3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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5 This program is free software; you can redistribute it and/or modify
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6 it under the terms of the GNU General Public License as published by
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7 the Free Software Foundation; either version 2 of the License, or
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8 (at your option) any later version.
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10 This program is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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13 GNU General Public License for more details.
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15 You should have received a copy of the GNU General Public License along
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16 with this program; if not, write to the Free Software Foundation, Inc.,
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17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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21 =============================== NOTES ==============================
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22 NOTE: Things starting with TODO are sometimes only suggestions.
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24 NOTE: iostream.imbue(std::locale("C")) is very slow
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25 NOTE: Global locale is now set at initialization
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27 NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the
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28 hardware buffer (it is not freed automatically)
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30 Old, wild and random suggestions that probably won't be done:
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31 -------------------------------------------------------------
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33 SUGG: If player is on ground, mainly fetch ground-level blocks
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35 SUGG: Expose Connection's seqnums and ACKs to server and client.
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36 - This enables saving many packets and making a faster connection
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37 - This also enables server to check if client has received the
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38 most recent block sent, for example.
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39 SUGG: Add a sane bandwidth throttling system to Connection
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41 SUGG: More fine-grained control of client's dumping of blocks from
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43 - ...What does this mean in the first place?
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45 SUGG: A map editing mode (similar to dedicated server mode)
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47 SUGG: Transfer more blocks in a single packet
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48 SUGG: A blockdata combiner class, to which blocks are added and at
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49 destruction it sends all the stuff in as few packets as possible.
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50 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
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51 it by sending more stuff in a single packet.
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52 - Add a packet queue to RemoteClient, from which packets will be
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53 combined with object data packets
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54 - This is not exactly trivial: the object data packets are
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55 sometimes very big by themselves
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56 - This might not give much network performance gain though.
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58 SUGG: Precalculate lighting translation table at runtime (at startup)
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59 - This is not doable because it is currently hand-made and not
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60 based on some mathematical function.
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61 - Note: This has been changing lately
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63 SUGG: A version number to blocks, which increments when the block is
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64 modified (node add/remove, water update, lighting update)
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65 - This can then be used to make sure the most recent version of
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66 a block has been sent to client, for example
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68 SUGG: Make the amount of blocks sending to client and the total
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69 amount of blocks dynamically limited. Transferring blocks is the
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70 main network eater of this system, so it is the one that has
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71 to be throttled so that RTTs stay low.
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73 SUGG: Meshes of blocks could be split into 6 meshes facing into
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74 different directions and then only those drawn that need to be
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76 SUGG: Calculate lighting per vertex to get a lighting effect like in
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79 SUGG: Background music based on cellular automata?
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80 http://www.earslap.com/projectslab/otomata
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82 SUGG: Simple light color information to air
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84 SUGG: Server-side objects could be moved based on nodes to enable very
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85 lightweight operation and simple AI
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86 - Not practical; client would still need to show smooth movement.
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88 SUGG: Make a system for pregenerating quick information for mapblocks, so
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89 that the client can show them as cubes before they are actually sent
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92 SUGG: Erosion simulation at map generation time
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93 - Simulate water flows, which would carve out dirt fast and
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94 then turn stone into gravel and sand and relocate it.
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95 - How about relocating minerals, too? Coal and gold in
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96 downstream sand and gravel would be kind of cool
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97 - This would need a better way of handling minerals, mainly
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98 to have mineral content as a separate field. the first
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99 parameter field is free for this.
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100 - Simulate rock falling from cliffs when water has removed
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101 enough solid rock from the bottom
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106 - Aim for something like controlling a single dwarf in Dwarf Fortress
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107 - The player could go faster by a crafting a boat, or riding an animal
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108 - Random NPC traders. what else?
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113 - When furnace is destroyed, move items to player's inventory
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114 - Add lots of stuff
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116 - Growing grass, decaying leaves
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117 - This can be done in the active blocks I guess.
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118 - Lots of stuff can be done in the active blocks.
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119 - Uh, is there an active block list somewhere? I think not. Add it.
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120 - Breaking weak structures
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121 - This can probably be accomplished in the same way as grass
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122 - Player health points
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123 - When player dies, throw items on map (needs better item-on-map
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125 - Cobble to get mossy if near water
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126 - More slots in furnace source list, so that multiple ingredients
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130 - The Treasure Guard; a big monster with a hammer
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131 - The hammer does great damage, shakes the ground and removes a block
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132 - You can drop on top of it, and have some time to attack there
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133 before he shakes you off
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135 - Maybe the difficulty could come from monsters getting tougher in
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136 far-away places, and the player starting to need something from
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137 there when time goes by.
