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 #pragma comment(lib, "Irrlicht.lib")
377 //#pragma comment(lib, "jthread.lib")
378 #pragma comment(lib, "zlibwapi.lib")
379 #pragma comment(lib, "Shell32.lib")
380 // This would get rid of the console window
381 //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
384 #include "irrlicht.h" // createDevice
387 #include "mainmenumanager.h"
391 #include "common_irrlicht.h"
395 #include "constants.h"
398 #include "guiMessageMenu.h"
401 #include "guiMainMenu.h"
402 #include "materials.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;
432 gui::IGUIEnvironment* guienv = NULL;
433 gui::IGUIStaticText *guiroot = NULL;
434 MainMenuManager g_menumgr;
438 return (g_menumgr.menuCount() == 0);
441 // Passed to menus to allow disconnecting and exiting
442 MainGameCallback *g_gamecallback = NULL;
449 std::ostream *dout_con_ptr = &dummyout;
450 std::ostream *derr_con_ptr = &verbosestream;
451 //std::ostream *dout_con_ptr = &infostream;
452 //std::ostream *derr_con_ptr = &errorstream;
455 std::ostream *dout_server_ptr = &infostream;
456 std::ostream *derr_server_ptr = &errorstream;
459 std::ostream *dout_client_ptr = &infostream;
460 std::ostream *derr_client_ptr = &errorstream;
463 gettime.h implementation
466 // A small helper class
470 virtual u32 getTime() = 0;
473 // A precise irrlicht one
474 class IrrlichtTimeGetter: public TimeGetter
477 IrrlichtTimeGetter(IrrlichtDevice *device):
484 return m_device->getTimer()->getRealTime();
487 IrrlichtDevice *m_device;
489 // Not so precise one which works without irrlicht
490 class SimpleTimeGetter: public TimeGetter
495 return porting::getTimeMs();
499 // A pointer to a global instance of the time getter
501 TimeGetter *g_timegetter = NULL;
505 if(g_timegetter == NULL)
507 return g_timegetter->getTime();
511 Event handler for Irrlicht
513 NOTE: Everything possible should be moved out from here,
514 probably to InputHandler and the_game
517 class MyEventReceiver : public IEventReceiver
520 // This is the one method that we have to implement
521 virtual bool OnEvent(const SEvent& event)
524 React to nothing here if a menu is active
526 if(noMenuActive() == false)
531 // Remember whether each key is down or up
532 if(event.EventType == irr::EET_KEY_INPUT_EVENT)
534 if(event.KeyInput.PressedDown) {
535 keyIsDown.set(event.KeyInput);
536 keyWasDown.set(event.KeyInput);
538 keyIsDown.unset(event.KeyInput);
542 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
544 if(noMenuActive() == false)
547 middle_active = false;
548 right_active = false;
552 left_active = event.MouseInput.isLeftPressed();
553 middle_active = event.MouseInput.isMiddlePressed();
554 right_active = event.MouseInput.isRightPressed();
556 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
560 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
564 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
568 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
570 rightreleased = true;
572 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
574 mouse_wheel += event.MouseInput.Wheel;
582 bool IsKeyDown(const KeyPress &keyCode) const
584 return keyIsDown[keyCode];
587 // Checks whether a key was down and resets the state
588 bool WasKeyDown(const KeyPress &keyCode)
590 bool b = keyWasDown[keyCode];
592 keyWasDown.unset(keyCode);
609 rightclicked = false;
610 leftreleased = false;
611 rightreleased = false;
614 middle_active = false;
615 right_active = false;
637 IrrlichtDevice *m_device;
639 // The current state of keys
641 // Whether a key has been pressed or not
646 Separated input handler
649 class RealInputHandler : public InputHandler
