3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
21 =============================== NOTES ==============================
22 NOTE: Things starting with TODO are sometimes only suggestions.
24 NOTE: iostream.imbue(std::locale("C")) is very slow
25 NOTE: Global locale is now set at initialization
27 NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the
28 hardware buffer (it is not freed automatically)
30 NOTE: A random to-do list saved here as documentation:
31 A list of "active blocks" in which stuff happens. (+=done)
32 + Add a never-resetted game timer to the server
33 + Add a timestamp value to blocks
34 + The simple rule: All blocks near some player are "active"
35 - Do stuff in real time in active blocks
37 - Grow grass, delete leaves without a tree
38 - Spawn some mobs based on some rules
39 - Transform cobble to mossy cobble near water
41 - ...And all kinds of other dynamic stuff
42 + Keep track of when a block becomes active and becomes inactive
43 + When a block goes inactive:
44 + Store objects statically to block
45 + Store timer value as the timestamp
46 + When a block goes active:
47 + Create active objects out of static objects
48 - Simulate the results of what would have happened if it would have
49 been active for all the time
50 - Grow a lot of grass and so on
51 + Initially it is fine to send information about every active object
52 to every player. Eventually it should be modified to only send info
53 about the nearest ones.
54 + This was left to be done by the old system and it sends only the
57 Vim conversion regexpes for moving to extended content type storage:
58 %s/\(\.\|->\)d \([!=]=\)/\1getContent() \2/g
59 %s/content_features(\([^.]*\)\.d)/content_features(\1)/g
60 %s/\(\.\|->\)d = \([^;]*\);/\1setContent(\2);/g
61 %s/\(getNodeNoExNoEmerge([^)]*)\)\.d/\1.getContent()/g
62 %s/\(getNodeNoExNoEmerge(.*)\)\.d/\1.getContent()/g
63 %s/\.d;/.getContent();/g
64 %s/\(content_liquid\|content_flowing_liquid\|make_liquid_flowing\|content_pointable\)(\([^.]*\).d)/\1(\2.getContent())/g
66 - node.d = node.param0 (only in raw serialization; use getContent() otherwise)
67 - node.param = node.param1
68 - node.dir = node.param2
69 - content_walkable(node.d) etc should be changed to
70 content_features(node).walkable etc
71 - Also check for lines that store the result of getContent to a 8-bit
72 variable and fix them (result of getContent() must be stored in
73 content_t, which is 16-bit)
75 NOTE: Seeds in 1260:6c77e7dbfd29:
77 Spawns you on a small sand island with a surface dungeon
79 Enormous jungle + a surface dungeon at ~(250,0,0)
81 Old, wild and random suggestions that probably won't be done:
82 -------------------------------------------------------------
84 SUGG: If player is on ground, mainly fetch ground-level blocks
86 SUGG: Expose Connection's seqnums and ACKs to server and client.
87 - This enables saving many packets and making a faster connection
88 - This also enables server to check if client has received the
89 most recent block sent, for example.
90 SUGG: Add a sane bandwidth throttling system to Connection
92 SUGG: More fine-grained control of client's dumping of blocks from
94 - ...What does this mean in the first place?
96 SUGG: A map editing mode (similar to dedicated server mode)
98 SUGG: Transfer more blocks in a single packet
99 SUGG: A blockdata combiner class, to which blocks are added and at
100 destruction it sends all the stuff in as few packets as possible.
101 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
102 it by sending more stuff in a single packet.
103 - Add a packet queue to RemoteClient, from which packets will be
104 combined with object data packets
105 - This is not exactly trivial: the object data packets are
106 sometimes very big by themselves
107 - This might not give much network performance gain though.
109 SUGG: Precalculate lighting translation table at runtime (at startup)
110 - This is not doable because it is currently hand-made and not
111 based on some mathematical function.
112 - Note: This has been changing lately
114 SUGG: A version number to blocks, which increments when the block is
115 modified (node add/remove, water update, lighting update)
116 - This can then be used to make sure the most recent version of
117 a block has been sent to client, for example
119 SUGG: Make the amount of blocks sending to client and the total
120 amount of blocks dynamically limited. Transferring blocks is the
121 main network eater of this system, so it is the one that has
122 to be throttled so that RTTs stay low.
124 SUGG: Meshes of blocks could be split into 6 meshes facing into
125 different directions and then only those drawn that need to be
127 SUGG: Background music based on cellular automata?
128 http://www.earslap.com/projectslab/otomata
130 SUGG: Simple light color information to air
132 SUGG: Server-side objects could be moved based on nodes to enable very
133 lightweight operation and simple AI
134 - Not practical; client would still need to show smooth movement.
