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 TODO: Move content_features to mapnode_content_features.{h,cpp} or so
370 Making it more portable:
371 ------------------------
373 Stuff to do before release:
374 ---------------------------
376 Fixes to the current release:
377 -----------------------------
379 Stuff to do after release:
380 ---------------------------
385 ======================================================================
391 #pragma message ("Disabling unit tests")
393 #warning "Disabling unit tests"
395 // Disable unit tests
396 #define ENABLE_TESTS 0
399 #define ENABLE_TESTS 1
403 #pragma comment(lib, "Irrlicht.lib")
404 //#pragma comment(lib, "jthread.lib")
405 #pragma comment(lib, "zlibwapi.lib")
406 #pragma comment(lib, "Shell32.lib")
407 // This would get rid of the console window
408 //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
415 #include "common_irrlicht.h"
419 #include "constants.h"
422 #include "guiMessageMenu.h"
425 #include "guiMainMenu.h"
427 #include "materials.h"
434 // This makes textures
435 ITextureSource *g_texturesource = NULL;
439 These are loaded from the config file.
443 // This is located in defaultsettings.cpp
444 extern void set_default_settings();
457 gui::IGUIEnvironment* guienv = NULL;
458 gui::IGUIStaticText *guiroot = NULL;
460 MainMenuManager g_menumgr;
464 return (g_menumgr.menuCount() == 0);
467 // Passed to menus to allow disconnecting and exiting
469 MainGameCallback *g_gamecallback = NULL;
476 std::ostream *dout_con_ptr = &dummyout;
477 std::ostream *derr_con_ptr = &dstream_no_stderr;
478 //std::ostream *dout_con_ptr = &dstream_no_stderr;
479 //std::ostream *derr_con_ptr = &dstream_no_stderr;
480 //std::ostream *dout_con_ptr = &dstream;
481 //std::ostream *derr_con_ptr = &dstream;
484 std::ostream *dout_server_ptr = &dstream;
485 std::ostream *derr_server_ptr = &dstream;
488 std::ostream *dout_client_ptr = &dstream;
489 std::ostream *derr_client_ptr = &dstream;
492 gettime.h implementation
495 // A small helper class
499 virtual u32 getTime() = 0;
502 // A precise irrlicht one
503 class IrrlichtTimeGetter: public TimeGetter
506 IrrlichtTimeGetter(IrrlichtDevice *device):
513 return m_device->getTimer()->getRealTime();
516 IrrlichtDevice *m_device;
518 // Not so precise one which works without irrlicht
519 class SimpleTimeGetter: public TimeGetter
524 return porting::getTimeMs();
528 // A pointer to a global instance of the time getter
530 TimeGetter *g_timegetter = NULL;
534 if(g_timegetter == NULL)
536 return g_timegetter->getTime();
540 Event handler for Irrlicht
542 NOTE: Everything possible should be moved out from here,
543 probably to InputHandler and the_game
546 class MyEventReceiver : public IEventReceiver
549 // This is the one method that we have to implement
550 virtual bool OnEvent(const SEvent& event)
553 React to nothing here if a menu is active
555 if(noMenuActive() == false)
560 // Remember whether each key is down or up
561 if(event.EventType == irr::EET_KEY_INPUT_EVENT)
563 keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
565 if(event.KeyInput.PressedDown)
566 keyWasDown[event.KeyInput.Key] = true;
569 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
571 if(noMenuActive() == false)
574 middle_active = false;
575 right_active = false;
579 //dstream<<"MyEventReceiver: mouse input"<<std::endl;
580 left_active = event.MouseInput.isLeftPressed();
581 middle_active = event.MouseInput.isMiddlePressed();
582 right_active = event.MouseInput.isRightPressed();
584 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
