3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
\r
5 This program is free software; you can redistribute it and/or modify
\r
6 it under the terms of the GNU General Public License as published by
\r
7 the Free Software Foundation; either version 2 of the License, or
\r
8 (at your option) any later version.
\r
10 This program is distributed in the hope that it will be useful,
\r
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
\r
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
\r
13 GNU General Public License for more details.
\r
15 You should have received a copy of the GNU General Public License along
\r
16 with this program; if not, write to the Free Software Foundation, Inc.,
\r
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
\r
21 =============================== NOTES ==============================
\r
22 NOTE: Things starting with TODO are sometimes only suggestions.
\r
24 NOTE: iostream.imbue(std::locale("C")) is very slow
\r
25 NOTE: Global locale is now set at initialization
\r
27 NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the
\r
28 hardware buffer (it is not freed automatically)
\r
30 NOTE: A random to-do list saved here as documentation:
\r
31 A list of "active blocks" in which stuff happens. (+=done)
\r
32 + Add a never-resetted game timer to the server
\r
33 + Add a timestamp value to blocks
\r
34 + The simple rule: All blocks near some player are "active"
\r
35 - Do stuff in real time in active blocks
\r
37 - Grow grass, delete leaves without a tree
\r
38 - Spawn some mobs based on some rules
\r
39 - Transform cobble to mossy cobble near water
\r
40 - Run a custom script
\r
41 - ...And all kinds of other dynamic stuff
\r
42 + Keep track of when a block becomes active and becomes inactive
\r
43 + When a block goes inactive:
\r
44 + Store objects statically to block
\r
45 + Store timer value as the timestamp
\r
46 + When a block goes active:
\r
47 + Create active objects out of static objects
\r
48 - Simulate the results of what would have happened if it would have
\r
49 been active for all the time
\r
50 - Grow a lot of grass and so on
\r
51 + Initially it is fine to send information about every active object
\r
52 to every player. Eventually it should be modified to only send info
\r
53 about the nearest ones.
\r
54 + This was left to be done by the old system and it sends only the
\r
57 Old, wild and random suggestions that probably won't be done:
\r
58 -------------------------------------------------------------
\r
60 SUGG: If player is on ground, mainly fetch ground-level blocks
\r
62 SUGG: Expose Connection's seqnums and ACKs to server and client.
\r
63 - This enables saving many packets and making a faster connection
\r
64 - This also enables server to check if client has received the
\r
65 most recent block sent, for example.
\r
66 SUGG: Add a sane bandwidth throttling system to Connection
\r
68 SUGG: More fine-grained control of client's dumping of blocks from
\r
70 - ...What does this mean in the first place?
\r
72 SUGG: A map editing mode (similar to dedicated server mode)
\r
74 SUGG: Transfer more blocks in a single packet
\r
75 SUGG: A blockdata combiner class, to which blocks are added and at
\r
76 destruction it sends all the stuff in as few packets as possible.
\r
77 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
\r
78 it by sending more stuff in a single packet.
\r
79 - Add a packet queue to RemoteClient, from which packets will be
\r
80 combined with object data packets
\r
81 - This is not exactly trivial: the object data packets are
\r
82 sometimes very big by themselves
\r
83 - This might not give much network performance gain though.
\r
85 SUGG: Precalculate lighting translation table at runtime (at startup)
\r
86 - This is not doable because it is currently hand-made and not
\r
87 based on some mathematical function.
\r
88 - Note: This has been changing lately
\r
90 SUGG: A version number to blocks, which increments when the block is
\r
91 modified (node add/remove, water update, lighting update)
\r
92 - This can then be used to make sure the most recent version of
\r
93 a block has been sent to client, for example
\r
95 SUGG: Make the amount of blocks sending to client and the total
\r
96 amount of blocks dynamically limited. Transferring blocks is the
\r
97 main network eater of this system, so it is the one that has
\r
98 to be throttled so that RTTs stay low.
\r
100 SUGG: Meshes of blocks could be split into 6 meshes facing into
\r
101 different directions and then only those drawn that need to be
\r
103 SUGG: Background music based on cellular automata?
\r
104 http://www.earslap.com/projectslab/otomata
\r
106 SUGG: Simple light color information to air
\r
108 SUGG: Server-side objects could be moved based on nodes to enable very
\r
109 lightweight operation and simple AI
\r
110 - Not practical; client would still need to show smooth movement.
\r
112 SUGG: Make a system for pregenerating quick information for mapblocks, so
\r
113 that the client can show them as cubes before they are actually sent
\r
116 SUGG: Erosion simulation at map generation time
\r
117 - This might be plausible if larger areas of map were pregenerated
\r
118 without lighting (which is slow)
\r
119 - Simulate water flows, which would carve out dirt fast and
\r
120 then turn stone into gravel and sand and relocate it.
\r
121 - How about relocating minerals, too? Coal and gold in
\r
122 downstream sand and gravel would be kind of cool
\r
123 - This would need a better way of handling minerals, mainly
\r
124 to have mineral content as a separate field. the first
\r
125 parameter field is free for this.
\r
126 - Simulate rock falling from cliffs when water has removed
\r
127 enough solid rock from the bottom
\r
132 - Aim for something like controlling a single dwarf in Dwarf Fortress
\r
133 - The player could go faster by a crafting a boat, or riding an animal
\r
134 - Random NPC traders. what else?