136 SUGG: Make a system for pregenerating quick information for mapblocks, so
137 that the client can show them as cubes before they are actually sent
140 SUGG: Erosion simulation at map generation time
141 - This might be plausible if larger areas of map were pregenerated
142 without lighting (which is slow)
143 - Simulate water flows, which would carve out dirt fast and
144 then turn stone into gravel and sand and relocate it.
145 - How about relocating minerals, too? Coal and gold in
146 downstream sand and gravel would be kind of cool
147 - This would need a better way of handling minerals, mainly
148 to have mineral content as a separate field. the first
149 parameter field is free for this.
150 - Simulate rock falling from cliffs when water has removed
151 enough solid rock from the bottom
153 SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface
154 stuff as simple flags/values
157 And at some point make the server send this data to the client too,
158 instead of referring to the noise functions
160 - Surface ground type
166 - Aim for something like controlling a single dwarf in Dwarf Fortress
167 - The player could go faster by a crafting a boat, or riding an animal
168 - Random NPC traders. what else?
173 - When furnace is destroyed, move items to player's inventory
176 - Growing grass, decaying leaves
177 - This can be done in the active blocks I guess.
178 - Lots of stuff can be done in the active blocks.
179 - Uh, is there an active block list somewhere? I think not. Add it.
180 - Breaking weak structures
181 - This can probably be accomplished in the same way as grass
182 - Player health points
183 - When player dies, throw items on map (needs better item-on-map
185 - Cobble to get mossy if near water
186 - More slots in furnace source list, so that multiple ingredients
190 - The Treasure Guard; a big monster with a hammer
191 - The hammer does great damage, shakes the ground and removes a block
192 - You can drop on top of it, and have some time to attack there
193 before he shakes you off
195 - Maybe the difficulty could come from monsters getting tougher in
196 far-away places, and the player starting to need something from
197 there when time goes by.
198 - The player would have some of that stuff at the beginning, and
199 would need new supplies of it when it runs out
202 - A spread-items-on-map routine for the bomb, and for dying players
205 - Proper sword swing simulation
206 - Player should get damage from colliding to a wall at high speed
211 Build system / running:
212 -----------------------
214 Networking and serialization:
215 -----------------------------
217 SUGG: Fix address to be ipv6 compatible
225 SUGG: Combine MapBlock's face caches to so big pieces that VBO
227 - That is >500 vertices
228 - This is not easy; all the MapBlocks close to the player would
229 still need to be drawn separately and combining the blocks
230 would have to happen in a background thread
232 SUGG: Make fetching sector's blocks more efficient when rendering
233 sectors that have very large amounts of blocks (on client)
234 - Is this necessary at all?
236 SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
237 animating them is easier.
239 SUGG: Option for enabling proper alpha channel for textures
241 TODO: Flowing water animation
243 TODO: A setting for enabling bilinear filtering for textures
245 TODO: Better control of draw_control.wanted_max_blocks
247 TODO: Further investigate the use of GPU lighting in addition to the
250 TODO: Artificial (night) light could be more yellow colored than sunlight.
251 - This is technically doable.
252 - Also the actual colors of the textures could be made less colorful
253 in the dark but it's a bit more difficult.
255 SUGG: Somehow make the night less colorful
257 TODO: Occlusion culling
258 - At the same time, move some of the renderMap() block choosing code
259 to the same place as where the new culling happens.
260 - Shoot some rays per frame and when ready, make a new list of
261 blocks for usage of renderMap and give it a new pointer to it.
269 TODO: Untie client network operations from framerate
270 - Needs some input queues or something
271 - This won't give much performance boost because calculating block
274 SUGG: Make morning and evening transition more smooth and maybe shorter
276 TODO: Don't update all meshes always on single node changes, but
277 check which ones should be updated
278 - implement Map::updateNodeMeshes() and the usage of it
279 - It will give almost always a 4x boost in mesh update performance.
283 - Tool/weapon visualization
285 FIXME: When disconnected to the menu, memory is not freed properly
287 TODO: Investigate how much the mesh generator thread gets used when
288 transferring map data
293 SUGG: Make an option to the server to disable building and digging near
294 the starting position
296 FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
298 * Fix the problem with the server constantly saving one or a few
299 blocks? List the first saved block, maybe it explains.
300 - It is probably caused by oscillating water
301 - TODO: Investigate if this still happens (this is a very old one)
302 * Make a small history check to transformLiquids to detect and log
303 continuous oscillations, in such detail that they can be fixed.