652 RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
657 virtual bool isKeyDown(const KeyPress &keyCode)
659 return m_receiver->IsKeyDown(keyCode);
661 virtual bool wasKeyDown(const KeyPress &keyCode)
663 return m_receiver->WasKeyDown(keyCode);
665 virtual v2s32 getMousePos()
667 return m_device->getCursorControl()->getPosition();
669 virtual void setMousePos(s32 x, s32 y)
671 m_device->getCursorControl()->setPosition(x, y);
674 virtual bool getLeftState()
676 return m_receiver->left_active;
678 virtual bool getRightState()
680 return m_receiver->right_active;
683 virtual bool getLeftClicked()
685 return m_receiver->leftclicked;
687 virtual bool getRightClicked()
689 return m_receiver->rightclicked;
691 virtual void resetLeftClicked()
693 m_receiver->leftclicked = false;
695 virtual void resetRightClicked()
697 m_receiver->rightclicked = false;
700 virtual bool getLeftReleased()
702 return m_receiver->leftreleased;
704 virtual bool getRightReleased()
706 return m_receiver->rightreleased;
708 virtual void resetLeftReleased()
710 m_receiver->leftreleased = false;
712 virtual void resetRightReleased()
714 m_receiver->rightreleased = false;
717 virtual s32 getMouseWheel()
719 return m_receiver->getMouseWheel();
724 m_receiver->clearInput();
727 IrrlichtDevice *m_device;
728 MyEventReceiver *m_receiver;
731 class RandomInputHandler : public InputHandler
739 rightclicked = false;
740 leftreleased = false;
741 rightreleased = false;
744 virtual bool isKeyDown(const KeyPress &keyCode)
746 return keydown[keyCode];
748 virtual bool wasKeyDown(const KeyPress &keyCode)
752 virtual v2s32 getMousePos()
756 virtual void setMousePos(s32 x, s32 y)
758 mousepos = v2s32(x,y);
761 virtual bool getLeftState()
765 virtual bool getRightState()
770 virtual bool getLeftClicked()
774 virtual bool getRightClicked()
778 virtual void resetLeftClicked()
782 virtual void resetRightClicked()
784 rightclicked = false;
787 virtual bool getLeftReleased()
791 virtual bool getRightReleased()
793 return rightreleased;
795 virtual void resetLeftReleased()
797 leftreleased = false;
799 virtual void resetRightReleased()
801 rightreleased = false;
804 virtual s32 getMouseWheel()
809 virtual void step(float dtime)
812 static float counter1 = 0;
816 counter1 = 0.1*Rand(1, 40);
817 keydown.toggle(getKeySetting("keymap_jump"));
821 static float counter1 = 0;
825 counter1 = 0.1*Rand(1, 40);
826 keydown.toggle(getKeySetting("keymap_special1"));
830 static float counter1 = 0;
834 counter1 = 0.1*Rand(1, 40);
835 keydown.toggle(getKeySetting("keymap_forward"));
839 static float counter1 = 0;
843 counter1 = 0.1*Rand(1, 40);
844 keydown.toggle(getKeySetting("keymap_left"));
848 static float counter1 = 0;
852 counter1 = 0.1*Rand(1, 20);
853 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
857 static float counter1 = 0;
861 counter1 = 0.1*Rand(1, 30);
862 leftdown = !leftdown;
870 static float counter1 = 0;
874 counter1 = 0.1*Rand(1, 15);
875 rightdown = !rightdown;
879 rightreleased = true;
882 mousepos += mousespeed;
885 s32 Rand(s32 min, s32 max)
887 return (myrand()%(max-min+1))+min;
901 // These are defined global so that they're not optimized too much.
902 // Can't change them to volatile.
907 std::string tempstring;
908 std::string tempstring2;
913 dstream<<"The following test should take around 20ms."<<std::endl;
914 TimeTaker timer("Testing std::string speed");
915 const u32 jj = 10000;
916 for(u32 j=0; j<jj; j++)
921 for(u32 i=0; i<ii; i++){
922 tempstring2 += "asd";
924 for(u32 i=0; i<ii+1; i++){
926 if(tempstring == tempstring2)
932 dstream<<"All of the following tests should take around 100ms each."
