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: Flowing water to actually contain flow direction information
338 - There is a space for this - it just has to be implemented.
340 TODO: Consider smoothening cave floors after generating them
342 TODO: Fix make_tree, make_* to use seed-position-consistent pseudorandom
347 TODO: Make sure server handles removing grass when a block is placed (etc)
348 - The client should not do it by itself
349 - NOTE: I think nobody does it currently...
350 TODO: Block cube placement around player's head
351 TODO: Protocol version field
352 TODO: Think about using same bits for material for fences and doors, for
354 TODO: Move mineral to param2, increment map serialization version, add
357 SUGG: Restart irrlicht completely when coming back to main menu from game.
358 - This gets rid of everything that is stored in irrlicht's caches.
359 - This might be needed for texture pack selection in menu
361 TODO: Merge bahamada's audio stuff (clean patch available)
363 Making it more portable:
364 ------------------------
366 Stuff to do before release:
367 ---------------------------
369 Fixes to the current release:
370 -----------------------------
372 Stuff to do after release:
373 ---------------------------
378 ======================================================================
384 #pragma message ("Disabling unit tests")
386 #warning "Disabling unit tests"
388 // Disable unit tests
389 #define ENABLE_TESTS 0
392 #define ENABLE_TESTS 1
396 #pragma comment(lib, "Irrlicht.lib")
397 //#pragma comment(lib, "jthread.lib")
398 #pragma comment(lib, "zlibwapi.lib")
399 #pragma comment(lib, "Shell32.lib")
400 // This would get rid of the console window
401 //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
404 #include "irrlicht.h" // createDevice
407 #include "mainmenumanager.h"
411 #include "common_irrlicht.h"
415 #include "constants.h"
418 #include "guiMessageMenu.h"
421 #include "guiMainMenu.h"
423 #include "materials.h"
427 #include "defaultsettings.h"
429 #include "settings.h"
430 #include "profiler.h"
436 These are loaded from the config file.
438 Settings main_settings;
439 Settings *g_settings = &main_settings;
442 Profiler main_profiler;
443 Profiler *g_profiler = &main_profiler;
453 gui::IGUIEnvironment* guienv = NULL;
454 gui::IGUIStaticText *guiroot = NULL;
455 MainMenuManager g_menumgr;
459 return (g_menumgr.menuCount() == 0);
462 // Passed to menus to allow disconnecting and exiting
463 MainGameCallback *g_gamecallback = NULL;
470 std::ostream *dout_con_ptr = &dummyout;
471 std::ostream *derr_con_ptr = &verbosestream;
472 //std::ostream *dout_con_ptr = &infostream;
473 //std::ostream *derr_con_ptr = &errorstream;
476 std::ostream *dout_server_ptr = &infostream;
477 std::ostream *derr_server_ptr = &errorstream;
480 std::ostream *dout_client_ptr = &infostream;
481 std::ostream *derr_client_ptr = &errorstream;
484 gettime.h implementation
487 // A small helper class
491 virtual u32 getTime() = 0;
494 // A precise irrlicht one
495 class IrrlichtTimeGetter: public TimeGetter
498 IrrlichtTimeGetter(IrrlichtDevice *device):
505 return m_device->getTimer()->getRealTime();
508 IrrlichtDevice *m_device;
510 // Not so precise one which works without irrlicht
511 class SimpleTimeGetter: public TimeGetter
516 return porting::getTimeMs();
520 // A pointer to a global instance of the time getter
522 TimeGetter *g_timegetter = NULL;
526 if(g_timegetter == NULL)
528 return g_timegetter->getTime();
532 Event handler for Irrlicht
534 NOTE: Everything possible should be moved out from here,
535 probably to InputHandler and the_game
538 class MyEventReceiver : public IEventReceiver
541 // This is the one method that we have to implement
542 virtual bool OnEvent(const SEvent& event)
545 React to nothing here if a menu is active
547 if(noMenuActive() == false)
552 // Remember whether each key is down or up
553 if(event.EventType == irr::EET_KEY_INPUT_EVENT)
555 if(event.KeyInput.PressedDown) {
556 keyIsDown.set(event.KeyInput);
557 keyWasDown.set(event.KeyInput);
559 keyIsDown.unset(event.KeyInput);
563 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
565 if(noMenuActive() == false)
568 middle_active = false;
569 right_active = false;
573 left_active = event.MouseInput.isLeftPressed();