305 FIXME: The new optimized map sending doesn't sometimes send enough blocks
306 from big caves and such
307 FIXME: Block send distance configuration does not take effect for some reason
312 TODO: Add proper hooks to when adding and removing active blocks
314 TODO: Finish the ActiveBlockModifier stuff and use it for something
319 TODO: Get rid of MapBlockObjects and use only ActiveObjects
320 - Skipping the MapBlockObject data is nasty - there is no "total
321 length" stored; have to make a SkipMBOs function which contains
322 enough of the current code to skip them properly.
324 SUGG: MovingObject::move and Player::move are basically the same.
326 - NOTE: This is a bit tricky because player has the sneaking ability
327 - NOTE: Player::move is more up-to-date.
328 - NOTE: There is a simple move implementation now in collision.{h,cpp}
329 - NOTE: MovingObject will be deleted (MapBlockObject)
331 TODO: Add a long step function to objects that is called with the time
332 difference when block activates
337 TODO: Mineral and ground material properties
338 - This way mineral ground toughness can be calculated with just
339 some formula, as well as tool strengths. Sounds too.
340 - There are TODOs in appropriate files: material.h, content_mapnode.h
342 TODO: Flowing water to actually contain flow direction information
343 - There is a space for this - it just has to be implemented.
345 TODO: Consider smoothening cave floors after generating them
347 TODO: Fix make_tree, make_* to use seed-position-consistent pseudorandom
352 TODO: Make sure server handles removing grass when a block is placed (etc)
353 - The client should not do it by itself
354 - NOTE: I think nobody does it currently...
355 TODO: Block cube placement around player's head
356 TODO: Protocol version field
357 TODO: Think about using same bits for material for fences and doors, for
359 TODO: Move mineral to param2, increment map serialization version, add
362 SUGG: Restart irrlicht completely when coming back to main menu from game.
363 - This gets rid of everything that is stored in irrlicht's caches.
364 - This might be needed for texture pack selection in menu
366 TODO: Merge bahamada's audio stuff (clean patch available)
368 Making it more portable:
369 ------------------------
371 Stuff to do before release:
372 ---------------------------
374 Fixes to the current release:
375 -----------------------------
377 Stuff to do after release:
378 ---------------------------
383 ======================================================================
389 #pragma message ("Disabling unit tests")
391 #warning "Disabling unit tests"
393 // Disable unit tests
394 #define ENABLE_TESTS 0
397 #define ENABLE_TESTS 1
401 #pragma comment(lib, "Irrlicht.lib")
402 //#pragma comment(lib, "jthread.lib")
403 #pragma comment(lib, "zlibwapi.lib")
404 #pragma comment(lib, "Shell32.lib")
405 // This would get rid of the console window
406 //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
409 #include "irrlicht.h" // createDevice
412 #include "mainmenumanager.h"
416 #include "common_irrlicht.h"
420 #include "constants.h"
423 #include "guiMessageMenu.h"
426 #include "guiMainMenu.h"
428 #include "materials.h"
432 #include "defaultsettings.h"
434 #include "settings.h"
435 #include "profiler.h"
437 #include "mapnode_contentfeatures.h" // For init_contentfeatures
438 #include "content_mapnode.h" // For content_mapnode_init
442 These are loaded from the config file.
444 Settings main_settings;
445 Settings *g_settings = &main_settings;
448 Profiler main_profiler;
449 Profiler *g_profiler = &main_profiler;
459 gui::IGUIEnvironment* guienv = NULL;
460 gui::IGUIStaticText *guiroot = NULL;
461 MainMenuManager g_menumgr;
465 return (g_menumgr.menuCount() == 0);
468 // Passed to menus to allow disconnecting and exiting
469 MainGameCallback *g_gamecallback = NULL;
476 std::ostream *dout_con_ptr = &dummyout;
477 std::ostream *derr_con_ptr = &verbosestream;
478 //std::ostream *dout_con_ptr = &infostream;
479 //std::ostream *derr_con_ptr = &errorstream;
482 std::ostream *dout_server_ptr = &infostream;
483 std::ostream *derr_server_ptr = &errorstream;
486 std::ostream *dout_client_ptr = &infostream;
487 std::ostream *derr_client_ptr = &errorstream;
490 gettime.h implementation
493 // A small helper class
497 virtual u32 getTime() = 0;
500 // A precise irrlicht one
501 class IrrlichtTimeGetter: public TimeGetter
504 IrrlichtTimeGetter(IrrlichtDevice *device):
511 return m_device->getTimer()->getRealTime();
514 IrrlichtDevice *m_device;
516 // Not so precise one which works without irrlicht
517 class SimpleTimeGetter: public TimeGetter
522 return porting::getTimeMs();
526 // A pointer to a global instance of the time getter
528 TimeGetter *g_timegetter = NULL;
532 if(g_timegetter == NULL)
534 return g_timegetter->getTime();
538 Event handler for Irrlicht
540 NOTE: Everything possible should be moved out from here,