\r
139 - When furnace is destroyed, move items to player's inventory
\r
140 - Add lots of stuff
\r
142 - Growing grass, decaying leaves
\r
143 - This can be done in the active blocks I guess.
\r
144 - Lots of stuff can be done in the active blocks.
\r
145 - Uh, is there an active block list somewhere? I think not. Add it.
\r
146 - Breaking weak structures
\r
147 - This can probably be accomplished in the same way as grass
\r
148 - Player health points
\r
149 - When player dies, throw items on map (needs better item-on-map
\r
151 - Cobble to get mossy if near water
\r
152 - More slots in furnace source list, so that multiple ingredients
\r
156 - The Treasure Guard; a big monster with a hammer
\r
157 - The hammer does great damage, shakes the ground and removes a block
\r
158 - You can drop on top of it, and have some time to attack there
\r
159 before he shakes you off
\r
161 - Maybe the difficulty could come from monsters getting tougher in
\r
162 far-away places, and the player starting to need something from
\r
163 there when time goes by.
\r
164 - The player would have some of that stuff at the beginning, and
\r
165 would need new supplies of it when it runs out
\r
168 - A spread-items-on-map routine for the bomb, and for dying players
\r
171 - Proper sword swing simulation
\r
172 - Player should get damage from colliding to a wall at high speed
\r
177 Build system / running:
\r
178 -----------------------
\r
180 Networking and serialization:
\r
181 -----------------------------
\r
183 SUGG: Fix address to be ipv6 compatible
\r
191 SUGG: Combine MapBlock's face caches to so big pieces that VBO
\r
193 - That is >500 vertices
\r
194 - This is not easy; all the MapBlocks close to the player would
\r
195 still need to be drawn separately and combining the blocks
\r
196 would have to happen in a background thread
\r
198 SUGG: Make fetching sector's blocks more efficient when rendering
\r
199 sectors that have very large amounts of blocks (on client)
\r
200 - Is this necessary at all?
\r
202 TODO: Flowing water animation
\r
204 SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
\r
205 animating them is easier.
\r
207 SUGG: Option for enabling proper alpha channel for textures
\r
208 TODO: A setting for enabling bilinear filtering for textures
\r
210 TODO: Better control of draw_control.wanted_max_blocks
\r
212 TODO: Further investigate the use of GPU lighting in addition to the
\r
215 TODO: Artificial (night) light could be more yellow colored than sunlight.
\r
216 - This is technically doable.
\r
217 - Also the actual colors of the textures could be made less colorful
\r
218 in the dark but it's a bit more difficult.
\r
220 SUGG: Somehow make the night less colorful
\r
228 TODO: Untie client network operations from framerate
\r
229 - Needs some input queues or something
\r
230 - This won't give much performance boost because calculating block
\r
231 meshes takes so long
\r
233 SUGG: Make morning and evening transition more smooth and maybe shorter
\r
235 TODO: Don't update all meshes always on single node changes, but
\r
236 check which ones should be updated
\r
237 - implement Map::updateNodeMeshes() and the usage of it
\r
238 - It will give almost always a 4x boost in mesh update performance.
\r
242 - Tool/weapon visualization
\r
244 FIXME: When disconnected to the menu, memory is not freed properly
\r
246 TODO: Investigate how much the mesh generator thread gets used when
\r
247 transferring map data
\r
252 SUGG: Make an option to the server to disable building and digging near
\r
253 the starting position
\r
255 FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
\r
257 * Fix the problem with the server constantly saving one or a few
\r
258 blocks? List the first saved block, maybe it explains.
\r
259 - It is probably caused by oscillating water
\r
260 - TODO: Investigate if this still happens (this is a very old one)
\r
261 * Make a small history check to transformLiquids to detect and log
\r
262 continuous oscillations, in such detail that they can be fixed.
\r
264 FIXME: The new optimized map sending doesn't sometimes send enough blocks
\r
265 from big caves and such
\r
266 FIXME: Block send distance configuration does not take effect for some reason
\r
271 TODO: Add proper hooks to when adding and removing active blocks
\r
273 TODO: Finish the ActiveBlockModifier stuff and use it for something
\r
278 TODO: Get rid of MapBlockObjects and use only ActiveObjects
\r
279 - Skipping the MapBlockObject data is nasty - there is no "total
\r
280 length" stored; have to make a SkipMBOs function which contains
\r
281 enough of the current code to skip them properly.
\r
283 SUGG: MovingObject::move and Player::move are basically the same.
\r
285 - NOTE: This is a bit tricky because player has the sneaking ability
\r
286 - NOTE: Player::move is more up-to-date.
\r
287 - NOTE: There is a simple move implementation now in collision.{h,cpp}
\r
288 - NOTE: MovingObject will be deleted (MapBlockObject)
\r
290 TODO: Add a long step function to objects that is called with the time
\r
291 difference when block activates
\r
296 TODO: Mineral and ground material properties
\r
297 - This way mineral ground toughness can be calculated with just
\r
298 some formula, as well as tool strengths
\r
299 - There are TODOs in appropriate files: material.h, content_mapnode.h
\r
301 TODO: Flowing water to actually contain flow direction information
\r
302 - There is a space for this - it just has to be implemented.