936 TimeTaker timer("Testing floating-point conversion speed");
938 for(u32 i=0; i<4000000; i++){
945 TimeTaker timer("Testing floating-point vector speed");
947 tempv3f1 = v3f(1,2,3);
948 tempv3f2 = v3f(4,5,6);
949 for(u32 i=0; i<10000000; i++){
950 tempf += tempv3f1.dotProduct(tempv3f2);
951 tempv3f2 += v3f(7,8,9);
956 TimeTaker timer("Testing core::map speed");
958 core::map<v2s16, f32> map1;
961 for(s16 y=0; y<ii; y++){
962 for(s16 x=0; x<ii; x++){
963 map1.insert(v2s16(x,y), tempf);
967 for(s16 y=ii-1; y>=0; y--){
968 for(s16 x=0; x<ii; x++){
969 tempf = map1[v2s16(x,y)];
975 dstream<<"Around 5000/ms should do well here."<<std::endl;
976 TimeTaker timer("Testing mutex speed");
990 while(timer.getTime() < 10);
992 u32 dtime = timer.stop();
993 u32 per_ms = n / dtime;
994 dstream<<"Done. "<<dtime<<"ms, "
995 <<per_ms<<"/ms"<<std::endl;
999 void drawMenuBackground(video::IVideoDriver* driver)
1001 core::dimension2d<u32> screensize = driver->getScreenSize();
1003 video::ITexture *bgtexture =
1004 driver->getTexture(getTexturePath("menubg.png").c_str());
1007 s32 texturesize = 128;
1008 s32 tiled_y = screensize.Height / texturesize + 1;
1009 s32 tiled_x = screensize.Width / texturesize + 1;
1011 for(s32 y=0; y<tiled_y; y++)
1012 for(s32 x=0; x<tiled_x; x++)
1014 core::rect<s32> rect(0,0,texturesize,texturesize);
1015 rect += v2s32(x*texturesize, y*texturesize);
1016 driver->draw2DImage(bgtexture, rect,
1017 core::rect<s32>(core::position2d<s32>(0,0),
1018 core::dimension2di(bgtexture->getSize())),
1023 video::ITexture *logotexture =
1024 driver->getTexture(getTexturePath("menulogo.png").c_str());
1027 v2s32 logosize(logotexture->getOriginalSize().Width,
1028 logotexture->getOriginalSize().Height);
1031 video::SColor bgcolor(255,50,50,50);
1032 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
1033 screensize.Width, screensize.Height);
1034 driver->draw2DRectangle(bgcolor, bgrect, NULL);
1036 core::rect<s32> rect(0,0,logosize.X,logosize.Y);
1037 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
1038 rect -= v2s32(logosize.X/2, 0);
1039 driver->draw2DImage(logotexture, rect,
1040 core::rect<s32>(core::position2d<s32>(0,0),
1041 core::dimension2di(logotexture->getSize())),
1046 class StderrLogOutput: public ILogOutput
1049 /* line: Full line with timestamp, level and thread */
1050 void printLog(const std::string &line)
1052 std::cerr<<line<<std::endl;
1054 } main_stderr_log_out;
1056 class DstreamNoStderrLogOutput: public ILogOutput
1059 /* line: Full line with timestamp, level and thread */
1060 void printLog(const std::string &line)
1062 dstream_no_stderr<<line<<std::endl;
1064 } main_dstream_no_stderr_log_out;
1066 int main(int argc, char *argv[])
1072 log_add_output_maxlev(&main_stderr_log_out, LMT_ACTION);
1073 log_add_output_all_levs(&main_dstream_no_stderr_log_out);
1075 log_register_thread("main");
1077 // Set locale. This is for forcing '.' as the decimal point.