541 probably to InputHandler and the_game
544 class MyEventReceiver : public IEventReceiver
547 // This is the one method that we have to implement
548 virtual bool OnEvent(const SEvent& event)
551 React to nothing here if a menu is active
553 if(noMenuActive() == false)
558 // Remember whether each key is down or up
559 if(event.EventType == irr::EET_KEY_INPUT_EVENT)
561 if(event.KeyInput.PressedDown) {
562 keyIsDown.set(event.KeyInput);
563 keyWasDown.set(event.KeyInput);
565 keyIsDown.unset(event.KeyInput);
569 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
571 if(noMenuActive() == false)
574 middle_active = false;
575 right_active = false;
579 left_active = event.MouseInput.isLeftPressed();
580 middle_active = event.MouseInput.isMiddlePressed();
581 right_active = event.MouseInput.isRightPressed();
583 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
587 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
591 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
595 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
597 rightreleased = true;
599 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
601 mouse_wheel += event.MouseInput.Wheel;
609 bool IsKeyDown(const KeyPress &keyCode) const
611 return keyIsDown[keyCode];
614 // Checks whether a key was down and resets the state
615 bool WasKeyDown(const KeyPress &keyCode)
617 bool b = keyWasDown[keyCode];
619 keyWasDown.unset(keyCode);
636 rightclicked = false;
637 leftreleased = false;
638 rightreleased = false;
641 middle_active = false;
642 right_active = false;
664 IrrlichtDevice *m_device;
666 // The current state of keys
668 // Whether a key has been pressed or not
673 Separated input handler
676 class RealInputHandler : public InputHandler
679 RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
684 virtual bool isKeyDown(const KeyPress &keyCode)
686 return m_receiver->IsKeyDown(keyCode);
688 virtual bool wasKeyDown(const KeyPress &keyCode)
690 return m_receiver->WasKeyDown(keyCode);
692 virtual v2s32 getMousePos()
694 return m_device->getCursorControl()->getPosition();
696 virtual void setMousePos(s32 x, s32 y)
698 m_device->getCursorControl()->setPosition(x, y);
701 virtual bool getLeftState()
703 return m_receiver->left_active;
705 virtual bool getRightState()
707 return m_receiver->right_active;
710 virtual bool getLeftClicked()
712 return m_receiver->leftclicked;
714 virtual bool getRightClicked()
716 return m_receiver->rightclicked;
718 virtual void resetLeftClicked()
720 m_receiver->leftclicked = false;
722 virtual void resetRightClicked()
724 m_receiver->rightclicked = false;
727 virtual bool getLeftReleased()
729 return m_receiver->leftreleased;
731 virtual bool getRightReleased()
733 return m_receiver->rightreleased;
735 virtual void resetLeftReleased()
737 m_receiver->leftreleased = false;
739 virtual void resetRightReleased()
741 m_receiver->rightreleased = false;
744 virtual s32 getMouseWheel()
746 return m_receiver->getMouseWheel();
751 m_receiver->clearInput();
754 IrrlichtDevice *m_device;
755 MyEventReceiver *m_receiver;
758 class RandomInputHandler : public InputHandler
766 rightclicked = false;
767 leftreleased = false;
768 rightreleased = false;
771 virtual bool isKeyDown(const KeyPress &keyCode)
773 return keydown[keyCode];
775 virtual bool wasKeyDown(const KeyPress &keyCode)
779 virtual v2s32 getMousePos()
783 virtual void setMousePos(s32 x, s32 y)
785 mousepos = v2s32(x,y);
788 virtual bool getLeftState()
792 virtual bool getRightState()
797 virtual bool getLeftClicked()
801 virtual bool getRightClicked()
805 virtual void resetLeftClicked()
809 virtual void resetRightClicked()
811 rightclicked = false;
814 virtual bool getLeftReleased()
818 virtual bool getRightReleased()
820 return rightreleased;
822 virtual void resetLeftReleased()
824 leftreleased = false;
826 virtual void resetRightReleased()
828 rightreleased = false;
831 virtual s32 getMouseWheel()
836 virtual void step(float dtime)
839 static float counter1 = 0;
843 counter1 = 0.1*Rand(1, 40);
844 keydown.toggle(getKeySetting("keymap_jump"));
848 static float counter1 = 0;
852 counter1 = 0.1*Rand(1, 40);
853 keydown.toggle(getKeySetting("keymap_special1"));
857 static float counter1 = 0;
861 counter1 = 0.1*Rand(1, 40);
862 keydown.toggle(getKeySetting("keymap_forward"));
866 static float counter1 = 0;
870 counter1 = 0.1*Rand(1, 40);
871 keydown.toggle(getKeySetting("keymap_left"));
875 static float counter1 = 0;
879 counter1 = 0.1*Rand(1, 20);
880 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
884 static float counter1 = 0;
888 counter1 = 0.1*Rand(1, 30);
889 leftdown = !leftdown;
897 static float counter1 = 0;
901 counter1 = 0.1*Rand(1, 15);
902 rightdown = !rightdown;
906 rightreleased = true;
909 mousepos += mousespeed;
912 s32 Rand(s32 min, s32 max)
914 return (myrand()%(max-min+1))+min;
928 // These are defined global so that they're not optimized too much.