\r
306 TODO: Make sure server handles removing grass when a block is placed (etc)
\r
307 - The client should not do it by itself
\r
308 - NOTE: I think nobody does it currently...
\r
309 TODO: Block cube placement around player's head
\r
310 TODO: Protocol version field
\r
311 TODO: Think about using same bits for material for fences and doors, for
\r
313 TODO: Move mineral to param2, increment map serialization version, add
\r
316 TODO: Add a per-sector database to store surface stuff as simple flags/values
\r
319 And at some point make the server send this data to the client too,
\r
320 instead of referring to the noise functions
\r
322 - Surface ground type
\r
325 TODO: Restart irrlicht completely when coming back to main menu from game.
\r
326 - This gets rid of everything that is stored in irrlicht's caches.
\r
328 TODO: Merge bahamada's audio stuff (clean patch available)
\r
330 TODO: Merge key configuration menu (no clean patch available)
\r
332 Making it more portable:
\r
333 ------------------------
\r
335 Stuff to do before release:
\r
336 ---------------------------
\r
338 Fixes to the current release:
\r
339 -----------------------------
\r
341 Stuff to do after release:
\r
342 ---------------------------
\r
347 ======================================================================
\r
353 #pragma message ("Disabling unit tests")
\r
355 #warning "Disabling unit tests"
\r
357 // Disable unit tests
\r
358 #define ENABLE_TESTS 0
\r
360 // Enable unit tests
\r
361 #define ENABLE_TESTS 1
\r
365 #pragma comment(lib, "Irrlicht.lib")
\r
366 //#pragma comment(lib, "jthread.lib")
\r
367 #pragma comment(lib, "zlibwapi.lib")
\r
368 #pragma comment(lib, "Shell32.lib")
\r
369 // This would get rid of the console window
\r
370 //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
\r
373 #include <iostream>
\r
375 #include <locale.h>
\r
377 #include "common_irrlicht.h"
\r
380 #include "server.h"
\r
381 #include "constants.h"
\r
382 #include "porting.h"
\r
383 #include "gettime.h"
\r
384 #include "guiMessageMenu.h"
\r
385 #include "filesys.h"
\r
386 #include "config.h"
\r
387 #include "guiMainMenu.h"
\r
388 #include "mineral.h"
\r
389 #include "materials.h"
\r
391 #include "keycode.h"
\r
394 // This makes textures
\r
395 ITextureSource *g_texturesource = NULL;
\r
399 These are loaded from the config file.
\r
402 Settings g_settings;
\r
403 // This is located in defaultsettings.cpp
\r
404 extern void set_default_settings();
\r
407 Profiler g_profiler;
\r
417 gui::IGUIEnvironment* guienv = NULL;
\r
418 gui::IGUIStaticText *guiroot = NULL;
\r
420 MainMenuManager g_menumgr;
\r
422 bool noMenuActive()
\r
424 return (g_menumgr.menuCount() == 0);
\r
427 // Passed to menus to allow disconnecting and exiting
\r
429 MainGameCallback *g_gamecallback = NULL;
\r
436 std::ostream *dout_con_ptr = &dummyout;
\r
437 std::ostream *derr_con_ptr = &dstream_no_stderr;
\r
438 //std::ostream *dout_con_ptr = &dstream_no_stderr;
\r
439 //std::ostream *derr_con_ptr = &dstream_no_stderr;
\r
440 //std::ostream *dout_con_ptr = &dstream;
\r
441 //std::ostream *derr_con_ptr = &dstream;
\r
444 std::ostream *dout_server_ptr = &dstream;
\r
445 std::ostream *derr_server_ptr = &dstream;
\r
448 std::ostream *dout_client_ptr = &dstream;
\r
449 std::ostream *derr_client_ptr = &dstream;
\r
452 gettime.h implementation
\r
455 // A small helper class
\r
459 virtual u32 getTime() = 0;
\r
462 // A precise irrlicht one
\r
463 class IrrlichtTimeGetter: public TimeGetter
\r
466 IrrlichtTimeGetter(IrrlichtDevice *device):
\r
471 if(m_device == NULL)
\r
473 return m_device->getTimer()->getRealTime();
\r
476 IrrlichtDevice *m_device;
\r
478 // Not so precise one which works without irrlicht
\r
479 class SimpleTimeGetter: public TimeGetter
\r
484 return porting::getTimeMs();
\r
488 // A pointer to a global instance of the time getter
\r
490 TimeGetter *g_timegetter = NULL;
\r
494 if(g_timegetter == NULL)
\r
496 return g_timegetter->getTime();
\r
500 Event handler for Irrlicht
\r
502 NOTE: Everything possible should be moved out from here,
\r
503 probably to InputHandler and the_game
\r
506 class MyEventReceiver : public IEventReceiver
\r
509 // This is the one method that we have to implement
\r
510 virtual bool OnEvent(const SEvent& event)
\r
513 React to nothing here if a menu is active
\r
515 if(noMenuActive() == false)
\r
520 // Remember whether each key is down or up
\r
521 if(event.EventType == irr::EET_KEY_INPUT_EVENT)
\r
523 keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
\r