588 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
592 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
596 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
598 rightreleased = true;
600 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
602 mouse_wheel += event.MouseInput.Wheel;
610 bool IsKeyDown(EKEY_CODE keyCode) const
612 return keyIsDown[keyCode];
615 // Checks whether a key was down and resets the state
616 bool WasKeyDown(EKEY_CODE keyCode)
618 bool b = keyWasDown[keyCode];
619 keyWasDown[keyCode] = false;
632 for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)
634 keyIsDown[i] = false;
635 keyWasDown[i] = false;
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
670 bool keyIsDown[KEY_KEY_CODES_COUNT];
671 // Whether a key has been pressed or not
672 bool keyWasDown[KEY_KEY_CODES_COUNT];
676 Separated input handler
679 class RealInputHandler : public InputHandler
682 RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
687 virtual bool isKeyDown(EKEY_CODE keyCode)
689 return m_receiver->IsKeyDown(keyCode);
691 virtual bool wasKeyDown(EKEY_CODE 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;
772 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
775 virtual bool isKeyDown(EKEY_CODE keyCode)
777 return keydown[keyCode];
779 virtual bool wasKeyDown(EKEY_CODE keyCode)
783 virtual v2s32 getMousePos()
787 virtual void setMousePos(s32 x, s32 y)
789 mousepos = v2s32(x,y);
792 virtual bool getLeftState()
796 virtual bool getRightState()
801 virtual bool getLeftClicked()
805 virtual bool getRightClicked()
809 virtual void resetLeftClicked()
813 virtual void resetRightClicked()
815 rightclicked = false;
818 virtual bool getLeftReleased()
822 virtual bool getRightReleased()
824 return rightreleased;
826 virtual void resetLeftReleased()
828 leftreleased = false;
830 virtual void resetRightReleased()
832 rightreleased = false;
835 virtual s32 getMouseWheel()
840 virtual void step(float dtime)
843 static float counter1 = 0;
847 counter1 = 0.1*Rand(1, 40);
848 keydown[getKeySetting("keymap_jump")] =
849 !keydown[getKeySetting("keymap_jump")];
853 static float counter1 = 0;
857 counter1 = 0.1*Rand(1, 40);
858 keydown[getKeySetting("keymap_special1")] =
859 !keydown[getKeySetting("keymap_special1")];
863 static float counter1 = 0;
867 counter1 = 0.1*Rand(1, 40);
868 keydown[getKeySetting("keymap_forward")] =
869 !keydown[getKeySetting("keymap_forward")];
873 static float counter1 = 0;
877 counter1 = 0.1*Rand(1, 40);
878 keydown[getKeySetting("keymap_left")] =
879 !keydown[getKeySetting("keymap_left")];
883 static float counter1 = 0;
887 counter1 = 0.1*Rand(1, 20);
888 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
892 static float counter1 = 0;
896 counter1 = 0.1*Rand(1, 30);
897 leftdown = !leftdown;
905 static float counter1 = 0;
909 counter1 = 0.1*Rand(1, 15);
910 rightdown = !rightdown;
914 rightreleased = true;
917 mousepos += mousespeed;
920 s32 Rand(s32 min, s32 max)
922 return (myrand()%(max-min+1))+min;
925 bool keydown[KEY_KEY_CODES_COUNT];
936 // These are defined global so that they're not optimized too much.
937 // Can't change them to volatile.
942 std::string tempstring;
943 std::string tempstring2;
948 dstream<<"The following test should take around 20ms."<<std::endl;
949 TimeTaker timer("Testing std::string speed");
950 const u32 jj = 10000;
951 for(u32 j=0; j<jj; j++)
956 for(u32 i=0; i<ii; i++){
957 tempstring2 += "asd";
959 for(u32 i=0; i<ii+1; i++){
961 if(tempstring == tempstring2)
967 dstream<<"All of the following tests should take around 100ms each."