574 middle_active = event.MouseInput.isMiddlePressed();
575 right_active = event.MouseInput.isRightPressed();
577 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
581 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
585 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
589 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
591 rightreleased = true;
593 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
595 mouse_wheel += event.MouseInput.Wheel;
603 bool IsKeyDown(const KeyPress &keyCode) const
605 return keyIsDown[keyCode];
608 // Checks whether a key was down and resets the state
609 bool WasKeyDown(const KeyPress &keyCode)
611 bool b = keyWasDown[keyCode];
613 keyWasDown.unset(keyCode);
630 rightclicked = false;
631 leftreleased = false;
632 rightreleased = false;
635 middle_active = false;
636 right_active = false;
658 IrrlichtDevice *m_device;
660 // The current state of keys
662 // Whether a key has been pressed or not
667 Separated input handler
670 class RealInputHandler : public InputHandler
673 RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
678 virtual bool isKeyDown(const KeyPress &keyCode)
680 return m_receiver->IsKeyDown(keyCode);
682 virtual bool wasKeyDown(const KeyPress &keyCode)
684 return m_receiver->WasKeyDown(keyCode);
686 virtual v2s32 getMousePos()
688 return m_device->getCursorControl()->getPosition();
690 virtual void setMousePos(s32 x, s32 y)
692 m_device->getCursorControl()->setPosition(x, y);
695 virtual bool getLeftState()
697 return m_receiver->left_active;
699 virtual bool getRightState()
701 return m_receiver->right_active;
704 virtual bool getLeftClicked()
706 return m_receiver->leftclicked;
708 virtual bool getRightClicked()
710 return m_receiver->rightclicked;
712 virtual void resetLeftClicked()
714 m_receiver->leftclicked = false;
716 virtual void resetRightClicked()
718 m_receiver->rightclicked = false;
721 virtual bool getLeftReleased()
723 return m_receiver->leftreleased;
725 virtual bool getRightReleased()
727 return m_receiver->rightreleased;
729 virtual void resetLeftReleased()
731 m_receiver->leftreleased = false;
733 virtual void resetRightReleased()
735 m_receiver->rightreleased = false;
738 virtual s32 getMouseWheel()
740 return m_receiver->getMouseWheel();
745 m_receiver->clearInput();
748 IrrlichtDevice *m_device;
749 MyEventReceiver *m_receiver;
752 class RandomInputHandler : public InputHandler
760 rightclicked = false;
761 leftreleased = false;
762 rightreleased = false;
765 virtual bool isKeyDown(const KeyPress &keyCode)
767 return keydown[keyCode];
769 virtual bool wasKeyDown(const KeyPress &keyCode)
773 virtual v2s32 getMousePos()
777 virtual void setMousePos(s32 x, s32 y)
779 mousepos = v2s32(x,y);
782 virtual bool getLeftState()
786 virtual bool getRightState()
791 virtual bool getLeftClicked()
795 virtual bool getRightClicked()
799 virtual void resetLeftClicked()
803 virtual void resetRightClicked()
805 rightclicked = false;
808 virtual bool getLeftReleased()
812 virtual bool getRightReleased()
814 return rightreleased;
816 virtual void resetLeftReleased()
818 leftreleased = false;
820 virtual void resetRightReleased()
822 rightreleased = false;
825 virtual s32 getMouseWheel()
830 virtual void step(float dtime)
833 static float counter1 = 0;
837 counter1 = 0.1*Rand(1, 40);
838 keydown.toggle(getKeySetting("keymap_jump"));
842 static float counter1 = 0;
846 counter1 = 0.1*Rand(1, 40);
847 keydown.toggle(getKeySetting("keymap_special1"));
851 static float counter1 = 0;
855 counter1 = 0.1*Rand(1, 40);
856 keydown.toggle(getKeySetting("keymap_forward"));
860 static float counter1 = 0;
864 counter1 = 0.1*Rand(1, 40);
865 keydown.toggle(getKeySetting("keymap_left"));
869 static float counter1 = 0;
873 counter1 = 0.1*Rand(1, 20);
874 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
878 static float counter1 = 0;
882 counter1 = 0.1*Rand(1, 30);
883 leftdown = !leftdown;
891 static float counter1 = 0;
895 counter1 = 0.1*Rand(1, 15);
896 rightdown = !rightdown;
900 rightreleased = true;
903 mousepos += mousespeed;
906 s32 Rand(s32 min, s32 max)
908 return (myrand()%(max-min+1))+min;
922 // These are defined global so that they're not optimized too much.
923 // Can't change them to volatile.
