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
440 // This makes textures
441 ITextureSource *g_texturesource = NULL;
445 These are loaded from the config file.
447 Settings main_settings;
448 Settings *g_settings = &main_settings;
451 Profiler main_profiler;
452 Profiler *g_profiler = &main_profiler;
462 gui::IGUIEnvironment* guienv = NULL;
463 gui::IGUIStaticText *guiroot = NULL;
464 MainMenuManager g_menumgr;
468 return (g_menumgr.menuCount() == 0);
471 // Passed to menus to allow disconnecting and exiting
472 MainGameCallback *g_gamecallback = NULL;
479 std::ostream *dout_con_ptr = &dummyout;
480 std::ostream *derr_con_ptr = &verbosestream;
481 //std::ostream *dout_con_ptr = &infostream;
482 //std::ostream *derr_con_ptr = &errorstream;
485 std::ostream *dout_server_ptr = &infostream;
486 std::ostream *derr_server_ptr = &errorstream;
489 std::ostream *dout_client_ptr = &infostream;
490 std::ostream *derr_client_ptr = &errorstream;
493 gettime.h implementation
496 // A small helper class
500 virtual u32 getTime() = 0;
503 // A precise irrlicht one
504 class IrrlichtTimeGetter: public TimeGetter
507 IrrlichtTimeGetter(IrrlichtDevice *device):
514 return m_device->getTimer()->getRealTime();
517 IrrlichtDevice *m_device;
519 // Not so precise one which works without irrlicht
520 class SimpleTimeGetter: public TimeGetter
525 return porting::getTimeMs();
529 // A pointer to a global instance of the time getter
531 TimeGetter *g_timegetter = NULL;
535 if(g_timegetter == NULL)
537 return g_timegetter->getTime();
541 Event handler for Irrlicht
543 NOTE: Everything possible should be moved out from here,
544 probably to InputHandler and the_game
547 class MyEventReceiver : public IEventReceiver
550 // This is the one method that we have to implement
551 virtual bool OnEvent(const SEvent& event)
554 React to nothing here if a menu is active
556 if(noMenuActive() == false)
561 // Remember whether each key is down or up
562 if(event.EventType == irr::EET_KEY_INPUT_EVENT)
564 if(event.KeyInput.PressedDown) {
565 keyIsDown.set(event.KeyInput);
566 keyWasDown.set(event.KeyInput);
568 keyIsDown.unset(event.KeyInput);
572 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
574 if(noMenuActive() == false)
577 middle_active = false;
578 right_active = false;
582 left_active = event.MouseInput.isLeftPressed();
583 middle_active = event.MouseInput.isMiddlePressed();
584 right_active = event.MouseInput.isRightPressed();
586 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
590 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
594 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
598 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
600 rightreleased = true;
602 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
604 mouse_wheel += event.MouseInput.Wheel;
612 bool IsKeyDown(const KeyPress &keyCode) const
614 return keyIsDown[keyCode];
617 // Checks whether a key was down and resets the state
618 bool WasKeyDown(const KeyPress &keyCode)
620 bool b = keyWasDown[keyCode];
622 keyWasDown.unset(keyCode);
639 rightclicked = false;
640 leftreleased = false;
641 rightreleased = false;
644 middle_active = false;
645 right_active = false;
667 IrrlichtDevice *m_device;
669 // The current state of keys
671 // Whether a key has been pressed or not
676 Separated input handler
679 class RealInputHandler : public InputHandler
682 RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
687 virtual bool isKeyDown(const KeyPress &keyCode)