1078 std::locale::global(std::locale("C"));
1079 // This enables printing all characters in bitmap font
1080 setlocale(LC_CTYPE, "en_US");
1086 // List all allowed options
1087 core::map<std::string, ValueSpec> allowed_options;
1088 allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG,
1089 "Show allowed options"));
1090 allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
1091 "Run server directly"));
1092 allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
1093 "Load configuration from specified file"));
1094 allowed_options.insert("port", ValueSpec(VALUETYPE_STRING,
1095 "Set network port to connect to"));
1096 allowed_options.insert("address", ValueSpec(VALUETYPE_STRING,
1097 "Address to connect to"));
1098 allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG,
1099 "Enable random user input, for testing"));
1100 allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG,
1101 "Disable unit tests"));
1102 allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG,
1103 "Enable unit tests"));
1104 allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING,
1105 "Map directory (where everything in the world is stored)"));
1107 allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));
1109 allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG,
1110 "Run speed tests"));
1111 allowed_options.insert("info-on-stderr", ValueSpec(VALUETYPE_FLAG,
1112 "Print debug information to console"));
1116 bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
1118 if(ret == false || cmd_args.getFlag("help"))
1120 dstream<<"Allowed options:"<<std::endl;
1121 for(core::map<std::string, ValueSpec>::Iterator
1122 i = allowed_options.getIterator();
1123 i.atEnd() == false; i++)
1125 dstream<<" --"<<i.getNode()->getKey();
1126 if(i.getNode()->getValue().type == VALUETYPE_FLAG)
1131 dstream<<" <value>";
1135 if(i.getNode()->getValue().help != NULL)
1137 dstream<<" "<<i.getNode()->getValue().help
1142 return cmd_args.getFlag("help") ? 0 : 1;
1146 Low-level initialization
1149 bool disable_stderr = false;
1151 if(cmd_args.getFlag("dstream-on-stderr") == false)
1152 disable_stderr = true;
1155 if(cmd_args.getFlag("info-on-stderr"))
1156 log_add_output(&main_stderr_log_out, LMT_INFO);
1158 porting::signal_handler_init();
1159 bool &kill = *porting::signal_handler_killstatus();
1161 // Initialize porting::path_data and porting::path_userdata
1162 porting::initializePaths();
1164 // Create user data directory
1165 fs::CreateDir(porting::path_userdata);
1167 init_gettext((porting::path_data+DIR_DELIM+".."+DIR_DELIM+"locale").c_str());
1169 // Initialize debug streams
1171 std::string debugfile = DEBUGFILE;
1173 std::string debugfile = porting::path_userdata+DIR_DELIM+DEBUGFILE;
1175 debugstreams_init(disable_stderr, debugfile.c_str());
1176 // Initialize debug stacks
1177 debug_stacks_init();
1179 DSTACK(__FUNCTION_NAME);
1181 // Init material properties table
1182 //initializeMaterialProperties();
1185 BEGIN_DEBUG_EXCEPTION_HANDLER
1187 // Print startup message
1188 actionstream<<PROJECT_NAME<<
1189 " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
1194 Basic initialization
1197 // Initialize default settings
1198 set_default_settings(g_settings);
1200 // Initialize sockets
1202 atexit(sockets_cleanup);
1208 // Path of configuration file in use
1209 std::string configpath = "";
1211 if(cmd_args.exists("config"))
1213 bool r = g_settings->readConfigFile(cmd_args.get("config").c_str());
1216 errorstream<<"Could not read configuration from \""
1217 <<cmd_args.get("config")<<"\""<<std::endl;
1220 configpath = cmd_args.get("config");
1224 core::array<std::string> filenames;
1225 filenames.push_back(porting::path_userdata +
1226 DIR_DELIM + "minetest.conf");
1228 filenames.push_back(porting::path_userdata +
1229 DIR_DELIM + ".." + DIR_DELIM + "minetest.conf");
1232 for(u32 i=0; i<filenames.size(); i++)
1234 bool r = g_settings->readConfigFile(filenames[i].c_str());
1237 configpath = filenames[i];
1242 // If no path found, use the first one (menu creates the file)
1243 if(configpath == "")
1244 configpath = filenames[0];
1247 // Initialize random seed
1255 if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
1256 || cmd_args.getFlag("enable-unittests") == true)
1261 /*for(s16 y=-100; y<100; y++)
1262 for(s16 x=-100; x<100; x++)
1264 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
1274 if(cmd_args.exists("port"))
1275 port = cmd_args.getU16("port");
1276 else if(g_settings->exists("port"))