525 if(event.KeyInput.PressedDown)
\r
526 keyWasDown[event.KeyInput.Key] = true;
\r
529 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
\r
531 if(noMenuActive() == false)
\r
533 left_active = false;
\r
534 middle_active = false;
\r
535 right_active = false;
\r
539 //dstream<<"MyEventReceiver: mouse input"<<std::endl;
\r
540 left_active = event.MouseInput.isLeftPressed();
\r
541 middle_active = event.MouseInput.isMiddlePressed();
\r
542 right_active = event.MouseInput.isRightPressed();
\r
544 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
\r
546 leftclicked = true;
\r
548 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
\r
550 rightclicked = true;
\r
552 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
\r
554 leftreleased = true;
\r
556 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
\r
558 rightreleased = true;
\r
560 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
\r
562 mouse_wheel += event.MouseInput.Wheel;
\r
570 bool IsKeyDown(EKEY_CODE keyCode) const
\r
572 return keyIsDown[keyCode];
\r
575 // Checks whether a key was down and resets the state
\r
576 bool WasKeyDown(EKEY_CODE keyCode)
\r
578 bool b = keyWasDown[keyCode];
\r
579 keyWasDown[keyCode] = false;
\r
583 s32 getMouseWheel()
\r
585 s32 a = mouse_wheel;
\r
592 for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)
\r
594 keyIsDown[i] = false;
\r
595 keyWasDown[i] = false;
\r
598 leftclicked = false;
\r
599 rightclicked = false;
\r
600 leftreleased = false;
\r
601 rightreleased = false;
\r
603 left_active = false;
\r
604 middle_active = false;
\r
605 right_active = false;
\r
618 bool rightreleased;
\r
621 bool middle_active;
\r
627 IrrlichtDevice *m_device;
\r
629 // The current state of keys
\r
630 bool keyIsDown[KEY_KEY_CODES_COUNT];
\r
631 // Whether a key has been pressed or not
\r
632 bool keyWasDown[KEY_KEY_CODES_COUNT];
\r
636 Separated input handler
\r
639 class RealInputHandler : public InputHandler
\r
642 RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
\r
644 m_receiver(receiver)
\r
647 virtual bool isKeyDown(EKEY_CODE keyCode)
\r
649 return m_receiver->IsKeyDown(keyCode);
\r
651 virtual bool wasKeyDown(EKEY_CODE keyCode)
\r
653 return m_receiver->WasKeyDown(keyCode);
\r
655 virtual v2s32 getMousePos()
\r
657 return m_device->getCursorControl()->getPosition();
\r
659 virtual void setMousePos(s32 x, s32 y)
\r
661 m_device->getCursorControl()->setPosition(x, y);
\r
664 virtual bool getLeftState()
\r
666 return m_receiver->left_active;
\r
668 virtual bool getRightState()
\r
670 return m_receiver->right_active;
\r
673 virtual bool getLeftClicked()
\r
675 return m_receiver->leftclicked;
\r
677 virtual bool getRightClicked()
\r
679 return m_receiver->rightclicked;
\r
681 virtual void resetLeftClicked()
\r
683 m_receiver->leftclicked = false;
\r
685 virtual void resetRightClicked()
\r
687 m_receiver->rightclicked = false;
\r
690 virtual bool getLeftReleased()
\r
692 return m_receiver->leftreleased;
\r
694 virtual bool getRightReleased()
\r
696 return m_receiver->rightreleased;
\r
698 virtual void resetLeftReleased()
\r
700 m_receiver->leftreleased = false;
\r
702 virtual void resetRightReleased()
\r
704 m_receiver->rightreleased = false;
\r
707 virtual s32 getMouseWheel()
\r
709 return m_receiver->getMouseWheel();
\r
714 m_receiver->clearInput();
\r
717 IrrlichtDevice *m_device;
\r
718 MyEventReceiver *m_receiver;
\r
721 class RandomInputHandler : public InputHandler
\r
724 RandomInputHandler()
\r
728 leftclicked = false;
\r
729 rightclicked = false;
\r
730 leftreleased = false;
\r
731 rightreleased = false;
\r
732 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
\r
733 keydown[i] = false;
\r
735 virtual bool isKeyDown(EKEY_CODE keyCode)
\r
737 return keydown[keyCode];
\r
739 virtual bool wasKeyDown(EKEY_CODE keyCode)
\r
743 virtual v2s32 getMousePos()
\r
747 virtual void setMousePos(s32 x, s32 y)
\r
749 mousepos = v2s32(x,y);
\r
752 virtual bool getLeftState()
\r
756 virtual bool getRightState()
\r
761 virtual bool getLeftClicked()
\r
763 return leftclicked;
\r
765 virtual bool getRightClicked()
\r
767 return rightclicked;
\r
769 virtual void resetLeftClicked()
\r
771 leftclicked = false;
\r
773 virtual void resetRightClicked()
\r
775 rightclicked = false;
\r
778 virtual bool getLeftReleased()
\r
780 return leftreleased;
\r
782 virtual bool getRightReleased()
\r
784 return rightreleased;
\r
786 virtual void resetLeftReleased()
\r
788 leftreleased = false;
\r
790 virtual void resetRightReleased()
\r
792 rightreleased = false;