689 return m_receiver->IsKeyDown(keyCode);
691 virtual bool wasKeyDown(const KeyPress &keyCode)
693 return m_receiver->WasKeyDown(keyCode);
695 virtual v2s32 getMousePos()
697 return m_device->getCursorControl()->getPosition();
699 virtual void setMousePos(s32 x, s32 y)
701 m_device->getCursorControl()->setPosition(x, y);
704 virtual bool getLeftState()
706 return m_receiver->left_active;
708 virtual bool getRightState()
710 return m_receiver->right_active;
713 virtual bool getLeftClicked()
715 return m_receiver->leftclicked;
717 virtual bool getRightClicked()
719 return m_receiver->rightclicked;
721 virtual void resetLeftClicked()
723 m_receiver->leftclicked = false;
725 virtual void resetRightClicked()
727 m_receiver->rightclicked = false;
730 virtual bool getLeftReleased()
732 return m_receiver->leftreleased;
734 virtual bool getRightReleased()
736 return m_receiver->rightreleased;
738 virtual void resetLeftReleased()
740 m_receiver->leftreleased = false;
742 virtual void resetRightReleased()
744 m_receiver->rightreleased = false;
747 virtual s32 getMouseWheel()
749 return m_receiver->getMouseWheel();
754 m_receiver->clearInput();
757 IrrlichtDevice *m_device;
758 MyEventReceiver *m_receiver;
761 class RandomInputHandler : public InputHandler
769 rightclicked = false;
770 leftreleased = false;
771 rightreleased = false;
774 virtual bool isKeyDown(const KeyPress &keyCode)
776 return keydown[keyCode];
778 virtual bool wasKeyDown(const KeyPress &keyCode)
782 virtual v2s32 getMousePos()
786 virtual void setMousePos(s32 x, s32 y)
788 mousepos = v2s32(x,y);
791 virtual bool getLeftState()
795 virtual bool getRightState()
800 virtual bool getLeftClicked()
804 virtual bool getRightClicked()
808 virtual void resetLeftClicked()
812 virtual void resetRightClicked()
814 rightclicked = false;
817 virtual bool getLeftReleased()
821 virtual bool getRightReleased()
823 return rightreleased;
825 virtual void resetLeftReleased()
827 leftreleased = false;
829 virtual void resetRightReleased()
831 rightreleased = false;
834 virtual s32 getMouseWheel()
839 virtual void step(float dtime)
842 static float counter1 = 0;
846 counter1 = 0.1*Rand(1, 40);
847 keydown.toggle(getKeySetting("keymap_jump"));
851 static float counter1 = 0;
855 counter1 = 0.1*Rand(1, 40);
856 keydown.toggle(getKeySetting("keymap_special1"));
860 static float counter1 = 0;
864 counter1 = 0.1*Rand(1, 40);
865 keydown.toggle(getKeySetting("keymap_forward"));
869 static float counter1 = 0;
873 counter1 = 0.1*Rand(1, 40);
874 keydown.toggle(getKeySetting("keymap_left"));
878 static float counter1 = 0;
882 counter1 = 0.1*Rand(1, 20);
883 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
887 static float counter1 = 0;
891 counter1 = 0.1*Rand(1, 30);
892 leftdown = !leftdown;
900 static float counter1 = 0;
904 counter1 = 0.1*Rand(1, 15);
905 rightdown = !rightdown;
909 rightreleased = true;
912 mousepos += mousespeed;
915 s32 Rand(s32 min, s32 max)
917 return (myrand()%(max-min+1))+min;
931 // These are defined global so that they're not optimized too much.
932 // Can't change them to volatile.
937 std::string tempstring;
938 std::string tempstring2;
943 dstream<<"The following test should take around 20ms."<<std::endl;
944 TimeTaker timer("Testing std::string speed");
945 const u32 jj = 10000;
946 for(u32 j=0; j<jj; j++)
951 for(u32 i=0; i<ii; i++){
952 tempstring2 += "asd";
954 for(u32 i=0; i<ii+1; i++){
956 if(tempstring == tempstring2)
962 dstream<<"All of the following tests should take around 100ms each."
