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 Old, wild and random suggestions that probably won't be done:
76 -------------------------------------------------------------
78 SUGG: If player is on ground, mainly fetch ground-level blocks
80 SUGG: Expose Connection's seqnums and ACKs to server and client.
81 - This enables saving many packets and making a faster connection
82 - This also enables server to check if client has received the
83 most recent block sent, for example.
84 SUGG: Add a sane bandwidth throttling system to Connection
86 SUGG: More fine-grained control of client's dumping of blocks from
88 - ...What does this mean in the first place?
90 SUGG: A map editing mode (similar to dedicated server mode)
92 SUGG: Transfer more blocks in a single packet
93 SUGG: A blockdata combiner class, to which blocks are added and at
94 destruction it sends all the stuff in as few packets as possible.
95 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
96 it by sending more stuff in a single packet.
97 - Add a packet queue to RemoteClient, from which packets will be
98 combined with object data packets
99 - This is not exactly trivial: the object data packets are
100 sometimes very big by themselves
101 - This might not give much network performance gain though.
103 SUGG: Precalculate lighting translation table at runtime (at startup)
104 - This is not doable because it is currently hand-made and not
105 based on some mathematical function.
106 - Note: This has been changing lately
108 SUGG: A version number to blocks, which increments when the block is
109 modified (node add/remove, water update, lighting update)
110 - This can then be used to make sure the most recent version of
111 a block has been sent to client, for example
113 SUGG: Make the amount of blocks sending to client and the total
114 amount of blocks dynamically limited. Transferring blocks is the
115 main network eater of this system, so it is the one that has
116 to be throttled so that RTTs stay low.
118 SUGG: Meshes of blocks could be split into 6 meshes facing into
119 different directions and then only those drawn that need to be
121 SUGG: Background music based on cellular automata?
122 http://www.earslap.com/projectslab/otomata
124 SUGG: Simple light color information to air
126 SUGG: Server-side objects could be moved based on nodes to enable very
127 lightweight operation and simple AI
128 - Not practical; client would still need to show smooth movement.
130 SUGG: Make a system for pregenerating quick information for mapblocks, so
131 that the client can show them as cubes before they are actually sent
134 SUGG: Erosion simulation at map generation time
135 - This might be plausible if larger areas of map were pregenerated
136 without lighting (which is slow)
137 - Simulate water flows, which would carve out dirt fast and
138 then turn stone into gravel and sand and relocate it.
139 - How about relocating minerals, too? Coal and gold in
140 downstream sand and gravel would be kind of cool
141 - This would need a better way of handling minerals, mainly
142 to have mineral content as a separate field. the first
143 parameter field is free for this.
144 - Simulate rock falling from cliffs when water has removed
145 enough solid rock from the bottom
147 SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface
148 stuff as simple flags/values
151 And at some point make the server send this data to the client too,
152 instead of referring to the noise functions
154 - Surface ground type
160 - Aim for something like controlling a single dwarf in Dwarf Fortress
161 - The player could go faster by a crafting a boat, or riding an animal
162 - Random NPC traders. what else?
167 - When furnace is destroyed, move items to player's inventory
170 - Growing grass, decaying leaves
171 - This can be done in the active blocks I guess.
172 - Lots of stuff can be done in the active blocks.
173 - Uh, is there an active block list somewhere? I think not. Add it.
174 - Breaking weak structures
175 - This can probably be accomplished in the same way as grass
176 - Player health points
177 - When player dies, throw items on map (needs better item-on-map
179 - Cobble to get mossy if near water
180 - More slots in furnace source list, so that multiple ingredients
184 - The Treasure Guard; a big monster with a hammer
185 - The hammer does great damage, shakes the ground and removes a block
186 - You can drop on top of it, and have some time to attack there
187 before he shakes you off
189 - Maybe the difficulty could come from monsters getting tougher in
190 far-away places, and the player starting to need something from
191 there when time goes by.
192 - The player would have some of that stuff at the beginning, and
193 would need new supplies of it when it runs out
196 - A spread-items-on-map routine for the bomb, and for dying players
199 - Proper sword swing simulation
200 - Player should get damage from colliding to a wall at high speed
205 Build system / running:
206 -----------------------
208 Networking and serialization:
209 -----------------------------
211 SUGG: Fix address to be ipv6 compatible
219 SUGG: Combine MapBlock's face caches to so big pieces that VBO
221 - That is >500 vertices
222 - This is not easy; all the MapBlocks close to the player would
223 still need to be drawn separately and combining the blocks
224 would have to happen in a background thread
226 SUGG: Make fetching sector's blocks more efficient when rendering
227 sectors that have very large amounts of blocks (on client)
228 - Is this necessary at all?