928 std::string tempstring;
929 std::string tempstring2;
934 dstream<<"The following test should take around 20ms."<<std::endl;
935 TimeTaker timer("Testing std::string speed");
936 const u32 jj = 10000;
937 for(u32 j=0; j<jj; j++)
942 for(u32 i=0; i<ii; i++){
943 tempstring2 += "asd";
945 for(u32 i=0; i<ii+1; i++){
947 if(tempstring == tempstring2)
953 dstream<<"All of the following tests should take around 100ms each."
957 TimeTaker timer("Testing floating-point conversion speed");
959 for(u32 i=0; i<4000000; i++){
966 TimeTaker timer("Testing floating-point vector speed");
968 tempv3f1 = v3f(1,2,3);
969 tempv3f2 = v3f(4,5,6);
970 for(u32 i=0; i<10000000; i++){
971 tempf += tempv3f1.dotProduct(tempv3f2);
972 tempv3f2 += v3f(7,8,9);
977 TimeTaker timer("Testing core::map speed");
979 core::map<v2s16, f32> map1;
982 for(s16 y=0; y<ii; y++){
983 for(s16 x=0; x<ii; x++){
984 map1.insert(v2s16(x,y), tempf);
988 for(s16 y=ii-1; y>=0; y--){
989 for(s16 x=0; x<ii; x++){
990 tempf = map1[v2s16(x,y)];
996 dstream<<"Around 5000/ms should do well here."<<std::endl;
997 TimeTaker timer("Testing mutex speed");
1011 while(timer.getTime() < 10);
1013 u32 dtime = timer.stop();
1014 u32 per_ms = n / dtime;
1015 dstream<<"Done. "<<dtime<<"ms, "
1016 <<per_ms<<"/ms"<<std::endl;
1020 void drawMenuBackground(video::IVideoDriver* driver)
1022 core::dimension2d<u32> screensize = driver->getScreenSize();
1024 video::ITexture *bgtexture =
1025 driver->getTexture(getTexturePath("menubg.png").c_str());
1028 s32 texturesize = 128;
1029 s32 tiled_y = screensize.Height / texturesize + 1;
1030 s32 tiled_x = screensize.Width / texturesize + 1;
1032 for(s32 y=0; y<tiled_y; y++)
1033 for(s32 x=0; x<tiled_x; x++)
1035 core::rect<s32> rect(0,0,texturesize,texturesize);
1036 rect += v2s32(x*texturesize, y*texturesize);
1037 driver->draw2DImage(bgtexture, rect,
1038 core::rect<s32>(core::position2d<s32>(0,0),
1039 core::dimension2di(bgtexture->getSize())),
1044 video::ITexture *logotexture =
1045 driver->getTexture(getTexturePath("menulogo.png").c_str());
1048 v2s32 logosize(logotexture->getOriginalSize().Width,
1049 logotexture->getOriginalSize().Height);
1052 video::SColor bgcolor(255,50,50,50);
1053 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
1054 screensize.Width, screensize.Height);
1055 driver->draw2DRectangle(bgcolor, bgrect, NULL);
1057 core::rect<s32> rect(0,0,logosize.X,logosize.Y);
1058 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
1059 rect -= v2s32(logosize.X/2, 0);
1060 driver->draw2DImage(logotexture, rect,
1061 core::rect<s32>(core::position2d<s32>(0,0),
1062 core::dimension2di(logotexture->getSize())),
1067 class StderrLogOutput: public ILogOutput
1070 /* line: Full line with timestamp, level and thread */
1071 void printLog(const std::string &line)
1073 std::cerr<<line<<std::endl;
1075 } main_stderr_log_out;
1077 class DstreamNoStderrLogOutput: public ILogOutput
1080 /* line: Full line with timestamp, level and thread */
1081 void printLog(const std::string &line)
1083 dstream_no_stderr<<line<<std::endl;
1085 } main_dstream_no_stderr_log_out;
1087 int main(int argc, char *argv[])
1093 log_add_output_maxlev(&main_stderr_log_out, LMT_ACTION);
1094 log_add_output_all_levs(&main_dstream_no_stderr_log_out);
1096 log_register_thread("main");
1098 // Set locale. This is for forcing '.' as the decimal point.