\r
795 virtual s32 getMouseWheel()
\r
800 virtual void step(float dtime)
\r
803 static float counter1 = 0;
\r
807 counter1 = 0.1*Rand(1, 40);
\r
808 keydown[getKeySetting("keymap_jump")] =
\r
809 !keydown[getKeySetting("keymap_jump")];
\r
813 static float counter1 = 0;
\r
817 counter1 = 0.1*Rand(1, 40);
\r
818 keydown[getKeySetting("keymap_special1")] =
\r
819 !keydown[getKeySetting("keymap_special1")];
\r
823 static float counter1 = 0;
\r
827 counter1 = 0.1*Rand(1, 40);
\r
828 keydown[getKeySetting("keymap_forward")] =
\r
829 !keydown[getKeySetting("keymap_forward")];
\r
833 static float counter1 = 0;
\r
837 counter1 = 0.1*Rand(1, 40);
\r
838 keydown[getKeySetting("keymap_left")] =
\r
839 !keydown[getKeySetting("keymap_left")];
\r
843 static float counter1 = 0;
\r
847 counter1 = 0.1*Rand(1, 20);
\r
848 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
\r
852 static float counter1 = 0;
\r
856 counter1 = 0.1*Rand(1, 30);
\r
857 leftdown = !leftdown;
\r
859 leftclicked = true;
\r
861 leftreleased = true;
\r
865 static float counter1 = 0;
\r
869 counter1 = 0.1*Rand(1, 15);
\r
870 rightdown = !rightdown;
\r
872 rightclicked = true;
\r
874 rightreleased = true;
\r
877 mousepos += mousespeed;
\r
880 s32 Rand(s32 min, s32 max)
\r
882 return (myrand()%(max-min+1))+min;
\r
885 bool keydown[KEY_KEY_CODES_COUNT];
\r
893 bool rightreleased;
\r
896 // These are defined global so that they're not optimized too much.
\r
897 // Can't change them to volatile.
\r
902 std::string tempstring;
\r
903 std::string tempstring2;
\r
908 dstream<<"The following test should take around 20ms."<<std::endl;
\r
909 TimeTaker timer("Testing std::string speed");
\r
910 const u32 jj = 10000;
\r
911 for(u32 j=0; j<jj; j++)
\r
916 for(u32 i=0; i<ii; i++){
\r
917 tempstring2 += "asd";
\r
919 for(u32 i=0; i<ii+1; i++){
\r
920 tempstring += "asd";
\r
921 if(tempstring == tempstring2)
\r
927 dstream<<"All of the following tests should take around 100ms each."
\r
931 TimeTaker timer("Testing floating-point conversion speed");
\r
933 for(u32 i=0; i<4000000; i++){
\r
940 TimeTaker timer("Testing floating-point vector speed");
\r
942 tempv3f1 = v3f(1,2,3);
\r
943 tempv3f2 = v3f(4,5,6);
\r
944 for(u32 i=0; i<10000000; i++){
\r
945 tempf += tempv3f1.dotProduct(tempv3f2);
\r
946 tempv3f2 += v3f(7,8,9);
\r
951 TimeTaker timer("Testing core::map speed");
\r
953 core::map<v2s16, f32> map1;
\r
956 for(s16 y=0; y<ii; y++){
\r
957 for(s16 x=0; x<ii; x++){
\r
958 map1.insert(v2s16(x,y), tempf);
\r
962 for(s16 y=ii-1; y>=0; y--){
\r
963 for(s16 x=0; x<ii; x++){
\r
964 tempf = map1[v2s16(x,y)];
\r
970 dstream<<"Around 5000/ms should do well here."<<std::endl;
\r
971 TimeTaker timer("Testing mutex speed");
\r
984 // Do at least 10ms
\r
985 while(timer.getTime() < 10);
\r
987 u32 dtime = timer.stop();
\r
988 u32 per_ms = n / dtime;
\r
989 std::cout<<"Done. "<<dtime<<"ms, "
\r
990 <<per_ms<<"/ms"<<std::endl;
\r
994 void drawMenuBackground(video::IVideoDriver* driver)
\r
996 core::dimension2d<u32> screensize = driver->getScreenSize();
\r
998 video::ITexture *bgtexture =
\r
999 driver->getTexture(getTexturePath("mud.png").c_str());
\r
1002 s32 texturesize = 128;
\r
1003 s32 tiled_y = screensize.Height / texturesize + 1;
\r
1004 s32 tiled_x = screensize.Width / texturesize + 1;
\r
1006 for(s32 y=0; y<tiled_y; y++)
\r
1007 for(s32 x=0; x<tiled_x; x++)
\r
1009 core::rect<s32> rect(0,0,texturesize,texturesize);
\r
1010 rect += v2s32(x*texturesize, y*texturesize);
\r
1011 driver->draw2DImage(bgtexture, rect,
\r
1012 core::rect<s32>(core::position2d<s32>(0,0),
\r
1013 core::dimension2di(bgtexture->getSize())),
\r
1014 NULL, NULL, true);
\r
1018 video::ITexture *logotexture =
\r
1019 driver->getTexture(getTexturePath("menulogo.png").c_str());
\r
1022 v2s32 logosize(logotexture->getOriginalSize().Width,
\r
1023 logotexture->getOriginalSize().Height);
\r
1026 video::SColor bgcolor(255,50,50,50);
\r
1027 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
\r
1028 screensize.Width, screensize.Height);
\r
1029 driver->draw2DRectangle(bgcolor, bgrect, NULL);
\r
1031 core::rect<s32> rect(0,0,logosize.X,logosize.Y);
\r
1032 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
\r
1033 rect -= v2s32(logosize.X/2, 0);
\r
1034 driver->draw2DImage(logotexture, rect,
\r
1035 core::rect<s32>(core::position2d<s32>(0,0),
\r
1036 core::dimension2di(logotexture->getSize())),
\r
1037 NULL, NULL, true);
\r
1041 int main(int argc, char *argv[])
\r
1047 // Set locale. This is for forcing '.' as the decimal point.