230 SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
231 animating them is easier.
233 SUGG: Option for enabling proper alpha channel for textures
235 TODO: Flowing water animation
237 TODO: A setting for enabling bilinear filtering for textures
239 TODO: Better control of draw_control.wanted_max_blocks
241 TODO: Further investigate the use of GPU lighting in addition to the
244 TODO: Artificial (night) light could be more yellow colored than sunlight.
245 - This is technically doable.
246 - Also the actual colors of the textures could be made less colorful
247 in the dark but it's a bit more difficult.
249 SUGG: Somehow make the night less colorful
251 TODO: Occlusion culling
252 - At the same time, move some of the renderMap() block choosing code
253 to the same place as where the new culling happens.
254 - Shoot some rays per frame and when ready, make a new list of
255 blocks for usage of renderMap and give it a new pointer to it.
263 TODO: Untie client network operations from framerate
264 - Needs some input queues or something
265 - This won't give much performance boost because calculating block
268 SUGG: Make morning and evening transition more smooth and maybe shorter
270 TODO: Don't update all meshes always on single node changes, but
271 check which ones should be updated
272 - implement Map::updateNodeMeshes() and the usage of it
273 - It will give almost always a 4x boost in mesh update performance.
277 - Tool/weapon visualization
279 FIXME: When disconnected to the menu, memory is not freed properly
281 TODO: Investigate how much the mesh generator thread gets used when
282 transferring map data
287 SUGG: Make an option to the server to disable building and digging near
288 the starting position
290 FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
292 * Fix the problem with the server constantly saving one or a few
293 blocks? List the first saved block, maybe it explains.
294 - It is probably caused by oscillating water
295 - TODO: Investigate if this still happens (this is a very old one)
296 * Make a small history check to transformLiquids to detect and log
297 continuous oscillations, in such detail that they can be fixed.
299 FIXME: The new optimized map sending doesn't sometimes send enough blocks
300 from big caves and such
301 FIXME: Block send distance configuration does not take effect for some reason
306 TODO: Add proper hooks to when adding and removing active blocks
308 TODO: Finish the ActiveBlockModifier stuff and use it for something
313 TODO: Get rid of MapBlockObjects and use only ActiveObjects
314 - Skipping the MapBlockObject data is nasty - there is no "total
315 length" stored; have to make a SkipMBOs function which contains
316 enough of the current code to skip them properly.
318 SUGG: MovingObject::move and Player::move are basically the same.
320 - NOTE: This is a bit tricky because player has the sneaking ability
321 - NOTE: Player::move is more up-to-date.
322 - NOTE: There is a simple move implementation now in collision.{h,cpp}
323 - NOTE: MovingObject will be deleted (MapBlockObject)
325 TODO: Add a long step function to objects that is called with the time
326 difference when block activates
331 TODO: Mineral and ground material properties
332 - This way mineral ground toughness can be calculated with just
333 some formula, as well as tool strengths. Sounds too.
334 - There are TODOs in appropriate files: material.h, content_mapnode.h
336 TODO: Flowing water to actually contain flow direction information
337 - There is a space for this - it just has to be implemented.
339 TODO: Consider smoothening cave floors after generating them
341 TODO: Fix make_tree, make_* to use seed-position-consistent pseudorandom
346 TODO: Make sure server handles removing grass when a block is placed (etc)
347 - The client should not do it by itself
348 - NOTE: I think nobody does it currently...
349 TODO: Block cube placement around player's head
350 TODO: Protocol version field
351 TODO: Think about using same bits for material for fences and doors, for
353 TODO: Move mineral to param2, increment map serialization version, add
356 SUGG: Restart irrlicht completely when coming back to main menu from game.
357 - This gets rid of everything that is stored in irrlicht's caches.