1099 std::locale::global(std::locale("C"));
1100 // This enables printing all characters in bitmap font
1101 setlocale(LC_CTYPE, "en_US");
1107 // List all allowed options
1108 core::map<std::string, ValueSpec> allowed_options;
1109 allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));
1110 allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
1111 "Run server directly"));
1112 allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
1113 "Load configuration from specified file"));
1114 allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));
1115 allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));
1116 allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));
1117 allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));
1118 allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));
1119 allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));
1121 allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));
1123 allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));
1124 allowed_options.insert("info-on-stderr", ValueSpec(VALUETYPE_FLAG));
1128 bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
1130 if(ret == false || cmd_args.getFlag("help"))
1132 dstream<<"Allowed options:"<<std::endl;
1133 for(core::map<std::string, ValueSpec>::Iterator
1134 i = allowed_options.getIterator();
1135 i.atEnd() == false; i++)
1137 dstream<<" --"<<i.getNode()->getKey();
1138 if(i.getNode()->getValue().type == VALUETYPE_FLAG)
1143 dstream<<" <value>";
1147 if(i.getNode()->getValue().help != NULL)
1149 dstream<<" "<<i.getNode()->getValue().help
1154 return cmd_args.getFlag("help") ? 0 : 1;
1158 Low-level initialization
1161 bool disable_stderr = false;
1163 if(cmd_args.getFlag("dstream-on-stderr") == false)
1164 disable_stderr = true;
1167 if(cmd_args.getFlag("info-on-stderr"))
1168 log_add_output(&main_stderr_log_out, LMT_INFO);
1170 porting::signal_handler_init();
1171 bool &kill = *porting::signal_handler_killstatus();
1173 // Initialize porting::path_data and porting::path_userdata
1174 porting::initializePaths();
1176 // Create user data directory
1177 fs::CreateDir(porting::path_userdata);
1179 init_gettext((porting::path_data+DIR_DELIM+".."+DIR_DELIM+"locale").c_str());
1181 // Initialize debug streams
1183 std::string debugfile = DEBUGFILE;
1185 std::string debugfile = porting::path_userdata+DIR_DELIM+DEBUGFILE;
1187 debugstreams_init(disable_stderr, debugfile.c_str());
1188 // Initialize debug stacks
1189 debug_stacks_init();
1191 DSTACK(__FUNCTION_NAME);
1193 // Init material properties table
1194 //initializeMaterialProperties();
1197 BEGIN_DEBUG_EXCEPTION_HANDLER
1199 // Print startup message
1200 actionstream<<PROJECT_NAME<<
1201 " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
1206 Basic initialization
1209 // Initialize default settings
1210 set_default_settings(g_settings);
1212 // Initialize sockets
1214 atexit(sockets_cleanup);
1220 // Path of configuration file in use
1221 std::string configpath = "";
1223 if(cmd_args.exists("config"))
1225 bool r = g_settings->readConfigFile(cmd_args.get("config").c_str());
1228 errorstream<<"Could not read configuration from \""
1229 <<cmd_args.get("config")<<"\""<<std::endl;
1232 configpath = cmd_args.get("config");
1236 core::array<std::string> filenames;
1237 filenames.push_back(porting::path_userdata +
1238 DIR_DELIM + "minetest.conf");
1240 filenames.push_back(porting::path_userdata +
1241 DIR_DELIM + ".." + DIR_DELIM + "minetest.conf");
1244 for(u32 i=0; i<filenames.size(); i++)
1246 bool r = g_settings->readConfigFile(filenames[i].c_str());
1249 configpath = filenames[i];
1254 // If no path found, use the first one (menu creates the file)
1255 if(configpath == "")
1256 configpath = filenames[0];