966 TimeTaker timer("Testing floating-point conversion speed");
968 for(u32 i=0; i<4000000; i++){
975 TimeTaker timer("Testing floating-point vector speed");
977 tempv3f1 = v3f(1,2,3);
978 tempv3f2 = v3f(4,5,6);
979 for(u32 i=0; i<10000000; i++){
980 tempf += tempv3f1.dotProduct(tempv3f2);
981 tempv3f2 += v3f(7,8,9);
986 TimeTaker timer("Testing core::map speed");
988 core::map<v2s16, f32> map1;
991 for(s16 y=0; y<ii; y++){
992 for(s16 x=0; x<ii; x++){
993 map1.insert(v2s16(x,y), tempf);
997 for(s16 y=ii-1; y>=0; y--){
998 for(s16 x=0; x<ii; x++){
999 tempf = map1[v2s16(x,y)];
1005 dstream<<"Around 5000/ms should do well here."<<std::endl;
1006 TimeTaker timer("Testing mutex speed");
1020 while(timer.getTime() < 10);
1022 u32 dtime = timer.stop();
1023 u32 per_ms = n / dtime;
1024 dstream<<"Done. "<<dtime<<"ms, "
1025 <<per_ms<<"/ms"<<std::endl;
1029 void drawMenuBackground(video::IVideoDriver* driver)
1031 core::dimension2d<u32> screensize = driver->getScreenSize();
1033 video::ITexture *bgtexture =
1034 driver->getTexture(getTexturePath("mud.png").c_str());
1037 s32 texturesize = 128;
1038 s32 tiled_y = screensize.Height / texturesize + 1;
1039 s32 tiled_x = screensize.Width / texturesize + 1;
1041 for(s32 y=0; y<tiled_y; y++)
1042 for(s32 x=0; x<tiled_x; x++)
1044 core::rect<s32> rect(0,0,texturesize,texturesize);
1045 rect += v2s32(x*texturesize, y*texturesize);
1046 driver->draw2DImage(bgtexture, rect,
1047 core::rect<s32>(core::position2d<s32>(0,0),
1048 core::dimension2di(bgtexture->getSize())),
1053 video::ITexture *logotexture =
1054 driver->getTexture(getTexturePath("menulogo.png").c_str());
1057 v2s32 logosize(logotexture->getOriginalSize().Width,
1058 logotexture->getOriginalSize().Height);
1061 video::SColor bgcolor(255,50,50,50);
1062 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
1063 screensize.Width, screensize.Height);
1064 driver->draw2DRectangle(bgcolor, bgrect, NULL);
1066 core::rect<s32> rect(0,0,logosize.X,logosize.Y);
1067 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
1068 rect -= v2s32(logosize.X/2, 0);
1069 driver->draw2DImage(logotexture, rect,
1070 core::rect<s32>(core::position2d<s32>(0,0),
1071 core::dimension2di(logotexture->getSize())),
1076 class StderrLogOutput: public ILogOutput
1079 /* line: Full line with timestamp, level and thread */
1080 void printLog(const std::string &line)
1082 std::cerr<<line<<std::endl;
1084 } main_stderr_log_out;
1086 class DstreamNoStderrLogOutput: public ILogOutput
1089 /* line: Full line with timestamp, level and thread */
1090 void printLog(const std::string &line)
1092 dstream_no_stderr<<line<<std::endl;
1094 } main_dstream_no_stderr_log_out;
1096 int main(int argc, char *argv[])
1102 log_add_output_maxlev(&main_stderr_log_out, LMT_ACTION);
1103 log_add_output_all_levs(&main_dstream_no_stderr_log_out);
1105 log_register_thread("main");
1107 // Set locale. This is for forcing '.' as the decimal point.
1108 std::locale::global(std::locale("C"));
1109 // This enables printing all characters in bitmap font
1110 setlocale(LC_CTYPE, "en_US");
1116 // List all allowed options
1117 core::map<std::string, ValueSpec> allowed_options;
1118 allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));
1119 allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
1120 "Run server directly"));
1121 allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
1122 "Load configuration from specified file"));
1123 allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));
1124 allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));
1125 allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));
1126 allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));
1127 allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));
1128 allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));
1130 allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));
1132 allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));
1133 allowed_options.insert("info-on-stderr", ValueSpec(VALUETYPE_FLAG));
1137 bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
1139 if(ret == false || cmd_args.getFlag("help"))
1141 dstream<<"Allowed options:"<<std::endl;
1142 for(core::map<std::string, ValueSpec>::Iterator
1143 i = allowed_options.getIterator();
1144 i.atEnd() == false; i++)
1146 dstream<<" --"<<i.getNode()->getKey();
1147 if(i.getNode()->getValue().type == VALUETYPE_FLAG)
1152 dstream<<" <value>";
1156 if(i.getNode()->getValue().help != NULL)
1158 dstream<<" "<<i.getNode()->getValue().help
1163 return cmd_args.getFlag("help") ? 0 : 1;
1167 Low-level initialization
1170 bool disable_stderr = false;
1172 if(cmd_args.getFlag("dstream-on-stderr") == false)
1173 disable_stderr = true;