971 TimeTaker timer("Testing floating-point conversion speed");
973 for(u32 i=0; i<4000000; i++){
980 TimeTaker timer("Testing floating-point vector speed");
982 tempv3f1 = v3f(1,2,3);
983 tempv3f2 = v3f(4,5,6);
984 for(u32 i=0; i<10000000; i++){
985 tempf += tempv3f1.dotProduct(tempv3f2);
986 tempv3f2 += v3f(7,8,9);
991 TimeTaker timer("Testing core::map speed");
993 core::map<v2s16, f32> map1;
996 for(s16 y=0; y<ii; y++){
997 for(s16 x=0; x<ii; x++){
998 map1.insert(v2s16(x,y), tempf);
1002 for(s16 y=ii-1; y>=0; y--){
1003 for(s16 x=0; x<ii; x++){
1004 tempf = map1[v2s16(x,y)];
1010 dstream<<"Around 5000/ms should do well here."<<std::endl;
1011 TimeTaker timer("Testing mutex speed");
1025 while(timer.getTime() < 10);
1027 u32 dtime = timer.stop();
1028 u32 per_ms = n / dtime;
1029 std::cout<<"Done. "<<dtime<<"ms, "
1030 <<per_ms<<"/ms"<<std::endl;
1034 void drawMenuBackground(video::IVideoDriver* driver)
1036 core::dimension2d<u32> screensize = driver->getScreenSize();
1038 video::ITexture *bgtexture =
1039 driver->getTexture(getTexturePath("mud.png").c_str());
1042 s32 texturesize = 128;
1043 s32 tiled_y = screensize.Height / texturesize + 1;
1044 s32 tiled_x = screensize.Width / texturesize + 1;
1046 for(s32 y=0; y<tiled_y; y++)
1047 for(s32 x=0; x<tiled_x; x++)
1049 core::rect<s32> rect(0,0,texturesize,texturesize);
1050 rect += v2s32(x*texturesize, y*texturesize);
1051 driver->draw2DImage(bgtexture, rect,
1052 core::rect<s32>(core::position2d<s32>(0,0),
1053 core::dimension2di(bgtexture->getSize())),
1058 video::ITexture *logotexture =
1059 driver->getTexture(getTexturePath("menulogo.png").c_str());
1062 v2s32 logosize(logotexture->getOriginalSize().Width,
1063 logotexture->getOriginalSize().Height);
1066 video::SColor bgcolor(255,50,50,50);
1067 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
1068 screensize.Width, screensize.Height);
1069 driver->draw2DRectangle(bgcolor, bgrect, NULL);
1071 core::rect<s32> rect(0,0,logosize.X,logosize.Y);
1072 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
1073 rect -= v2s32(logosize.X/2, 0);
1074 driver->draw2DImage(logotexture, rect,
1075 core::rect<s32>(core::position2d<s32>(0,0),
1076 core::dimension2di(logotexture->getSize())),
1081 int main(int argc, char *argv[])
1087 // Set locale. This is for forcing '.' as the decimal point.