929 // Can't change them to volatile.
934 std::string tempstring;
935 std::string tempstring2;
940 dstream<<"The following test should take around 20ms."<<std::endl;
941 TimeTaker timer("Testing std::string speed");
942 const u32 jj = 10000;
943 for(u32 j=0; j<jj; j++)
948 for(u32 i=0; i<ii; i++){
949 tempstring2 += "asd";
951 for(u32 i=0; i<ii+1; i++){
953 if(tempstring == tempstring2)
959 dstream<<"All of the following tests should take around 100ms each."
963 TimeTaker timer("Testing floating-point conversion speed");
965 for(u32 i=0; i<4000000; i++){
972 TimeTaker timer("Testing floating-point vector speed");
974 tempv3f1 = v3f(1,2,3);
975 tempv3f2 = v3f(4,5,6);
976 for(u32 i=0; i<10000000; i++){
977 tempf += tempv3f1.dotProduct(tempv3f2);
978 tempv3f2 += v3f(7,8,9);
983 TimeTaker timer("Testing core::map speed");
985 core::map<v2s16, f32> map1;
988 for(s16 y=0; y<ii; y++){
989 for(s16 x=0; x<ii; x++){
990 map1.insert(v2s16(x,y), tempf);
994 for(s16 y=ii-1; y>=0; y--){
995 for(s16 x=0; x<ii; x++){
996 tempf = map1[v2s16(x,y)];
1002 dstream<<"Around 5000/ms should do well here."<<std::endl;
1003 TimeTaker timer("Testing mutex speed");
1017 while(timer.getTime() < 10);
1019 u32 dtime = timer.stop();
1020 u32 per_ms = n / dtime;
1021 dstream<<"Done. "<<dtime<<"ms, "
1022 <<per_ms<<"/ms"<<std::endl;
1026 void drawMenuBackground(video::IVideoDriver* driver)
1028 core::dimension2d<u32> screensize = driver->getScreenSize();
1030 video::ITexture *bgtexture =
1031 driver->getTexture(getTexturePath("mud.png").c_str());
1034 s32 texturesize = 128;
1035 s32 tiled_y = screensize.Height / texturesize + 1;
1036 s32 tiled_x = screensize.Width / texturesize + 1;
1038 for(s32 y=0; y<tiled_y; y++)
1039 for(s32 x=0; x<tiled_x; x++)
1041 core::rect<s32> rect(0,0,texturesize,texturesize);
1042 rect += v2s32(x*texturesize, y*texturesize);
1043 driver->draw2DImage(bgtexture, rect,
1044 core::rect<s32>(core::position2d<s32>(0,0),
1045 core::dimension2di(bgtexture->getSize())),
1050 video::ITexture *logotexture =
1051 driver->getTexture(getTexturePath("menulogo.png").c_str());
1054 v2s32 logosize(logotexture->getOriginalSize().Width,
1055 logotexture->getOriginalSize().Height);
1058 video::SColor bgcolor(255,50,50,50);
1059 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
1060 screensize.Width, screensize.Height);
1061 driver->draw2DRectangle(bgcolor, bgrect, NULL);
1063 core::rect<s32> rect(0,0,logosize.X,logosize.Y);
1064 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
1065 rect -= v2s32(logosize.X/2, 0);
1066 driver->draw2DImage(logotexture, rect,
1067 core::rect<s32>(core::position2d<s32>(0,0),
1068 core::dimension2di(logotexture->getSize())),
1073 class StderrLogOutput: public ILogOutput
1076 /* line: Full line with timestamp, level and thread */
1077 void printLog(const std::string &line)
1079 std::cerr<<line<<std::endl;
1081 } main_stderr_log_out;
1083 class DstreamNoStderrLogOutput: public ILogOutput
1086 /* line: Full line with timestamp, level and thread */
1087 void printLog(const std::string &line)
1089 dstream_no_stderr<<line<<std::endl;
1091 } main_dstream_no_stderr_log_out;
1093 int main(int argc, char *argv[])
1099 log_add_output_maxlev(&main_stderr_log_out, LMT_ACTION);
1100 log_add_output_all_levs(&main_dstream_no_stderr_log_out);
1102 log_register_thread("main");
1104 // Set locale. This is for forcing '.' as the decimal point.