1176 if(cmd_args.getFlag("info-on-stderr"))
1177 log_add_output(&main_stderr_log_out, LMT_INFO);
1179 porting::signal_handler_init();
1180 bool &kill = *porting::signal_handler_killstatus();
1182 // Initialize porting::path_data and porting::path_userdata
1183 porting::initializePaths();
1185 // Create user data directory
1186 fs::CreateDir(porting::path_userdata);
1188 init_gettext((porting::path_data+DIR_DELIM+".."+DIR_DELIM+"locale").c_str());
1190 // Initialize debug streams
1192 std::string debugfile = DEBUGFILE;
1194 std::string debugfile = porting::path_userdata+DIR_DELIM+DEBUGFILE;
1196 debugstreams_init(disable_stderr, debugfile.c_str());
1197 // Initialize debug stacks
1198 debug_stacks_init();
1200 DSTACK(__FUNCTION_NAME);
1202 // Init material properties table
1203 //initializeMaterialProperties();
1206 BEGIN_DEBUG_EXCEPTION_HANDLER
1208 // Print startup message
1209 actionstream<<PROJECT_NAME<<
1210 " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
1215 Basic initialization
1218 // Initialize default settings
1219 set_default_settings(g_settings);
1221 // Initialize sockets
1223 atexit(sockets_cleanup);
1229 // Path of configuration file in use
1230 std::string configpath = "";
1232 if(cmd_args.exists("config"))
1234 bool r = g_settings->readConfigFile(cmd_args.get("config").c_str());
1237 errorstream<<"Could not read configuration from \""
1238 <<cmd_args.get("config")<<"\""<<std::endl;
1241 configpath = cmd_args.get("config");
1245 core::array<std::string> filenames;
1246 filenames.push_back(porting::path_userdata +
1247 DIR_DELIM + "minetest.conf");
1249 filenames.push_back(porting::path_userdata +
1250 DIR_DELIM + ".." + DIR_DELIM + "minetest.conf");
1253 for(u32 i=0; i<filenames.size(); i++)
1255 bool r = g_settings->readConfigFile(filenames[i].c_str());
1258 configpath = filenames[i];
1263 // If no path found, use the first one (menu creates the file)
1264 if(configpath == "")
1265 configpath = filenames[0];
1268 // Initialize random seed
1273 Pre-initialize some stuff with a dummy irrlicht wrapper.
1275 These are needed for unit tests at least.
1278 // Initialize content feature table
1279 init_contentfeatures();
1280 // Initialize mapnode content without textures (with g_texturesource=NULL)
1281 content_mapnode_init();
1282 // Must be called before g_texturesource is created
1283 // (for texture atlas making)
1290 if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
1291 || cmd_args.getFlag("enable-unittests") == true)
1296 /*for(s16 y=-100; y<100; y++)
1297 for(s16 x=-100; x<100; x++)
1299 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
1309 if(cmd_args.exists("port"))
1310 port = cmd_args.getU16("port");
1311 else if(g_settings->exists("port"))
1312 port = g_settings->getU16("port");
1317 std::string map_dir = porting::path_userdata+DIR_DELIM+"world";
1318 if(cmd_args.exists("map-dir"))
1319 map_dir = cmd_args.get("map-dir");
1320 else if(g_settings->exists("map-dir"))
1321 map_dir = g_settings->get("map-dir");
1323 // Run dedicated server if asked to
1324 if(cmd_args.getFlag("server"))
1326 DSTACK("Dedicated server branch");
1328 // Create time getter
1329 g_timegetter = new SimpleTimeGetter();
1332 Server server(map_dir.c_str(), configpath);
1336 dedicated_server_loop(server, kill);
1346 // Address to connect to
1347 std::string address = "";
1349 if(cmd_args.exists("address"))
1351 address = cmd_args.get("address");
1355 address = g_settings->get("address");
1358 std::string playername = g_settings->get("name");
1361 Device initialization
1364 // Resolution selection
1366 bool fullscreen = false;
1367 u16 screenW = g_settings->getU16("screenW");
1368 u16 screenH = g_settings->getU16("screenH");
1372 video::E_DRIVER_TYPE driverType;
1374 std::string driverstring = g_settings->get("video_driver");
1376 if(driverstring == "null")
1377 driverType = video::EDT_NULL;
1378 else if(driverstring == "software")
1379 driverType = video::EDT_SOFTWARE;
1380 else if(driverstring == "burningsvideo")
1381 driverType = video::EDT_BURNINGSVIDEO;
1382 else if(driverstring == "direct3d8")
1383 driverType = video::EDT_DIRECT3D8;
1384 else if(driverstring == "direct3d9")
1385 driverType = video::EDT_DIRECT3D9;
1386 else if(driverstring == "opengl")
1387 driverType = video::EDT_OPENGL;
1390 errorstream<<"WARNING: Invalid video_driver specified; defaulting "
1391 "to opengl"<<std::endl;
1392 driverType = video::EDT_OPENGL;
1396 Create device and exit if creation failed
1399 MyEventReceiver receiver;
1401 IrrlichtDevice *device;
1402 device = createDevice(driverType,
1403 core::dimension2d<u32>(screenW, screenH),
1404 16, fullscreen, false, false, &receiver);
1407 return 1; // could not create selected driver.