1088 std::locale::global(std::locale("C"));
1089 // This enables printing all characters in bitmap font
1090 setlocale(LC_CTYPE, "en_US");
1096 // List all allowed options
1097 core::map<std::string, ValueSpec> allowed_options;
1098 allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));
1099 allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
1100 "Run server directly"));
1101 allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
1102 "Load configuration from specified file"));
1103 allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));
1104 allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));
1105 allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));
1106 allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));
1107 allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));
1108 allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));
1110 allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));
1112 allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));
1116 bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
1118 if(ret == false || cmd_args.getFlag("help"))
1120 dstream<<"Allowed options:"<<std::endl;
1121 for(core::map<std::string, ValueSpec>::Iterator
1122 i = allowed_options.getIterator();
1123 i.atEnd() == false; i++)
1125 dstream<<" --"<<i.getNode()->getKey();
1126 if(i.getNode()->getValue().type == VALUETYPE_FLAG)
1131 dstream<<" <value>";
1135 if(i.getNode()->getValue().help != NULL)
1137 dstream<<" "<<i.getNode()->getValue().help
1142 return cmd_args.getFlag("help") ? 0 : 1;
1146 Low-level initialization
1149 bool disable_stderr = false;
1151 if(cmd_args.getFlag("dstream-on-stderr") == false)
1152 disable_stderr = true;
1155 porting::signal_handler_init();
1156 bool &kill = *porting::signal_handler_killstatus();
1158 // Initialize porting::path_data and porting::path_userdata
1159 porting::initializePaths();
1161 // Create user data directory
1162 fs::CreateDir(porting::path_userdata);
1164 init_gettext((porting::path_data+"/../locale").c_str());
1166 // Initialize debug streams
1168 std::string debugfile = DEBUGFILE;
1170 std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;
1172 debugstreams_init(disable_stderr, debugfile.c_str());
1173 // Initialize debug stacks
1174 debug_stacks_init();
1176 DSTACK(__FUNCTION_NAME);
1178 // Init material properties table
1179 //initializeMaterialProperties();
1182 BEGIN_DEBUG_EXCEPTION_HANDLER
1184 // Print startup message
1185 dstream<<DTIME<<PROJECT_NAME
1186 " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
1191 Basic initialization
1194 // Initialize default settings
1195 set_default_settings();
1197 // Initialize sockets
1199 atexit(sockets_cleanup);
1205 // Path of configuration file in use
1206 std::string configpath = "";
1208 if(cmd_args.exists("config"))
1210 bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());
1213 dstream<<"Could not read configuration from \""
1214 <<cmd_args.get("config")<<"\""<<std::endl;
1217 configpath = cmd_args.get("config");
1221 core::array<std::string> filenames;
1222 filenames.push_back(porting::path_userdata + "/minetest.conf");
1224 filenames.push_back(porting::path_userdata + "/../minetest.conf");
1227 for(u32 i=0; i<filenames.size(); i++)
1229 bool r = g_settings.readConfigFile(filenames[i].c_str());
1232 configpath = filenames[i];
1237 // If no path found, use the first one (menu creates the file)
1238 if(configpath == "")
1239 configpath = filenames[0];
1242 // Initialize random seed
1247 Pre-initialize some stuff with a dummy irrlicht wrapper.
1249 These are needed for unit tests at least.
1252 // Initial call with g_texturesource not set.
1259 if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
1260 || cmd_args.getFlag("enable-unittests") == true)
1265 /*for(s16 y=-100; y<100; y++)
1266 for(s16 x=-100; x<100; x++)
1268 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
1278 if(cmd_args.exists("port"))
1279 port = cmd_args.getU16("port");
1280 else if(g_settings.exists("port"))
1281 port = g_settings.getU16("port");
1286 std::string map_dir = porting::path_userdata+"/world";
1287 if(cmd_args.exists("map-dir"))
1288 map_dir = cmd_args.get("map-dir");
1289 else if(g_settings.exists("map-dir"))
1290 map_dir = g_settings.get("map-dir");
1292 // Run dedicated server if asked to
1293 if(cmd_args.getFlag("server"))
1295 DSTACK("Dedicated server branch");
1297 // Create time getter
1298 g_timegetter = new SimpleTimeGetter();
1301 Server server(map_dir.c_str());
1305 dedicated_server_loop(server, kill);
1315 // Address to connect to
1316 std::string address = "";
1318 if(cmd_args.exists("address"))
1320 address = cmd_args.get("address");
1324 address = g_settings.get("address");
1327 std::string playername = g_settings.get("name");
1330 Device initialization
1333 // Resolution selection
1335 bool fullscreen = false;
1336 u16 screenW = g_settings.getU16("screenW");
1337 u16 screenH = g_settings.getU16("screenH");
1341 video::E_DRIVER_TYPE driverType;
1343 std::string driverstring = g_settings.get("video_driver");
1345 if(driverstring == "null")
1346 driverType = video::EDT_NULL;
1347 else if(driverstring == "software")
1348 driverType = video::EDT_SOFTWARE;
1349 else if(driverstring == "burningsvideo")
1350 driverType = video::EDT_BURNINGSVIDEO;
1351 else if(driverstring == "direct3d8")
1352 driverType = video::EDT_DIRECT3D8;
1353 else if(driverstring == "direct3d9")
1354 driverType = video::EDT_DIRECT3D9;
1355 else if(driverstring == "opengl")
1356 driverType = video::EDT_OPENGL;
1359 dstream<<"WARNING: Invalid video_driver specified; defaulting "
1360 "to opengl"<<std::endl;
1361 driverType = video::EDT_OPENGL;
1365 Create device and exit if creation failed
1368 MyEventReceiver receiver;
1370 IrrlichtDevice *device;
1371 device = createDevice(driverType,
1372 core::dimension2d<u32>(screenW, screenH),
1373 16, fullscreen, false, false, &receiver);
1376 return 1; // could not create selected driver.