1277 port = g_settings->getU16("port");
1282 std::string map_dir = porting::path_userdata+DIR_DELIM+"world";
1283 if(cmd_args.exists("map-dir"))
1284 map_dir = cmd_args.get("map-dir");
1285 else if(g_settings->exists("map-dir"))
1286 map_dir = g_settings->get("map-dir");
1288 // Run dedicated server if asked to
1289 if(cmd_args.getFlag("server"))
1291 DSTACK("Dedicated server branch");
1293 // Create time getter
1294 g_timegetter = new SimpleTimeGetter();
1297 Server server(map_dir.c_str(), configpath);
1301 dedicated_server_loop(server, kill);
1311 // Address to connect to
1312 std::string address = "";
1314 if(cmd_args.exists("address"))
1316 address = cmd_args.get("address");
1320 address = g_settings->get("address");
1323 std::string playername = g_settings->get("name");
1326 Device initialization
1329 // Resolution selection
1331 bool fullscreen = false;
1332 u16 screenW = g_settings->getU16("screenW");
1333 u16 screenH = g_settings->getU16("screenH");
1337 video::E_DRIVER_TYPE driverType;
1339 std::string driverstring = g_settings->get("video_driver");
1341 if(driverstring == "null")
1342 driverType = video::EDT_NULL;
1343 else if(driverstring == "software")
1344 driverType = video::EDT_SOFTWARE;
1345 else if(driverstring == "burningsvideo")
1346 driverType = video::EDT_BURNINGSVIDEO;
1347 else if(driverstring == "direct3d8")
1348 driverType = video::EDT_DIRECT3D8;
1349 else if(driverstring == "direct3d9")
1350 driverType = video::EDT_DIRECT3D9;
1351 else if(driverstring == "opengl")
1352 driverType = video::EDT_OPENGL;
1355 errorstream<<"WARNING: Invalid video_driver specified; defaulting "
1356 "to opengl"<<std::endl;
1357 driverType = video::EDT_OPENGL;
1361 Create device and exit if creation failed
1364 MyEventReceiver receiver;
1366 IrrlichtDevice *device;
1367 device = createDevice(driverType,
1368 core::dimension2d<u32>(screenW, screenH),
1369 16, fullscreen, false, false, &receiver);
1372 return 1; // could not create selected driver.
1375 Continue initialization
1378 video::IVideoDriver* driver = device->getVideoDriver();
1380 // Disable mipmaps (because some of them look ugly)
1381 driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
1384 This changes the minimum allowed number of vertices in a VBO.
1387 //driver->setMinHardwareBufferVertexCount(50);
1389 // Set the window caption
1390 device->setWindowCaption(L"Minetest [Main Menu]");
1392 // Create time getter
1393 g_timegetter = new IrrlichtTimeGetter(device);
1395 // Create game callback for menus
1396 g_gamecallback = new MainGameCallback(device);
1399 Speed tests (done after irrlicht is loaded to get timer)
1401 if(cmd_args.getFlag("speedtests"))
1403 dstream<<"Running speed tests"<<std::endl;
1408 device->setResizable(true);
1410 bool random_input = g_settings->getBool("random_input")
1411 || cmd_args.getFlag("random-input");
1412 InputHandler *input = NULL;
1414 input = new RandomInputHandler();
1416 input = new RealInputHandler(device, &receiver);
1418 scene::ISceneManager* smgr = device->getSceneManager();
1420 guienv = device->getGUIEnvironment();
1421 gui::IGUISkin* skin = guienv->getSkin();
1422 gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
1424 skin->setFont(font);
1426 errorstream<<"WARNING: Font file was not found."
1427 " Using default font."<<std::endl;
1428 // If font was not found, this will get us one
1429 font = skin->getFont();
1432 u32 text_height = font->getDimension(L"Hello, world!").Height;
1433 infostream<<"text_height="<<text_height<<std::endl;
1435 //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
1436 skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
1437 //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
1438 //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
1439 skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
1440 skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
1447 If an error occurs, this is set to something and the
1448 menu-game loop is restarted. It is then displayed before
1451 std::wstring error_message = L"";
1453 // The password entered during the menu screen,
1454 std::string password;
1459 while(device->run() && kill == false)
1462 // This is used for catching disconnects
1467 Clear everything from the GUIEnvironment
1472 We need some kind of a root node to be able to add
1473 custom gui elements directly on the screen.
1474 Otherwise they won't be automatically drawn.
1476 guiroot = guienv->addStaticText(L"",
1477 core::rect<s32>(0, 0, 10000, 10000));