1410 Continue initialization
1413 video::IVideoDriver* driver = device->getVideoDriver();
1415 // Disable mipmaps (because some of them look ugly)
1416 driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
1419 This changes the minimum allowed number of vertices in a VBO.
1422 //driver->setMinHardwareBufferVertexCount(50);
1424 // Set the window caption
1425 device->setWindowCaption(L"Minetest [Main Menu]");
1427 // Create time getter
1428 g_timegetter = new IrrlichtTimeGetter(device);
1430 // Create game callback for menus
1431 g_gamecallback = new MainGameCallback(device);
1433 // Create texture source
1434 g_texturesource = new TextureSource(device);
1437 Speed tests (done after irrlicht is loaded to get timer)
1439 if(cmd_args.getFlag("speedtests"))
1441 dstream<<"Running speed tests"<<std::endl;
1446 device->setResizable(true);
1448 bool random_input = g_settings->getBool("random_input")
1449 || cmd_args.getFlag("random-input");
1450 InputHandler *input = NULL;
1452 input = new RandomInputHandler();
1454 input = new RealInputHandler(device, &receiver);
1456 scene::ISceneManager* smgr = device->getSceneManager();
1458 guienv = device->getGUIEnvironment();
1459 gui::IGUISkin* skin = guienv->getSkin();
1460 gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
1462 skin->setFont(font);
1464 errorstream<<"WARNING: Font file was not found."
1465 " Using default font."<<std::endl;
1466 // If font was not found, this will get us one
1467 font = skin->getFont();
1470 u32 text_height = font->getDimension(L"Hello, world!").Height;
1471 infostream<<"text_height="<<text_height<<std::endl;
1473 //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
1474 skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
1475 //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
1476 //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
1477 skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
1478 skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
1481 Preload some textures and stuff
1484 // Initialize mapnode content with textures (with g_texturesource!=NULL)
1485 content_mapnode_init();
1492 If an error occurs, this is set to something and the
1493 menu-game loop is restarted. It is then displayed before
1496 std::wstring error_message = L"";
1498 // The password entered during the menu screen,
1499 std::string password;
1504 while(device->run() && kill == false)
1507 // This is used for catching disconnects
1512 Clear everything from the GUIEnvironment
1517 We need some kind of a root node to be able to add
1518 custom gui elements directly on the screen.
1519 Otherwise they won't be automatically drawn.
1521 guiroot = guienv->addStaticText(L"",
1522 core::rect<s32>(0, 0, 10000, 10000));