1378 // Set device in game parameters
1381 // Set the window caption
1382 device->setWindowCaption(L"Minetest [Main Menu]");
1384 // Create time getter
1385 g_timegetter = new IrrlichtTimeGetter(device);
1387 // Create game callback for menus
1388 g_gamecallback = new MainGameCallback(device);
1390 // Create texture source
1391 g_texturesource = new TextureSource(device);
1394 Speed tests (done after irrlicht is loaded to get timer)
1396 if(cmd_args.getFlag("speedtests"))
1398 dstream<<"Running speed tests"<<std::endl;
1403 device->setResizable(true);
1405 bool random_input = g_settings.getBool("random_input")
1406 || cmd_args.getFlag("random-input");
1407 InputHandler *input = NULL;
1409 input = new RandomInputHandler();
1411 input = new RealInputHandler(device, &receiver);
1414 Continue initialization
1417 //video::IVideoDriver* driver = device->getVideoDriver();
1420 This changes the minimum allowed number of vertices in a VBO.
1423 //driver->setMinHardwareBufferVertexCount(50);
1425 scene::ISceneManager* smgr = device->getSceneManager();
1427 guienv = device->getGUIEnvironment();
1428 gui::IGUISkin* skin = guienv->getSkin();
1429 gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
1431 skin->setFont(font);
1433 dstream<<"WARNING: Font file was not found."
1434 " Using default font."<<std::endl;
1435 // If font was not found, this will get us one
1436 font = skin->getFont();
1439 u32 text_height = font->getDimension(L"Hello, world!").Height;
1440 dstream<<"text_height="<<text_height<<std::endl;
1442 //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
1443 skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
1444 //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
1445 //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
1446 skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
1447 skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
1450 Preload some textures and stuff
1453 init_mapnode(); // Second call with g_texturesource set
1461 If an error occurs, this is set to something and the
1462 menu-game loop is restarted. It is then displayed before
1465 std::wstring error_message = L"";
1467 // The password entered during the menu screen,
1468 std::string password;
1473 while(device->run() && kill == false)
1476 // This is used for catching disconnects
1481 Clear everything from the GUIEnvironment
1486 We need some kind of a root node to be able to add
1487 custom gui elements directly on the screen.