358 - This might be needed for texture pack selection in menu
360 TODO: Merge bahamada's audio stuff (clean patch available)
362 TODO: Move content_features to mapnode_content_features.{h,cpp} or so
364 Making it more portable:
365 ------------------------
367 Stuff to do before release:
368 ---------------------------
370 Fixes to the current release:
371 -----------------------------
373 Stuff to do after release:
374 ---------------------------
379 ======================================================================
385 #pragma message ("Disabling unit tests")
387 #warning "Disabling unit tests"
389 // Disable unit tests
390 #define ENABLE_TESTS 0
393 #define ENABLE_TESTS 1
397 #pragma comment(lib, "Irrlicht.lib")
398 //#pragma comment(lib, "jthread.lib")
399 #pragma comment(lib, "zlibwapi.lib")
400 #pragma comment(lib, "Shell32.lib")
401 // This would get rid of the console window
402 //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
409 #include "common_irrlicht.h"
413 #include "constants.h"
416 #include "guiMessageMenu.h"
419 #include "guiMainMenu.h"
421 #include "materials.h"
428 // This makes textures
429 ITextureSource *g_texturesource = NULL;
433 These are loaded from the config file.
437 // This is located in defaultsettings.cpp
438 extern void set_default_settings();
451 gui::IGUIEnvironment* guienv = NULL;
452 gui::IGUIStaticText *guiroot = NULL;
454 MainMenuManager g_menumgr;
458 return (g_menumgr.menuCount() == 0);
461 // Passed to menus to allow disconnecting and exiting
463 MainGameCallback *g_gamecallback = NULL;
470 std::ostream *dout_con_ptr = &dummyout;
471 std::ostream *derr_con_ptr = &dstream_no_stderr;
472 //std::ostream *dout_con_ptr = &dstream_no_stderr;
473 //std::ostream *derr_con_ptr = &dstream_no_stderr;
474 //std::ostream *dout_con_ptr = &dstream;
475 //std::ostream *derr_con_ptr = &dstream;
478 std::ostream *dout_server_ptr = &dstream;
479 std::ostream *derr_server_ptr = &dstream;
482 std::ostream *dout_client_ptr = &dstream;
483 std::ostream *derr_client_ptr = &dstream;
486 gettime.h implementation
489 // A small helper class
493 virtual u32 getTime() = 0;
496 // A precise irrlicht one
497 class IrrlichtTimeGetter: public TimeGetter
500 IrrlichtTimeGetter(IrrlichtDevice *device):
507 return m_device->getTimer()->getRealTime();
510 IrrlichtDevice *m_device;
512 // Not so precise one which works without irrlicht
513 class SimpleTimeGetter: public TimeGetter
518 return porting::getTimeMs();
522 // A pointer to a global instance of the time getter
524 TimeGetter *g_timegetter = NULL;
528 if(g_timegetter == NULL)
530 return g_timegetter->getTime();
534 Event handler for Irrlicht
536 NOTE: Everything possible should be moved out from here,
537 probably to InputHandler and the_game
540 class MyEventReceiver : public IEventReceiver
543 // This is the one method that we have to implement
544 virtual bool OnEvent(const SEvent& event)
547 React to nothing here if a menu is active
549 if(noMenuActive() == false)
554 // Remember whether each key is down or up
555 if(event.EventType == irr::EET_KEY_INPUT_EVENT)
557 keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
559 if(event.KeyInput.PressedDown)
560 keyWasDown[event.KeyInput.Key] = true;
563 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
565 if(noMenuActive() == false)
568 middle_active = false;
569 right_active = false;
573 //dstream<<"MyEventReceiver: mouse input"<<std::endl;
574 left_active = event.MouseInput.isLeftPressed();
575 middle_active = event.MouseInput.isMiddlePressed();
576 right_active = event.MouseInput.isRightPressed();
578 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
582 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
586 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
590 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
592 rightreleased = true;
594 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
596 mouse_wheel += event.MouseInput.Wheel;
604 bool IsKeyDown(EKEY_CODE keyCode) const
606 return keyIsDown[keyCode];
609 // Checks whether a key was down and resets the state
610 bool WasKeyDown(EKEY_CODE keyCode)
612 bool b = keyWasDown[keyCode];
613 keyWasDown[keyCode] = false;
626 for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)
628 keyIsDown[i] = false;