1525 Out-of-game menu loop.
1527 Loop quits when menu returns proper parameters.
1529 while(kill == false)
1531 // Cursor can be non-visible when coming from the game
1532 device->getCursorControl()->setVisible(true);
1533 // Some stuff are left to scene manager when coming from the game
1536 // Reset or hide the debug gui texts
1537 /*guitext->setText(L"Minetest-c55");
1538 guitext2->setVisible(false);
1539 guitext_info->setVisible(false);
1540 guitext_chat->setVisible(false);*/
1542 // Initialize menu data
1543 MainMenuData menudata;
1544 menudata.address = narrow_to_wide(address);
1545 menudata.name = narrow_to_wide(playername);
1546 menudata.port = narrow_to_wide(itos(port));
1547 menudata.fancy_trees = g_settings->getBool("new_style_leaves");
1548 menudata.smooth_lighting = g_settings->getBool("smooth_lighting");
1549 menudata.clouds_3d = g_settings->getBool("enable_3d_clouds");
1550 menudata.opaque_water = g_settings->getBool("opaque_water");
1551 menudata.creative_mode = g_settings->getBool("creative_mode");
1552 menudata.enable_damage = g_settings->getBool("enable_damage");
1555 new GUIMainMenu(guienv, guiroot, -1,
1556 &g_menumgr, &menudata, g_gamecallback);
1557 menu->allowFocusRemoval(true);
1559 if(error_message != L"")
1561 errorstream<<"error_message = "
1562 <<wide_to_narrow(error_message)<<std::endl;
1564 GUIMessageMenu *menu2 =
1565 new GUIMessageMenu(guienv, guiroot, -1,
1566 &g_menumgr, error_message.c_str());
1568 error_message = L"";
1571 video::IVideoDriver* driver = device->getVideoDriver();
1573 infostream<<"Created main menu"<<std::endl;
1575 while(device->run() && kill == false)
1577 if(menu->getStatus() == true)
1580 //driver->beginScene(true, true, video::SColor(255,0,0,0));
1581 driver->beginScene(true, true, video::SColor(255,128,128,128));
1583 drawMenuBackground(driver);
1589 // On some computers framerate doesn't seem to be
1590 // automatically limited
1594 // Break out of menu-game loop to shut down cleanly
1595 if(device->run() == false || kill == true)
1598 infostream<<"Dropping main menu"<<std::endl;
1602 // Delete map if requested
1603 if(menudata.delete_map)
1605 bool r = fs::RecursiveDeleteContent(map_dir);
1607 error_message = L"Delete failed";
1611 playername = wide_to_narrow(menudata.name);
1613 password = translatePassword(playername, menudata.password);
1615 //infostream<<"Main: password hash: '"<<password<<"'"<<std::endl;
1617 address = wide_to_narrow(menudata.address);
1618 int newport = stoi(wide_to_narrow(menudata.port));
1621 g_settings->set("new_style_leaves", itos(menudata.fancy_trees));
1622 g_settings->set("smooth_lighting", itos(menudata.smooth_lighting));
1623 g_settings->set("enable_3d_clouds", itos(menudata.clouds_3d));
1624 g_settings->set("opaque_water", itos(menudata.opaque_water));
1625 g_settings->set("creative_mode", itos(menudata.creative_mode));
1626 g_settings->set("enable_damage", itos(menudata.enable_damage));
1628 // NOTE: These are now checked server side; no need to do it
1629 // here, so let's not do it here.
1630 /*// Check for valid parameters, restart menu if invalid.
1631 if(playername == "")
1633 error_message = L"Name required.";
1636 // Check that name has only valid chars
1637 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
1639 error_message = L"Characters allowed: "
1640 +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
1645 g_settings->set("name", playername);
1646 g_settings->set("address", address);
1647 g_settings->set("port", itos(port));
1648 // Update configuration file
1649 if(configpath != "")
1650 g_settings->updateConfigFile(configpath.c_str());
1656 // Break out of menu-game loop to shut down cleanly
1657 if(device->run() == false)
1660 // Initialize mapnode again to enable changed graphics settings
1661 // Initialize content feature table
1662 init_contentfeatures();
1663 // Initialize mapnode content with textures (with g_texturesource!=NULL)
1664 content_mapnode_init();
1685 catch(con::PeerNotFoundException &e)
1687 errorstream<<"Connection error (timed out?)"<<std::endl;
1688 error_message = L"Connection error (timed out?)";
1690 catch(SocketException &e)
1692 errorstream<<"Socket error (port already in use?)"<<std::endl;
1693 error_message = L"Socket error (port already in use?)";
1696 catch(std::exception &e)
1698 std::string narrow_message = "Some exception, what()=\"";
1699 narrow_message += e.what();
1700 narrow_message += "\"";
1701 errorstream<<narrow_message<<std::endl;
1702 error_message = narrow_to_wide(narrow_message);
1711 In the end, delete the Irrlicht device.
1715 END_DEBUG_EXCEPTION_HANDLER(errorstream)
1717 debugstreams_deinit();