1488 Otherwise they won't be automatically drawn.
1490 guiroot = guienv->addStaticText(L"",
1491 core::rect<s32>(0, 0, 10000, 10000));
1494 Out-of-game menu loop.
1496 Loop quits when menu returns proper parameters.
1498 while(kill == false)
1500 // Cursor can be non-visible when coming from the game
1501 device->getCursorControl()->setVisible(true);
1502 // Some stuff are left to scene manager when coming from the game
1505 // Reset or hide the debug gui texts
1506 /*guitext->setText(L"Minetest-c55");
1507 guitext2->setVisible(false);
1508 guitext_info->setVisible(false);
1509 guitext_chat->setVisible(false);*/
1511 // Initialize menu data
1512 MainMenuData menudata;
1513 menudata.address = narrow_to_wide(address);
1514 menudata.name = narrow_to_wide(playername);
1515 menudata.port = narrow_to_wide(itos(port));
1516 menudata.fancy_trees = g_settings.getBool("new_style_leaves");
1517 menudata.smooth_lighting = g_settings.getBool("smooth_lighting");
1518 menudata.creative_mode = g_settings.getBool("creative_mode");
1519 menudata.enable_damage = g_settings.getBool("enable_damage");
1522 new GUIMainMenu(guienv, guiroot, -1,
1523 &g_menumgr, &menudata, g_gamecallback);
1524 menu->allowFocusRemoval(true);
1526 if(error_message != L"")
1528 dstream<<"WARNING: error_message = "
1529 <<wide_to_narrow(error_message)<<std::endl;
1531 GUIMessageMenu *menu2 =
1532 new GUIMessageMenu(guienv, guiroot, -1,
1533 &g_menumgr, error_message.c_str());
1535 error_message = L"";
1538 video::IVideoDriver* driver = device->getVideoDriver();
1540 dstream<<"Created main menu"<<std::endl;
1542 while(device->run() && kill == false)
1544 if(menu->getStatus() == true)
1547 //driver->beginScene(true, true, video::SColor(255,0,0,0));
1548 driver->beginScene(true, true, video::SColor(255,128,128,128));
1550 drawMenuBackground(driver);
1556 // On some computers framerate doesn't seem to be
1557 // automatically limited
1561 // Break out of menu-game loop to shut down cleanly
1562 if(device->run() == false || kill == true)
1565 dstream<<"Dropping main menu"<<std::endl;
1569 // Delete map if requested
1570 if(menudata.delete_map)
1572 bool r = fs::RecursiveDeleteContent(map_dir);
1574 error_message = L"Delete failed";
1578 playername = wide_to_narrow(menudata.name);
1580 password = translatePassword(playername, menudata.password);
1582 address = wide_to_narrow(menudata.address);
1583 int newport = stoi(wide_to_narrow(menudata.port));
1586 g_settings.set("new_style_leaves", itos(menudata.fancy_trees));
1587 g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));
1588 g_settings.set("creative_mode", itos(menudata.creative_mode));
1589 g_settings.set("enable_damage", itos(menudata.enable_damage));
1591 // NOTE: These are now checked server side; no need to do it
1592 // here, so let's not do it here.
1593 /*// Check for valid parameters, restart menu if invalid.
1594 if(playername == "")
1596 error_message = L"Name required.";
1599 // Check that name has only valid chars
1600 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
1602 error_message = L"Characters allowed: "
1603 +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
1608 g_settings.set("name", playername);
1609 g_settings.set("address", address);
1610 g_settings.set("port", itos(port));
1611 // Update configuration file
1612 if(configpath != "")
1613 g_settings.updateConfigFile(configpath.c_str());
1619 // Break out of menu-game loop to shut down cleanly
1620 if(device->run() == false)
1623 // Initialize mapnode again to enable changed graphics settings
1644 catch(con::PeerNotFoundException &e)
1646 dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;
1647 error_message = L"Connection error (timed out?)";
1649 catch(SocketException &e)
1651 dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;
1652 error_message = L"Socket error (port already in use?)";
1655 catch(std::exception &e)
1657 std::string narrow_message = "Some exception, what()=\"";
1658 narrow_message += e.what();
1659 narrow_message += "\"";
1660 dstream<<DTIME<<narrow_message<<std::endl;
1661 error_message = narrow_to_wide(narrow_message);
1670 In the end, delete the Irrlicht device.
1674 END_DEBUG_EXCEPTION_HANDLER
1676 debugstreams_deinit();