629 keyWasDown[i] = false;
633 rightclicked = false;
634 leftreleased = false;
635 rightreleased = false;
638 middle_active = false;
639 right_active = false;
661 IrrlichtDevice *m_device;
663 // The current state of keys
664 bool keyIsDown[KEY_KEY_CODES_COUNT];
665 // Whether a key has been pressed or not
666 bool keyWasDown[KEY_KEY_CODES_COUNT];
670 Separated input handler
673 class RealInputHandler : public InputHandler
676 RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
681 virtual bool isKeyDown(EKEY_CODE keyCode)
683 return m_receiver->IsKeyDown(keyCode);
685 virtual bool wasKeyDown(EKEY_CODE keyCode)
687 return m_receiver->WasKeyDown(keyCode);
689 virtual v2s32 getMousePos()
691 return m_device->getCursorControl()->getPosition();
693 virtual void setMousePos(s32 x, s32 y)
695 m_device->getCursorControl()->setPosition(x, y);
698 virtual bool getLeftState()
700 return m_receiver->left_active;
702 virtual bool getRightState()
704 return m_receiver->right_active;
707 virtual bool getLeftClicked()
709 return m_receiver->leftclicked;
711 virtual bool getRightClicked()
713 return m_receiver->rightclicked;
715 virtual void resetLeftClicked()
717 m_receiver->leftclicked = false;
719 virtual void resetRightClicked()
721 m_receiver->rightclicked = false;
724 virtual bool getLeftReleased()
726 return m_receiver->leftreleased;
728 virtual bool getRightReleased()
730 return m_receiver->rightreleased;
732 virtual void resetLeftReleased()
734 m_receiver->leftreleased = false;
736 virtual void resetRightReleased()
738 m_receiver->rightreleased = false;
741 virtual s32 getMouseWheel()
743 return m_receiver->getMouseWheel();
748 m_receiver->clearInput();
751 IrrlichtDevice *m_device;
752 MyEventReceiver *m_receiver;
755 class RandomInputHandler : public InputHandler
763 rightclicked = false;
764 leftreleased = false;
765 rightreleased = false;
766 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
769 virtual bool isKeyDown(EKEY_CODE keyCode)
771 return keydown[keyCode];
773 virtual bool wasKeyDown(EKEY_CODE keyCode)
777 virtual v2s32 getMousePos()
781 virtual void setMousePos(s32 x, s32 y)
783 mousepos = v2s32(x,y);
786 virtual bool getLeftState()
790 virtual bool getRightState()
795 virtual bool getLeftClicked()
799 virtual bool getRightClicked()
803 virtual void resetLeftClicked()
807 virtual void resetRightClicked()
809 rightclicked = false;
812 virtual bool getLeftReleased()
816 virtual bool getRightReleased()
818 return rightreleased;
820 virtual void resetLeftReleased()
822 leftreleased = false;
824 virtual void resetRightReleased()
826 rightreleased = false;
829 virtual s32 getMouseWheel()
834 virtual void step(float dtime)
837 static float counter1 = 0;
841 counter1 = 0.1*Rand(1, 40);
842 keydown[getKeySetting("keymap_jump")] =
843 !keydown[getKeySetting("keymap_jump")];
847 static float counter1 = 0;
851 counter1 = 0.1*Rand(1, 40);
852 keydown[getKeySetting("keymap_special1")] =
853 !keydown[getKeySetting("keymap_special1")];
857 static float counter1 = 0;
861 counter1 = 0.1*Rand(1, 40);
862 keydown[getKeySetting("keymap_forward")] =
863 !keydown[getKeySetting("keymap_forward")];
867 static float counter1 = 0;
871 counter1 = 0.1*Rand(1, 40);
872 keydown[getKeySetting("keymap_left")] =
873 !keydown[getKeySetting("keymap_left")];
877 static float counter1 = 0;
881 counter1 = 0.1*Rand(1, 20);
882 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
886 static float counter1 = 0;
890 counter1 = 0.1*Rand(1, 30);
891 leftdown = !leftdown;
899 static float counter1 = 0;
903 counter1 = 0.1*Rand(1, 15);
904 rightdown = !rightdown;
908 rightreleased = true;
911 mousepos += mousespeed;
914 s32 Rand(s32 min, s32 max)
916 return (myrand()%(max-min+1))+min;
919 bool keydown[KEY_KEY_CODES_COUNT];
930 // These are defined global so that they're not optimized too much.
931 // Can't change them to volatile.
936 std::string tempstring;
937 std::string tempstring2;
942 dstream<<"The following test should take around 20ms."<<std::endl;
943 TimeTaker timer("Testing std::string speed");
944 const u32 jj = 10000;
945 for(u32 j=0; j<jj; j++)
950 for(u32 i=0; i<ii; i++){
951 tempstring2 += "asd";
953 for(u32 i=0; i<ii+1; i++){
955 if(tempstring == tempstring2)
961 dstream<<"All of the following tests should take around 100ms each."