\r
1048 std::locale::global(std::locale("C"));
\r
1049 // This enables printing all characters in bitmap font
\r
1050 setlocale(LC_CTYPE, "en_US");
\r
1053 Parse command line
\r
1056 // List all allowed options
\r
1057 core::map<std::string, ValueSpec> allowed_options;
\r
1058 allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));
\r
1059 allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
\r
1060 "Run server directly"));
\r
1061 allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
\r
1062 "Load configuration from specified file"));
\r
1063 allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));
\r
1064 allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));
\r
1065 allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));
\r
1066 allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));
\r
1067 allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));
\r
1068 allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));
\r
1070 allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));
\r
1072 allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));
\r
1074 Settings cmd_args;
\r
1076 bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
\r
1078 if(ret == false || cmd_args.getFlag("help"))
\r
1080 dstream<<"Allowed options:"<<std::endl;
\r
1081 for(core::map<std::string, ValueSpec>::Iterator
\r
1082 i = allowed_options.getIterator();
\r
1083 i.atEnd() == false; i++)
\r
1085 dstream<<" --"<<i.getNode()->getKey();
\r
1086 if(i.getNode()->getValue().type == VALUETYPE_FLAG)
\r
1091 dstream<<" <value>";
\r
1093 dstream<<std::endl;
\r
1095 if(i.getNode()->getValue().help != NULL)
\r
1097 dstream<<" "<<i.getNode()->getValue().help
\r
1102 return cmd_args.getFlag("help") ? 0 : 1;
\r
1106 Low-level initialization
\r
1109 bool disable_stderr = false;
\r
1111 if(cmd_args.getFlag("dstream-on-stderr") == false)
\r
1112 disable_stderr = true;
\r
1115 porting::signal_handler_init();
\r
1116 bool &kill = *porting::signal_handler_killstatus();
\r
1118 // Initialize porting::path_data and porting::path_userdata
\r
1119 porting::initializePaths();
\r
1121 // Create user data directory
\r
1122 fs::CreateDir(porting::path_userdata);
\r
1124 // Initialize debug streams
\r
1125 #ifdef RUN_IN_PLACE
\r
1126 std::string debugfile = DEBUGFILE;
\r
1128 std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;
\r
1130 debugstreams_init(disable_stderr, debugfile.c_str());
\r
1131 // Initialize debug stacks
\r
1132 debug_stacks_init();
\r
1134 DSTACK(__FUNCTION_NAME);
\r
1136 // Init material properties table
\r
1137 //initializeMaterialProperties();
\r
1140 BEGIN_DEBUG_EXCEPTION_HANDLER
\r
1142 // Print startup message
\r
1143 dstream<<DTIME<<"minetest-c55"
\r
1144 " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
\r
1145 <<", "<<BUILD_INFO
\r
1149 Basic initialization
\r
1152 // Initialize default settings
\r
1153 set_default_settings();
\r
1155 // Initialize sockets
\r
1157 atexit(sockets_cleanup);
\r
1163 // Path of configuration file in use
\r
1164 std::string configpath = "";
\r
1166 if(cmd_args.exists("config"))
\r
1168 bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());
\r
1171 dstream<<"Could not read configuration from \""
\r
1172 <<cmd_args.get("config")<<"\""<<std::endl;
\r
1175 configpath = cmd_args.get("config");
\r
1179 core::array<std::string> filenames;
\r
1180 filenames.push_back(porting::path_userdata + "/minetest.conf");
\r
1181 #ifdef RUN_IN_PLACE
\r
1182 filenames.push_back(porting::path_userdata + "/../minetest.conf");
\r
1185 for(u32 i=0; i<filenames.size(); i++)
\r
1187 bool r = g_settings.readConfigFile(filenames[i].c_str());
\r
1190 configpath = filenames[i];
\r
1195 // If no path found, use the first one (menu creates the file)
\r
1196 if(configpath == "")
\r
1197 configpath = filenames[0];
\r
1200 // Initialize random seed
\r
1205 Pre-initialize some stuff with a dummy irrlicht wrapper.
\r
1207 These are needed for unit tests at least.
\r
1210 // Initial call with g_texturesource not set.