1259 // Initialize random seed
1264 Pre-initialize some stuff with a dummy irrlicht wrapper.
1266 These are needed for unit tests at least.
1269 // Must be called before texturesource is created
1270 // (for texture atlas making)
1277 if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
1278 || cmd_args.getFlag("enable-unittests") == true)
1283 /*for(s16 y=-100; y<100; y++)
1284 for(s16 x=-100; x<100; x++)
1286 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
1296 if(cmd_args.exists("port"))
1297 port = cmd_args.getU16("port");
1298 else if(g_settings->exists("port"))
1299 port = g_settings->getU16("port");
1304 std::string map_dir = porting::path_userdata+DIR_DELIM+"world";
1305 if(cmd_args.exists("map-dir"))
1306 map_dir = cmd_args.get("map-dir");
1307 else if(g_settings->exists("map-dir"))
1308 map_dir = g_settings->get("map-dir");
1310 // Run dedicated server if asked to
1311 if(cmd_args.getFlag("server"))
1313 DSTACK("Dedicated server branch");
1315 // Create time getter
1316 g_timegetter = new SimpleTimeGetter();
1319 Server server(map_dir.c_str(), configpath);
1323 dedicated_server_loop(server, kill);
1333 // Address to connect to
1334 std::string address = "";
1336 if(cmd_args.exists("address"))
1338 address = cmd_args.get("address");
1342 address = g_settings->get("address");
1345 std::string playername = g_settings->get("name");
1348 Device initialization
1351 // Resolution selection
1353 bool fullscreen = false;
1354 u16 screenW = g_settings->getU16("screenW");
1355 u16 screenH = g_settings->getU16("screenH");
1359 video::E_DRIVER_TYPE driverType;
1361 std::string driverstring = g_settings->get("video_driver");
1363 if(driverstring == "null")
1364 driverType = video::EDT_NULL;
1365 else if(driverstring == "software")
1366 driverType = video::EDT_SOFTWARE;
1367 else if(driverstring == "burningsvideo")
1368 driverType = video::EDT_BURNINGSVIDEO;
1369 else if(driverstring == "direct3d8")
1370 driverType = video::EDT_DIRECT3D8;
1371 else if(driverstring == "direct3d9")
1372 driverType = video::EDT_DIRECT3D9;
1373 else if(driverstring == "opengl")
1374 driverType = video::EDT_OPENGL;
1377 errorstream<<"WARNING: Invalid video_driver specified; defaulting "
1378 "to opengl"<<std::endl;
1379 driverType = video::EDT_OPENGL;
1383 Create device and exit if creation failed
1386 MyEventReceiver receiver;
1388 IrrlichtDevice *device;
1389 device = createDevice(driverType,
1390 core::dimension2d<u32>(screenW, screenH),
1391 16, fullscreen, false, false, &receiver);
1394 return 1; // could not create selected driver.
1397 Continue initialization
1400 video::IVideoDriver* driver = device->getVideoDriver();
1402 // Disable mipmaps (because some of them look ugly)
1403 driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
1406 This changes the minimum allowed number of vertices in a VBO.
1409 //driver->setMinHardwareBufferVertexCount(50);
1411 // Set the window caption
1412 device->setWindowCaption(L"Minetest [Main Menu]");
1414 // Create time getter
1415 g_timegetter = new IrrlichtTimeGetter(device);
1417 // Create game callback for menus
1418 g_gamecallback = new MainGameCallback(device);
1421 Speed tests (done after irrlicht is loaded to get timer)
1423 if(cmd_args.getFlag("speedtests"))
1425 dstream<<"Running speed tests"<<std::endl;
1430 device->setResizable(true);
1432 bool random_input = g_settings->getBool("random_input")
1433 || cmd_args.getFlag("random-input");
1434 InputHandler *input = NULL;
1436 input = new RandomInputHandler();
1438 input = new RealInputHandler(device, &receiver);
1440 scene::ISceneManager* smgr = device->getSceneManager();
1442 guienv = device->getGUIEnvironment();
1443 gui::IGUISkin* skin = guienv->getSkin();
1444 gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
1446 skin->setFont(font);
1448 errorstream<<"WARNING: Font file was not found."
1449 " Using default font."<<std::endl;
1450 // If font was not found, this will get us one
1451 font = skin->getFont();
1454 u32 text_height = font->getDimension(L"Hello, world!").Height;
1455 infostream<<"text_height="<<text_height<<std::endl;
1457 //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
1458 skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
1459 //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
1460 //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
1461 skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
1462 skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
1469 If an error occurs, this is set to something and the
1470 menu-game loop is restarted. It is then displayed before
1473 std::wstring error_message = L"";
1475 // The password entered during the menu screen,
1476 std::string password;
1481 while(device->run() && kill == false)
1484 // This is used for catching disconnects
1489 Clear everything from the GUIEnvironment
1494 We need some kind of a root node to be able to add
1495 custom gui elements directly on the screen.