965 TimeTaker timer("Testing floating-point conversion speed");
967 for(u32 i=0; i<4000000; i++){
974 TimeTaker timer("Testing floating-point vector speed");
976 tempv3f1 = v3f(1,2,3);
977 tempv3f2 = v3f(4,5,6);
978 for(u32 i=0; i<10000000; i++){
979 tempf += tempv3f1.dotProduct(tempv3f2);
980 tempv3f2 += v3f(7,8,9);
985 TimeTaker timer("Testing core::map speed");
987 core::map<v2s16, f32> map1;
990 for(s16 y=0; y<ii; y++){
991 for(s16 x=0; x<ii; x++){
992 map1.insert(v2s16(x,y), tempf);
996 for(s16 y=ii-1; y>=0; y--){
997 for(s16 x=0; x<ii; x++){
998 tempf = map1[v2s16(x,y)];
1004 dstream<<"Around 5000/ms should do well here."<<std::endl;
1005 TimeTaker timer("Testing mutex speed");
1019 while(timer.getTime() < 10);
1021 u32 dtime = timer.stop();
1022 u32 per_ms = n / dtime;
1023 std::cout<<"Done. "<<dtime<<"ms, "
1024 <<per_ms<<"/ms"<<std::endl;
1028 void drawMenuBackground(video::IVideoDriver* driver)
1030 core::dimension2d<u32> screensize = driver->getScreenSize();
1032 video::ITexture *bgtexture =
1033 driver->getTexture(getTexturePath("mud.png").c_str());
1036 s32 texturesize = 128;
1037 s32 tiled_y = screensize.Height / texturesize + 1;
1038 s32 tiled_x = screensize.Width / texturesize + 1;
1040 for(s32 y=0; y<tiled_y; y++)
1041 for(s32 x=0; x<tiled_x; x++)
1043 core::rect<s32> rect(0,0,texturesize,texturesize);
1044 rect += v2s32(x*texturesize, y*texturesize);
1045 driver->draw2DImage(bgtexture, rect,
1046 core::rect<s32>(core::position2d<s32>(0,0),
1047 core::dimension2di(bgtexture->getSize())),
1052 video::ITexture *logotexture =
1053 driver->getTexture(getTexturePath("menulogo.png").c_str());
1056 v2s32 logosize(logotexture->getOriginalSize().Width,
1057 logotexture->getOriginalSize().Height);
1060 video::SColor bgcolor(255,50,50,50);
1061 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
1062 screensize.Width, screensize.Height);
1063 driver->draw2DRectangle(bgcolor, bgrect, NULL);
1065 core::rect<s32> rect(0,0,logosize.X,logosize.Y);
1066 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
1067 rect -= v2s32(logosize.X/2, 0);
1068 driver->draw2DImage(logotexture, rect,
1069 core::rect<s32>(core::position2d<s32>(0,0),
1070 core::dimension2di(logotexture->getSize())),
1075 int main(int argc, char *argv[])
1081 // Set locale. This is for forcing '.' as the decimal point.
1082 std::locale::global(std::locale("C"));
1083 // This enables printing all characters in bitmap font
1084 setlocale(LC_CTYPE, "en_US");
1090 // List all allowed options
1091 core::map<std::string, ValueSpec> allowed_options;
1092 allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));
1093 allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
1094 "Run server directly"));
1095 allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
1096 "Load configuration from specified file"));
1097 allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));
1098 allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));
1099 allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));
1100 allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));
1101 allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));
1102 allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));
1104 allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));
1106 allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));
1110 bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
1112 if(ret == false || cmd_args.getFlag("help"))
1114 dstream<<"Allowed options:"<<std::endl;
1115 for(core::map<std::string, ValueSpec>::Iterator
1116 i = allowed_options.getIterator();
1117 i.atEnd() == false; i++)
1119 dstream<<" --"<<i.getNode()->getKey();
1120 if(i.getNode()->getValue().type == VALUETYPE_FLAG)
1125 dstream<<" <value>";
1129 if(i.getNode()->getValue().help != NULL)
1131 dstream<<" "<<i.getNode()->getValue().help
1136 return cmd_args.getFlag("help") ? 0 : 1;
1140 Low-level initialization
1143 bool disable_stderr = false;
1145 if(cmd_args.getFlag("dstream-on-stderr") == false)
1146 disable_stderr = true;
1149 porting::signal_handler_init();
1150 bool &kill = *porting::signal_handler_killstatus();
1152 // Initialize porting::path_data and porting::path_userdata
1153 porting::initializePaths();
1155 // Create user data directory
1156 fs::CreateDir(porting::path_userdata);
1158 setlocale(LC_MESSAGES, "");
1159 bindtextdomain("minetest", (porting::path_userdata+"/locale").c_str());