\r
1217 if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
\r
1218 || cmd_args.getFlag("enable-unittests") == true)
\r
1223 /*for(s16 y=-100; y<100; y++)
\r
1224 for(s16 x=-100; x<100; x++)
\r
1226 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
\r
1236 if(cmd_args.exists("port"))
\r
1237 port = cmd_args.getU16("port");
\r
1238 else if(g_settings.exists("port"))
\r
1239 port = g_settings.getU16("port");
\r
1244 std::string map_dir = porting::path_userdata+"/world";
\r
1245 if(cmd_args.exists("map-dir"))
\r
1246 map_dir = cmd_args.get("map-dir");
\r
1247 else if(g_settings.exists("map-dir"))
\r
1248 map_dir = g_settings.get("map-dir");
\r
1250 // Run dedicated server if asked to
\r
1251 if(cmd_args.getFlag("server"))
\r
1253 DSTACK("Dedicated server branch");
\r
1255 // Create time getter
\r
1256 g_timegetter = new SimpleTimeGetter();
\r
1259 Server server(map_dir.c_str());
\r
1260 server.start(port);
\r
1263 dedicated_server_loop(server, kill);
\r
1273 // Address to connect to
\r
1274 std::string address = "";
\r
1276 if(cmd_args.exists("address"))
\r
1278 address = cmd_args.get("address");
\r
1282 address = g_settings.get("address");
\r
1285 std::string playername = g_settings.get("name");
\r
1288 Device initialization
\r
1291 // Resolution selection
\r
1293 bool fullscreen = false;
\r
1294 u16 screenW = g_settings.getU16("screenW");
\r
1295 u16 screenH = g_settings.getU16("screenH");
\r
1297 // Determine driver
\r
1299 video::E_DRIVER_TYPE driverType;
\r
1301 std::string driverstring = g_settings.get("video_driver");
\r
1303 if(driverstring == "null")
\r
1304 driverType = video::EDT_NULL;
\r
1305 else if(driverstring == "software")
\r
1306 driverType = video::EDT_SOFTWARE;
\r
1307 else if(driverstring == "burningsvideo")
\r
1308 driverType = video::EDT_BURNINGSVIDEO;
\r
1309 else if(driverstring == "direct3d8")
\r
1310 driverType = video::EDT_DIRECT3D8;
\r
1311 else if(driverstring == "direct3d9")
\r
1312 driverType = video::EDT_DIRECT3D9;
\r
1313 else if(driverstring == "opengl")
\r
1314 driverType = video::EDT_OPENGL;
\r
1317 dstream<<"WARNING: Invalid video_driver specified; defaulting "
\r
1318 "to opengl"<<std::endl;
\r
1319 driverType = video::EDT_OPENGL;
\r
1323 Create device and exit if creation failed
\r
1326 MyEventReceiver receiver;
\r
1328 IrrlichtDevice *device;
\r
1329 device = createDevice(driverType,
\r
1330 core::dimension2d<u32>(screenW, screenH),
\r
1331 16, fullscreen, false, false, &receiver);
\r
1334 return 1; // could not create selected driver.
\r
1336 // Set device in game parameters
\r
1339 // Create time getter
\r
1340 g_timegetter = new IrrlichtTimeGetter(device);
\r
1342 // Create game callback for menus
\r
1343 g_gamecallback = new MainGameCallback(device);
\r
1345 // Create texture source
\r
1346 g_texturesource = new TextureSource(device);
\r
1349 Speed tests (done after irrlicht is loaded to get timer)
\r
1351 if(cmd_args.getFlag("speedtests"))
\r
1353 dstream<<"Running speed tests"<<std::endl;
\r
1358 device->setResizable(true);
\r
1360 bool random_input = g_settings.getBool("random_input")
\r
1361 || cmd_args.getFlag("random-input");
\r
1362 InputHandler *input = NULL;
\r
1364 input = new RandomInputHandler();
\r
1366 input = new RealInputHandler(device, &receiver);
\r
1369 Continue initialization
\r
1372 //video::IVideoDriver* driver = device->getVideoDriver();
\r
1375 This changes the minimum allowed number of vertices in a VBO.
\r
1378 //driver->setMinHardwareBufferVertexCount(50);
\r
1380 scene::ISceneManager* smgr = device->getSceneManager();
\r
1382 guienv = device->getGUIEnvironment();
\r
1383 gui::IGUISkin* skin = guienv->getSkin();
\r
1384 gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
\r
1386 skin->setFont(font);
\r
1388 dstream<<"WARNING: Font file was not found."
\r
1389 " Using default font."<<std::endl;
\r
1390 // If font was not found, this will get us one
\r
1391 font = skin->getFont();
\r
1394 u32 text_height = font->getDimension(L"Hello, world!").Height;
\r
1395 dstream<<"text_height="<<text_height<<std::endl;
\r
1397 //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
\r
1398 skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
\r
1399 //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
\r
1400 //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
\r
1401 skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
\r
1402 skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
\r
1405 Preload some textures and stuff
\r
1408 init_mapnode(); // Second call with g_texturesource set
\r
1416 If an error occurs, this is set to something and the
\r
1417 menu-game loop is restarted. It is then displayed before
\r
1420 std::wstring error_message = L"";
\r
1422 // The password entered during the menu screen,
\r
1423 std::string password;
\r
1428 while(device->run() && kill == false)
\r
1431 // This is used for catching disconnects
\r
1436 Clear everything from the GUIEnvironment
\r
1441 We need some kind of a root node to be able to add
\r
1442 custom gui elements directly on the screen.