1105 std::locale::global(std::locale("C"));
1106 // This enables printing all characters in bitmap font
1107 setlocale(LC_CTYPE, "en_US");
1113 // List all allowed options
1114 core::map<std::string, ValueSpec> allowed_options;
1115 allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));
1116 allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
1117 "Run server directly"));
1118 allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
1119 "Load configuration from specified file"));
1120 allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));
1121 allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));
1122 allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));
1123 allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));
1124 allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));
1125 allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));
1127 allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));
1129 allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));
1130 allowed_options.insert("info-on-stderr", ValueSpec(VALUETYPE_FLAG));
1134 bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
1136 if(ret == false || cmd_args.getFlag("help"))
1138 dstream<<"Allowed options:"<<std::endl;
1139 for(core::map<std::string, ValueSpec>::Iterator
1140 i = allowed_options.getIterator();
1141 i.atEnd() == false; i++)
1143 dstream<<" --"<<i.getNode()->getKey();
1144 if(i.getNode()->getValue().type == VALUETYPE_FLAG)
1149 dstream<<" <value>";
1153 if(i.getNode()->getValue().help != NULL)
1155 dstream<<" "<<i.getNode()->getValue().help
1160 return cmd_args.getFlag("help") ? 0 : 1;
1164 Low-level initialization
1167 bool disable_stderr = false;
1169 if(cmd_args.getFlag("dstream-on-stderr") == false)
1170 disable_stderr = true;
1173 if(cmd_args.getFlag("info-on-stderr"))
1174 log_add_output(&main_stderr_log_out, LMT_INFO);
1176 porting::signal_handler_init();
1177 bool &kill = *porting::signal_handler_killstatus();
1179 // Initialize porting::path_data and porting::path_userdata
1180 porting::initializePaths();
1182 // Create user data directory
1183 fs::CreateDir(porting::path_userdata);
1185 init_gettext((porting::path_data+DIR_DELIM+".."+DIR_DELIM+"locale").c_str());
1187 // Initialize debug streams
1189 std::string debugfile = DEBUGFILE;
1191 std::string debugfile = porting::path_userdata+DIR_DELIM+DEBUGFILE;
1193 debugstreams_init(disable_stderr, debugfile.c_str());
1194 // Initialize debug stacks
1195 debug_stacks_init();
1197 DSTACK(__FUNCTION_NAME);
1199 // Init material properties table
1200 //initializeMaterialProperties();
1203 BEGIN_DEBUG_EXCEPTION_HANDLER
1205 // Print startup message
1206 actionstream<<PROJECT_NAME<<
1207 " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
1212 Basic initialization
1215 // Initialize default settings
1216 set_default_settings(g_settings);
1218 // Initialize sockets
1220 atexit(sockets_cleanup);
1226 // Path of configuration file in use
1227 std::string configpath = "";
1229 if(cmd_args.exists("config"))
1231 bool r = g_settings->readConfigFile(cmd_args.get("config").c_str());
1234 errorstream<<"Could not read configuration from \""
1235 <<cmd_args.get("config")<<"\""<<std::endl;
1238 configpath = cmd_args.get("config");
1242 core::array<std::string> filenames;
1243 filenames.push_back(porting::path_userdata +
1244 DIR_DELIM + "minetest.conf");
1246 filenames.push_back(porting::path_userdata +
1247 DIR_DELIM + ".." + DIR_DELIM + "minetest.conf");
1250 for(u32 i=0; i<filenames.size(); i++)
1252 bool r = g_settings->readConfigFile(filenames[i].c_str());
1255 configpath = filenames[i];
1260 // If no path found, use the first one (menu creates the file)
1261 if(configpath == "")
1262 configpath = filenames[0];