1160 textdomain("minetest");
1162 // Initialize debug streams
1164 std::string debugfile = DEBUGFILE;
1166 std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;
1168 debugstreams_init(disable_stderr, debugfile.c_str());
1169 // Initialize debug stacks
1170 debug_stacks_init();
1172 DSTACK(__FUNCTION_NAME);
1174 // Init material properties table
1175 //initializeMaterialProperties();
1178 BEGIN_DEBUG_EXCEPTION_HANDLER
1180 // Print startup message
1181 dstream<<DTIME<<"minetest-c55"
1182 " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
1187 Basic initialization
1190 // Initialize default settings
1191 set_default_settings();
1193 // Initialize sockets
1195 atexit(sockets_cleanup);
1201 // Path of configuration file in use
1202 std::string configpath = "";
1204 if(cmd_args.exists("config"))
1206 bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());
1209 dstream<<"Could not read configuration from \""
1210 <<cmd_args.get("config")<<"\""<<std::endl;
1213 configpath = cmd_args.get("config");
1217 core::array<std::string> filenames;
1218 filenames.push_back(porting::path_userdata + "/minetest.conf");
1220 filenames.push_back(porting::path_userdata + "/../minetest.conf");
1223 for(u32 i=0; i<filenames.size(); i++)
1225 bool r = g_settings.readConfigFile(filenames[i].c_str());
1228 configpath = filenames[i];
1233 // If no path found, use the first one (menu creates the file)
1234 if(configpath == "")
1235 configpath = filenames[0];
1238 // Initialize random seed
1243 Pre-initialize some stuff with a dummy irrlicht wrapper.
1245 These are needed for unit tests at least.
1248 // Initial call with g_texturesource not set.
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+"/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());
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 dstream<<"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.
1374 // Set device in game parameters
1377 // Set the window caption
1378 device->setWindowCaption(L"Minetest [Main Menu]");
1380 // Create time getter
1381 g_timegetter = new IrrlichtTimeGetter(device);
1383 // Create game callback for menus
1384 g_gamecallback = new MainGameCallback(device);
1386 // Create texture source
1387 g_texturesource = new TextureSource(device);
1390 Speed tests (done after irrlicht is loaded to get timer)
1392 if(cmd_args.getFlag("speedtests"))
1394 dstream<<"Running speed tests"<<std::endl;
1399 device->setResizable(true);
1401 bool random_input = g_settings.getBool("random_input")
1402 || cmd_args.getFlag("random-input");
1403 InputHandler *input = NULL;
1405 input = new RandomInputHandler();
1407 input = new RealInputHandler(device, &receiver);
1410 Continue initialization
1413 //video::IVideoDriver* driver = device->getVideoDriver();
1416 This changes the minimum allowed number of vertices in a VBO.
1419 //driver->setMinHardwareBufferVertexCount(50);
1421 scene::ISceneManager* smgr = device->getSceneManager();
1423 guienv = device->getGUIEnvironment();
1424 gui::IGUISkin* skin = guienv->getSkin();
1425 gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
1427 skin->setFont(font);
1429 dstream<<"WARNING: Font file was not found."
1430 " Using default font."<<std::endl;
1431 // If font was not found, this will get us one
1432 font = skin->getFont();
1435 u32 text_height = font->getDimension(L"Hello, world!").Height;
1436 dstream<<"text_height="<<text_height<<std::endl;
1438 //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
1439 skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
1440 //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
1441 //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
1442 skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
1443 skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
1446 Preload some textures and stuff
1449 init_mapnode(); // Second call with g_texturesource set
1457 If an error occurs, this is set to something and the
1458 menu-game loop is restarted. It is then displayed before
1461 std::wstring error_message = L"";
1463 // The password entered during the menu screen,
1464 std::string password;
1469 while(device->run() && kill == false)
1472 // This is used for catching disconnects
1477 Clear everything from the GUIEnvironment
1482 We need some kind of a root node to be able to add
1483 custom gui elements directly on the screen.