\r
1443 Otherwise they won't be automatically drawn.
\r
1445 guiroot = guienv->addStaticText(L"",
\r
1446 core::rect<s32>(0, 0, 10000, 10000));
\r
1449 Out-of-game menu loop.
\r
1451 Loop quits when menu returns proper parameters.
\r
1453 while(kill == false)
\r
1455 // Cursor can be non-visible when coming from the game
\r
1456 device->getCursorControl()->setVisible(true);
\r
1457 // Some stuff are left to scene manager when coming from the game
\r
1458 // (map at least?)
\r
1460 // Reset or hide the debug gui texts
\r
1461 /*guitext->setText(L"Minetest-c55");
\r
1462 guitext2->setVisible(false);
\r
1463 guitext_info->setVisible(false);
\r
1464 guitext_chat->setVisible(false);*/
\r
1466 // Initialize menu data
\r
1467 MainMenuData menudata;
\r
1468 menudata.address = narrow_to_wide(address);
\r
1469 menudata.name = narrow_to_wide(playername);
\r
1470 menudata.port = narrow_to_wide(itos(port));
\r
1471 menudata.fancy_trees = g_settings.getBool("new_style_leaves");
\r
1472 menudata.smooth_lighting = g_settings.getBool("smooth_lighting");
\r
1473 menudata.creative_mode = g_settings.getBool("creative_mode");
\r
1474 menudata.enable_damage = g_settings.getBool("enable_damage");
\r
1476 GUIMainMenu *menu =
\r
1477 new GUIMainMenu(guienv, guiroot, -1,
\r
1478 &g_menumgr, &menudata, g_gamecallback);
\r
1479 menu->allowFocusRemoval(true);
\r
1481 if(error_message != L"")
\r
1483 dstream<<"WARNING: error_message = "
\r
1484 <<wide_to_narrow(error_message)<<std::endl;
\r
1486 GUIMessageMenu *menu2 =
\r
1487 new GUIMessageMenu(guienv, guiroot, -1,
\r
1488 &g_menumgr, error_message.c_str());
\r
1490 error_message = L"";
\r
1493 video::IVideoDriver* driver = device->getVideoDriver();
\r
1495 dstream<<"Created main menu"<<std::endl;
\r
1497 while(device->run() && kill == false)
\r
1499 if(menu->getStatus() == true)
\r
1502 //driver->beginScene(true, true, video::SColor(255,0,0,0));
\r
1503 driver->beginScene(true, true, video::SColor(255,128,128,128));
\r
1505 drawMenuBackground(driver);
\r
1507 guienv->drawAll();
\r
1509 driver->endScene();
\r
1511 // On some computers framerate doesn't seem to be
\r
1512 // automatically limited
\r
1516 // Break out of menu-game loop to shut down cleanly
\r
1517 if(device->run() == false || kill == true)
\r
1520 dstream<<"Dropping main menu"<<std::endl;
\r
1524 // Delete map if requested
\r
1525 if(menudata.delete_map)
\r
1527 bool r = fs::RecursiveDeleteContent(map_dir);
\r
1529 error_message = L"Delete failed";
\r
1533 playername = wide_to_narrow(menudata.name);
\r
1535 password = translatePassword(playername, menudata.password);
\r
1537 address = wide_to_narrow(menudata.address);
\r
1538 int newport = stoi(wide_to_narrow(menudata.port));
\r
1541 g_settings.set("new_style_leaves", itos(menudata.fancy_trees));
\r
1542 g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));
\r
1543 g_settings.set("creative_mode", itos(menudata.creative_mode));
\r
1544 g_settings.set("enable_damage", itos(menudata.enable_damage));
\r
1546 // NOTE: These are now checked server side; no need to do it
\r
1547 // here, so let's not do it here.
\r
1548 /*// Check for valid parameters, restart menu if invalid.
\r
1549 if(playername == "")
\r
1551 error_message = L"Name required.";
\r
1554 // Check that name has only valid chars
\r
1555 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
\r
1557 error_message = L"Characters allowed: "
\r
1558 +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
\r
1563 g_settings.set("name", playername);
\r
1564 g_settings.set("address", address);
\r
1565 g_settings.set("port", itos(port));
\r
1566 // Update configuration file
\r
1567 if(configpath != "")
\r
1568 g_settings.updateConfigFile(configpath.c_str());
\r
1570 // Continue to game
\r
1574 // Break out of menu-game loop to shut down cleanly
\r
1575 if(device->run() == false)
\r
1578 // Initialize mapnode again to enable changed graphics settings
\r
1599 catch(con::PeerNotFoundException &e)
\r
1601 dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;
\r
1602 error_message = L"Connection error (timed out?)";
\r
1604 catch(SocketException &e)
\r
1606 dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;
\r
1607 error_message = L"Socket error (port already in use?)";
\r
1610 catch(std::exception &e)
\r
1612 std::string narrow_message = "Some exception, what()=\"";
\r
1613 narrow_message += e.what();
\r
1614 narrow_message += "\"";
\r
1615 dstream<<DTIME<<narrow_message<<std::endl;
\r
1616 error_message = narrow_to_wide(narrow_message);
\r
1620 } // Menu-game loop
\r
1625 In the end, delete the Irrlicht device.
\r
1629 END_DEBUG_EXCEPTION_HANDLER
\r
1631 debugstreams_deinit();
\r