g_settings->set("port", itos(port));
1639 // Update configuration file
1640 if(configpath != "")
1641 g_settings->updateConfigFile(configpath.c_str());
1647 // Break out of menu-game loop to shut down cleanly
1648 if(device->run() == false || kill == true)
1670 catch(con::PeerNotFoundException &e)
1672 errorstream<<"Connection error (timed out?)"<<std::endl;
1673 error_message = L"Connection error (timed out?)";
1675 catch(SocketException &e)
1677 errorstream<<"Socket error (port already in use?)"<<std::endl;
1678 error_message = L"Socket error (port already in use?)";
1682 errorstream<<e.what()<<std::endl;
1683 error_message = narrow_to_wide(e.what()) + L"\nCheck debug.txt for details.";
1686 catch(std::exception &e)
1688 std::string narrow_message = "Some exception, what()=\"";
1689 narrow_message += e.what();
1690 narrow_message += "\"";
1691 errorstream<<narrow_message<<std::endl;
1692 error_message = narrow_to_wide(narrow_message);
1701 In the end, delete the Irrlicht device.
1707 END_DEBUG_EXCEPTION_HANDLER(errorstream)
1709 debugstreams_deinit();