1484 Otherwise they won't be automatically drawn.
1486 guiroot = guienv->addStaticText(L"",
1487 core::rect<s32>(0, 0, 10000, 10000));
1490 Out-of-game menu loop.
1492 Loop quits when menu returns proper parameters.
1494 while(kill == false)
1496 // Cursor can be non-visible when coming from the game
1497 device->getCursorControl()->setVisible(true);
1498 // Some stuff are left to scene manager when coming from the game
1501 // Reset or hide the debug gui texts
1502 /*guitext->setText(L"Minetest-c55");
1503 guitext2->setVisible(false);
1504 guitext_info->setVisible(false);
1505 guitext_chat->setVisible(false);*/
1507 // Initialize menu data
1508 MainMenuData menudata;
1509 menudata.address = narrow_to_wide(address);
1510 menudata.name = narrow_to_wide(playername);
1511 menudata.port = narrow_to_wide(itos(port));
1512 menudata.fancy_trees = g_settings.getBool("new_style_leaves");
1513 menudata.smooth_lighting = g_settings.getBool("smooth_lighting");
1514 menudata.creative_mode = g_settings.getBool("creative_mode");
1515 menudata.enable_damage = g_settings.getBool("enable_damage");
1518 new GUIMainMenu(guienv, guiroot, -1,
1519 &g_menumgr, &menudata, g_gamecallback);
1520 menu->allowFocusRemoval(true);
1522 if(error_message != L"")
1524 dstream<<"WARNING: error_message = "
1525 <<wide_to_narrow(error_message)<<std::endl;
1527 GUIMessageMenu *menu2 =
1528 new GUIMessageMenu(guienv, guiroot, -1,
1529 &g_menumgr, error_message.c_str());
1531 error_message = L"";
1534 video::IVideoDriver* driver = device->getVideoDriver();
1536 dstream<<"Created main menu"<<std::endl;
1538 while(device->run() && kill == false)
1540 if(menu->getStatus() == true)
1543 //driver->beginScene(true, true, video::SColor(255,0,0,0));
1544 driver->beginScene(true, true, video::SColor(255,128,128,128));
1546 drawMenuBackground(driver);
1552 // On some computers framerate doesn't seem to be
1553 // automatically limited
1557 // Break out of menu-game loop to shut down cleanly
1558 if(device->run() == false || kill == true)
1561 dstream<<"Dropping main menu"<<std::endl;
1565 // Delete map if requested
1566 if(menudata.delete_map)
1568 bool r = fs::RecursiveDeleteContent(map_dir);
1570 error_message = L"Delete failed";
1574 playername = wide_to_narrow(menudata.name);
1576 password = translatePassword(playername, menudata.password);
1578 address = wide_to_narrow(menudata.address);
1579 int newport = stoi(wide_to_narrow(menudata.port));
1582 g_settings.set("new_style_leaves", itos(menudata.fancy_trees));
1583 g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));
1584 g_settings.set("creative_mode", itos(menudata.creative_mode));
1585 g_settings.set("enable_damage", itos(menudata.enable_damage));
1587 // NOTE: These are now checked server side; no need to do it
1588 // here, so let's not do it here.
1589 /*// Check for valid parameters, restart menu if invalid.
1590 if(playername == "")
1592 error_message = L"Name required.";
1595 // Check that name has only valid chars
1596 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
1598 error_message = L"Characters allowed: "
1599 +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
1604 g_settings.set("name", playername);
1605 g_settings.set("address", address);
1606 g_settings.set("port", itos(port));
1607 // Update configuration file
1608 if(configpath != "")
1609 g_settings.updateConfigFile(configpath.c_str());
1615 // Break out of menu-game loop to shut down cleanly
1616 if(device->run() == false)
1619 // Initialize mapnode again to enable changed graphics settings
1640 catch(con::PeerNotFoundException &e)
1642 dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;
1643 error_message = L"Connection error (timed out?)";
1645 catch(SocketException &e)
1647 dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;
1648 error_message = L"Socket error (port already in use?)";
1651 catch(std::exception &e)
1653 std::string narrow_message = "Some exception, what()=\"";
1654 narrow_message += e.what();
1655 narrow_message += "\"";
1656 dstream<<DTIME<<narrow_message<<std::endl;
1657 error_message = narrow_to_wide(narrow_message);
1666 In the end, delete the Irrlicht device.
1670 END_DEBUG_EXCEPTION_HANDLER
1672 debugstreams_deinit();