1265 // Initialize random seed
1270 Pre-initialize some stuff with a dummy irrlicht wrapper.
1272 These are needed for unit tests at least.
1275 // Initialize content feature table without textures
1276 init_contentfeatures(NULL);
1277 // Initialize mapnode content without textures
1278 content_mapnode_init(NULL);
1279 // Must be called before texturesource is created
1280 // (for texture atlas making)
1287 if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
1288 || cmd_args.getFlag("enable-unittests") == true)
1293 /*for(s16 y=-100; y<100; y++)
1294 for(s16 x=-100; x<100; x++)
1296 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
1306 if(cmd_args.exists("port"))
1307 port = cmd_args.getU16("port");
1308 else if(g_settings->exists("port"))
1309 port = g_settings->getU16("port");
1314 std::string map_dir = porting::path_userdata+DIR_DELIM+"world";
1315 if(cmd_args.exists("map-dir"))
1316 map_dir = cmd_args.get("map-dir");
1317 else if(g_settings->exists("map-dir"))
1318 map_dir = g_settings->get("map-dir");
1320 // Run dedicated server if asked to
1321 if(cmd_args.getFlag("server"))
1323 DSTACK("Dedicated server branch");
1325 // Create time getter
1326 g_timegetter = new SimpleTimeGetter();
1329 Server server(map_dir.c_str(), configpath);
1333 dedicated_server_loop(server, kill);
1343 // Address to connect to
1344 std::string address = "";
1346 if(cmd_args.exists("address"))
1348 address = cmd_args.get("address");
1352 address = g_settings->get("address");
1355 std::string playername = g_settings->get("name");
1358 Device initialization
1361 // Resolution selection
1363 bool fullscreen = false;
1364 u16 screenW = g_settings->getU16("screenW");
1365 u16 screenH = g_settings->getU16("screenH");
1369 video::E_DRIVER_TYPE driverType;
1371 std::string driverstring = g_settings->get("video_driver");
1373 if(driverstring == "null")
1374 driverType = video::EDT_NULL;
1375 else if(driverstring == "software")
1376 driverType = video::EDT_SOFTWARE;
1377 else if(driverstring == "burningsvideo")
1378 driverType = video::EDT_BURNINGSVIDEO;
1379 else if(driverstring == "direct3d8")
1380 driverType = video::EDT_DIRECT3D8;
1381 else if(driverstring == "direct3d9")
1382 driverType = video::EDT_DIRECT3D9;
1383 else if(driverstring == "opengl")
1384 driverType = video::EDT_OPENGL;
1387 errorstream<<"WARNING: Invalid video_driver specified; defaulting "
1388 "to opengl"<<std::endl;
1389 driverType = video::EDT_OPENGL;
1393 Create device and exit if creation failed
1396 MyEventReceiver receiver;
1398 IrrlichtDevice *device;
1399 device = createDevice(driverType,
1400 core::dimension2d<u32>(screenW, screenH),
1401 16, fullscreen, false, false, &receiver);
1404 return 1; // could not create selected driver.
1407 Continue initialization
1410 video::IVideoDriver* driver = device->getVideoDriver();
1412 // Disable mipmaps (because some of them look ugly)
1413 driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
1416 This changes the minimum allowed number of vertices in a VBO.
1419 //driver->setMinHardwareBufferVertexCount(50);
1421 // Set the window caption
1422 device->setWindowCaption(L"Minetest [Main Menu]");
1424 // Create time getter
1425 g_timegetter = new IrrlichtTimeGetter(device);
1427 // Create game callback for menus
1428 g_gamecallback = new MainGameCallback(device);
1431 Speed tests (done after irrlicht is loaded to get timer)
1433 if(cmd_args.getFlag("speedtests"))
1435 dstream<<"Running speed tests"<<std::endl;
1440 device->setResizable(true);
1442 bool random_input = g_settings->getBool("random_input")
1443 || cmd_args.getFlag("random-input");
1444 InputHandler *input = NULL;
1446 input = new RandomInputHandler();
1448 input = new RealInputHandler(device, &receiver);
1450 scene::ISceneManager* smgr = device->getSceneManager();
1452 guienv = device->getGUIEnvironment();
1453 gui::IGUISkin* skin = guienv->getSkin();
1454 gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
1456 skin->setFont(font);
1458 errorstream<<"WARNING: Font file was not found."
1459 " Using default font."<<std::endl;
1460 // If font was not found, this will get us one
1461 font = skin->getFont();
1464 u32 text_height = font->getDimension(L"Hello, world!").Height;
1465 infostream<<"text_height="<<text_height<<std::endl;
1467 //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
1468 skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
1469 //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
1470 //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
1471 skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
1472 skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
1479 If an error occurs, this is set to something and the
1480 menu-game loop is restarted. It is then displayed before
1483 std::wstring error_message = L"";
1485 // The password entered during the menu screen,
1486 std::string password;
1491 while(device->run() && kill == false)
1494 // This is used for catching disconnects
1499 Clear everything from the GUIEnvironment
1504 We need some kind of a root node to be able to add
1505 custom gui elements directly on the screen.