1496 Otherwise they won't be automatically drawn.
1498 guiroot = guienv->addStaticText(L"",
1499 core::rect<s32>(0, 0, 10000, 10000));
1502 Out-of-game menu loop.
1504 Loop quits when menu returns proper parameters.
1506 while(kill == false)
1508 // Cursor can be non-visible when coming from the game
1509 device->getCursorControl()->setVisible(true);
1510 // Some stuff are left to scene manager when coming from the game
1513 // Reset or hide the debug gui texts
1514 /*guitext->setText(L"Minetest-c55");
1515 guitext2->setVisible(false);
1516 guitext_info->setVisible(false);
1517 guitext_chat->setVisible(false);*/
1519 // Initialize menu data
1520 MainMenuData menudata;
1521 menudata.address = narrow_to_wide(address);
1522 menudata.name = narrow_to_wide(playername);
1523 menudata.port = narrow_to_wide(itos(port));
1524 menudata.fancy_trees = g_settings->getBool("new_style_leaves");
1525 menudata.smooth_lighting = g_settings->getBool("smooth_lighting");
1526 menudata.clouds_3d = g_settings->getBool("enable_3d_clouds");
1527 menudata.opaque_water = g_settings->getBool("opaque_water");
1528 menudata.creative_mode = g_settings->getBool("creative_mode");
1529 menudata.enable_damage = g_settings->getBool("enable_damage");
1532 new GUIMainMenu(guienv, guiroot, -1,
1533 &g_menumgr, &menudata, g_gamecallback);
1534 menu->allowFocusRemoval(true);
1536 if(error_message != L"")
1538 errorstream<<"error_message = "
1539 <<wide_to_narrow(error_message)<<std::endl;
1541 GUIMessageMenu *menu2 =
1542 new GUIMessageMenu(guienv, guiroot, -1,
1543 &g_menumgr, error_message.c_str());
1545 error_message = L"";
1548 video::IVideoDriver* driver = device->getVideoDriver();
1550 infostream<<"Created main menu"<<std::endl;
1552 while(device->run() && kill == false)
1554 if(menu->getStatus() == true)
1557 //driver->beginScene(true, true, video::SColor(255,0,0,0));
1558 driver->beginScene(true, true, video::SColor(255,128,128,128));
1560 drawMenuBackground(driver);
1566 // On some computers framerate doesn't seem to be
1567 // automatically limited
1571 // Break out of menu-game loop to shut down cleanly
1572 if(device->run() == false || kill == true)
1575 infostream<<"Dropping main menu"<<std::endl;
1579 // Delete map if requested
1580 if(menudata.delete_map)
1582 bool r = fs::RecursiveDeleteContent(map_dir);
1584 error_message = L"Delete failed";
1588 playername = wide_to_narrow(menudata.name);
1590 password = translatePassword(playername, menudata.password);
1592 //infostream<<"Main: password hash: '"<<password<<"'"<<std::endl;
1594 address = wide_to_narrow(menudata.address);
1595 int newport = stoi(wide_to_narrow(menudata.port));
1598 g_settings->set("new_style_leaves", itos(menudata.fancy_trees));
1599 g_settings->set("smooth_lighting", itos(menudata.smooth_lighting));
1600 g_settings->set("enable_3d_clouds", itos(menudata.clouds_3d));
1601 g_settings->set("opaque_water", itos(menudata.opaque_water));
1602 g_settings->set("creative_mode", itos(menudata.creative_mode));
1603 g_settings->set("enable_damage", itos(menudata.enable_damage));
1605 // NOTE: These are now checked server side; no need to do it
1606 // here, so let's not do it here.
1607 /*// Check for valid parameters, restart menu if invalid.
1608 if(playername == "")
1610 error_message = L"Name required.";
1613 // Check that name has only valid chars
1614 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
1616 error_message = L"Characters allowed: "
1617 +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
1622 g_settings->set("name", playername);
1623 g_settings->set("address", address);
1624 g_settings->set("port", itos(port));
1625 // Update configuration file
1626 if(configpath != "")
1627 g_settings->updateConfigFile(configpath.c_str());
1633 // Break out of menu-game loop to shut down cleanly
1634 if(device->run() == false)
1656 catch(con::PeerNotFoundException &e)
1658 errorstream<<"Connection error (timed out?)"<<std::endl;
1659 error_message = L"Connection error (timed out?)";
1661 catch(SocketException &e)
1663 errorstream<<"Socket error (port already in use?)"<<std::endl;
1664 error_message = L"Socket error (port already in use?)";
1668 errorstream<<e.what()<<std::endl;
1669 error_message = narrow_to_wide(e.what());
1672 catch(std::exception &e)
1674 std::string narrow_message = "Some exception, what()=\"";
1675 narrow_message += e.what();
1676 narrow_message += "\"";
1677 errorstream<<narrow_message<<std::endl;
1678 error_message = narrow_to_wide(narrow_message);
1687 In the end, delete the Irrlicht device.
1691 END_DEBUG_EXCEPTION_HANDLER(errorstream)
1693 debugstreams_deinit();