1480 Out-of-game menu loop.
1482 Loop quits when menu returns proper parameters.
1484 while(kill == false)
1486 // Cursor can be non-visible when coming from the game
1487 device->getCursorControl()->setVisible(true);
1488 // Some stuff are left to scene manager when coming from the game
1491 // Reset or hide the debug gui texts
1492 /*guitext->setText(L"Minetest-c55");
1493 guitext2->setVisible(false);
1494 guitext_info->setVisible(false);
1495 guitext_chat->setVisible(false);*/
1497 // Initialize menu data
1498 MainMenuData menudata;
1499 menudata.address = narrow_to_wide(address);
1500 menudata.name = narrow_to_wide(playername);
1501 menudata.port = narrow_to_wide(itos(port));
1502 menudata.fancy_trees = g_settings->getBool("new_style_leaves");
1503 menudata.smooth_lighting = g_settings->getBool("smooth_lighting");
1504 menudata.clouds_3d = g_settings->getBool("enable_3d_clouds");
1505 menudata.opaque_water = g_settings->getBool("opaque_water");
1506 menudata.creative_mode = g_settings->getBool("creative_mode");
1507 menudata.enable_damage = g_settings->getBool("enable_damage");
1510 new GUIMainMenu(guienv, guiroot, -1,
1511 &g_menumgr, &menudata, g_gamecallback);
1512 menu->allowFocusRemoval(true);
1514 if(error_message != L"")
1516 errorstream<<"error_message = "
1517 <<wide_to_narrow(error_message)<<std::endl;
1519 GUIMessageMenu *menu2 =
1520 new GUIMessageMenu(guienv, guiroot, -1,
1521 &g_menumgr, error_message.c_str());
1523 error_message = L"";
1526 video::IVideoDriver* driver = device->getVideoDriver();
1528 infostream<<"Created main menu"<<std::endl;
1530 while(device->run() && kill == false)
1532 if(menu->getStatus() == true)
1535 //driver->beginScene(true, true, video::SColor(255,0,0,0));
1536 driver->beginScene(true, true, video::SColor(255,128,128,128));
1538 drawMenuBackground(driver);
1544 // On some computers framerate doesn't seem to be
1545 // automatically limited
1549 // Break out of menu-game loop to shut down cleanly
1550 if(device->run() == false || kill == true)
1553 infostream<<"Dropping main menu"<<std::endl;
1557 // Delete map if requested
1558 if(menudata.delete_map)
1560 bool r = fs::RecursiveDeleteContent(map_dir);
1562 error_message = L"Delete failed";
1566 playername = wide_to_narrow(menudata.name);
1568 password = translatePassword(playername, menudata.password);
1570 //infostream<<"Main: password hash: '"<<password<<"'"<<std::endl;
1572 address = wide_to_narrow(menudata.address);
1573 int newport = stoi(wide_to_narrow(menudata.port));
1576 g_settings->set("new_style_leaves", itos(menudata.fancy_trees));
1577 g_settings->set("smooth_lighting", itos(menudata.smooth_lighting));
1578 g_settings->set("enable_3d_clouds", itos(menudata.clouds_3d));
1579 g_settings->set("opaque_water", itos(menudata.opaque_water));
1580 g_settings->set("creative_mode", itos(menudata.creative_mode));
1581 g_settings->set("enable_damage", itos(menudata.enable_damage));
1583 // NOTE: These are now checked server side; no need to do it
1584 // here, so let's not do it here.
1585 /*// Check for valid parameters, restart menu if invalid.
1586 if(playername == "")
1588 error_message = L"Name required.";
1591 // Check that name has only valid chars
1592 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
1594 error_message = L"Characters allowed: "
1595 +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
1600 g_settings->set("name", playername);
1601 g_settings->set("address", address);
1602 g_settings->set("port", itos(port));
1603 // Update configuration file
1604 if(configpath != "")
1605 g_settings->updateConfigFile(configpath.c_str());
1611 // Break out of menu-game loop to shut down cleanly
1612 if(device->run() == false || kill == true)
1634 catch(con::PeerNotFoundException &e)
1636 errorstream<<"Connection error (timed out?)"<<std::endl;
1637 error_message = L"Connection error (timed out?)";
1639 catch(SocketException &e)
1641 errorstream<<"Socket error (port already in use?)"<<std::endl;
1642 error_message = L"Socket error (port already in use?)";
1646 errorstream<<e.what()<<std::endl;
1647 error_message = narrow_to_wide(e.what()) + L"\nCheck debug.txt for details.";
1650 catch(std::exception &e)
1652 std::string narrow_message = "Some exception, what()=\"";
1653 narrow_message += e.what();
1654 narrow_message += "\"";
1655 errorstream<<narrow_message<<std::endl;
1656 error_message = narrow_to_wide(narrow_message);
1665 In the end, delete the Irrlicht device.
1669 END_DEBUG_EXCEPTION_HANDLER(errorstream)
1671 debugstreams_deinit();