1506 Otherwise they won't be automatically drawn.
1508 guiroot = guienv->addStaticText(L"",
1509 core::rect<s32>(0, 0, 10000, 10000));
1512 Out-of-game menu loop.
1514 Loop quits when menu returns proper parameters.
1516 while(kill == false)
1518 // Cursor can be non-visible when coming from the game
1519 device->getCursorControl()->setVisible(true);
1520 // Some stuff are left to scene manager when coming from the game
1523 // Reset or hide the debug gui texts
1524 /*guitext->setText(L"Minetest-c55");
1525 guitext2->setVisible(false);
1526 guitext_info->setVisible(false);
1527 guitext_chat->setVisible(false);*/
1529 // Initialize menu data
1530 MainMenuData menudata;
1531 menudata.address = narrow_to_wide(address);
1532 menudata.name = narrow_to_wide(playername);
1533 menudata.port = narrow_to_wide(itos(port));
1534 menudata.fancy_trees = g_settings->getBool("new_style_leaves");
1535 menudata.smooth_lighting = g_settings->getBool("smooth_lighting");
1536 menudata.clouds_3d = g_settings->getBool("enable_3d_clouds");
1537 menudata.opaque_water = g_settings->getBool("opaque_water");
1538 menudata.creative_mode = g_settings->getBool("creative_mode");
1539 menudata.enable_damage = g_settings->getBool("enable_damage");
1542 new GUIMainMenu(guienv, guiroot, -1,
1543 &g_menumgr, &menudata, g_gamecallback);
1544 menu->allowFocusRemoval(true);
1546 if(error_message != L"")
1548 errorstream<<"error_message = "
1549 <<wide_to_narrow(error_message)<<std::endl;
1551 GUIMessageMenu *menu2 =
1552 new GUIMessageMenu(guienv, guiroot, -1,
1553 &g_menumgr, error_message.c_str());
1555 error_message = L"";
1558 video::IVideoDriver* driver = device->getVideoDriver();
1560 infostream<<"Created main menu"<<std::endl;
1562 while(device->run() && kill == false)
1564 if(menu->getStatus() == true)
1567 //driver->beginScene(true, true, video::SColor(255,0,0,0));
1568 driver->beginScene(true, true, video::SColor(255,128,128,128));
1570 drawMenuBackground(driver);
1576 // On some computers framerate doesn't seem to be
1577 // automatically limited
1581 // Break out of menu-game loop to shut down cleanly
1582 if(device->run() == false || kill == true)
1585 infostream<<"Dropping main menu"<<std::endl;
1589 // Delete map if requested
1590 if(menudata.delete_map)
1592 bool r = fs::RecursiveDeleteContent(map_dir);
1594 error_message = L"Delete failed";
1598 playername = wide_to_narrow(menudata.name);
1600 password = translatePassword(playername, menudata.password);
1602 //infostream<<"Main: password hash: '"<<password<<"'"<<std::endl;
1604 address = wide_to_narrow(menudata.address);
1605 int newport = stoi(wide_to_narrow(menudata.port));
1608 g_settings->set("new_style_leaves", itos(menudata.fancy_trees));
1609 g_settings->set("smooth_lighting", itos(menudata.smooth_lighting));
1610 g_settings->set("enable_3d_clouds", itos(menudata.clouds_3d));
1611 g_settings->set("opaque_water", itos(menudata.opaque_water));
1612 g_settings->set("creative_mode", itos(menudata.creative_mode));
1613 g_settings->set("enable_damage", itos(menudata.enable_damage));
1615 // NOTE: These are now checked server side; no need to do it
1616 // here, so let's not do it here.
1617 /*// Check for valid parameters, restart menu if invalid.
1618 if(playername == "")
1620 error_message = L"Name required.";
1623 // Check that name has only valid chars
1624 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
1626 error_message = L"Characters allowed: "
1627 +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
1632 g_settings->set("name", playername);
1633 g_settings->set("address", address);
1634 g_settings->set("port", itos(port));
1635 // Update configuration file
1636 if(configpath != "")
1637 g_settings->updateConfigFile(configpath.c_str());
1643 // Break out of menu-game loop to shut down cleanly
1644 if(device->run() == false)
1666 catch(con::PeerNotFoundException &e)
1668 errorstream<<"Connection error (timed out?)"<<std::endl;
1669 error_message = L"Connection error (timed out?)";
1671 catch(SocketException &e)
1673 errorstream<<"Socket error (port already in use?)"<<std::endl;
1674 error_message = L"Socket error (port already in use?)";
1677 catch(std::exception &e)
1679 std::string narrow_message = "Some exception, what()=\"";
1680 narrow_message += e.what();
1681 narrow_message += "\"";
1682 errorstream<<narrow_message<<std::endl;
1683 error_message = narrow_to_wide(narrow_message);
1692 In the end, delete the Irrlicht device.
1696 END_DEBUG_EXCEPTION_HANDLER(errorstream)
1698 debugstreams_deinit();