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138 - The player would have some of that stuff at the beginning, and
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139 would need new supplies of it when it runs out
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142 - A spread-items-on-map routine for the bomb, and for dying players
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145 - Proper sword swing simulation
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146 - Player should get damage from colliding to a wall at high speed
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151 Build system / running:
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152 -----------------------
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154 Networking and serialization:
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155 -----------------------------
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157 SUGG: Fix address to be ipv6 compatible
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165 SUGG: Combine MapBlock's face caches to so big pieces that VBO
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167 - That is >500 vertices
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168 - This is not easy; all the MapBlocks close to the player would
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169 still need to be drawn separately and combining the blocks
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170 would have to happen in a background thread
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172 SUGG: Make fetching sector's blocks more efficient when rendering
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173 sectors that have very large amounts of blocks (on client)
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174 - Is this necessary at all?
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176 TODO: Flowing water animation
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178 SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
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179 animating them is easier.
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181 SUGG: Option for enabling proper alpha channel for textures
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182 TODO: A setting for enabling bilinear filtering for textures
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184 TODO: Better control of draw_control.wanted_max_blocks
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186 TODO: Further investigate the use of GPU lighting in addition to the
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195 TODO: Untie client network operations from framerate
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196 - Needs some input queues or something
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197 - This won't give much performance boost because calculating block
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198 meshes takes so long
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200 SUGG: Make morning and evening transition more smooth and maybe shorter
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202 TODO: Don't update all meshes always on single node changes, but
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203 check which ones should be updated
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204 - implement Map::updateNodeMeshes() and the usage of it
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205 - It will give almost always a 4x boost in mesh update performance.
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209 - Tool/weapon visualization
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211 FIXME: When disconnected to the menu, memory is not freed properly
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213 TODO: Investigate how much the mesh generator thread gets used when
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214 transferring map data
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219 SUGG: Make an option to the server to disable building and digging near
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220 the starting position
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222 FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
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224 * Fix the problem with the server constantly saving one or a few
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225 blocks? List the first saved block, maybe it explains.
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226 - It is probably caused by oscillating water
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227 * Make a small history check to transformLiquids to detect and log
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228 continuous oscillations, in such detail that they can be fixed.
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230 FIXME: The new optimized map sending doesn't sometimes send enough blocks
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231 from big caves and such
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232 FIXME: Block send distance configuration does not take effect for some reason
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234 TODO: Map saving should be done by EmergeThread
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236 SUGG: Map unloading based on sector reference is not very good, it keeps
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237 unnecessary stuff in memory. I guess. Investigate this.
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239 TODO: When block is placed and it has param_type==CPT_FACEDIR_SIMPLE, set
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240 the direction accordingly.
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245 TODO: A list of "active blocks" in which stuff happens. (+=done)
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246 + Add a never-resetted game timer to the server
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247 + Add a timestamp value to blocks
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248 + The simple rule: All blocks near some player are "active"
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249 - Do stuff in real time in active blocks
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251 TODO: Make proper hooks in here
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252 - Grow grass, delete leaves without a tree
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253 - Spawn some mobs based on some rules
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254 - Transform cobble to mossy cobble near water
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255 - Run a custom script
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256 - ...And all kinds of other dynamic stuff
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257 + Keep track of when a block becomes active and becomes inactive
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258 + When a block goes inactive:
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259 + Store objects statically to block
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260 + Store timer value as the timestamp
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261 + When a block goes active:
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262 + Create active objects out of static objects
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263 TODO: Make proper hooks in here
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264 - Simulate the results of what would have happened if it would have
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265 been active for all the time
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266 - Grow a lot of grass and so on
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267 + Initially it is fine to send information about every active object
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268 to every player. Eventually it should be modified to only send info
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269 about the nearest ones.
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270 + This was left to be done by the old system and it sends only the
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276 TODO: Get rid of MapBlockObjects and use only ActiveObjects
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277 - Skipping the MapBlockObject data is nasty - there is no "total
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278 length" stored; have to make a SkipMBOs function which contains
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279 enough of the current code to skip them properly.
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281 SUGG: MovingObject::move and Player::move are basically the same.
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283 - NOTE: Player::move is more up-to-date.
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284 - NOTE: There is a simple move implementation now in collision.{h,cpp}
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285 - NOTE: MovingObject will be deleted (MapBlockObject)
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287 TODO: Add a long step function to objects that is called with the time
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288 difference when block activates
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293 TODO: Mineral and ground material properties
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294 - This way mineral ground toughness can be calculated with just
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295 some formula, as well as tool strengths
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296 - There are TODOs in appropriate files: material.h, content_mapnode.h
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298 TODO: Flowing water to actually contain flow direction information
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299 - There is a space for this - it just has to be implemented.
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301 SUGG: Try out the notch way of generating maps, that is, make bunches
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302 of low-res 3d noise and interpolate linearly.
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304 Mapgen v2 (the current one):
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305 * Possibly add some kind of erosion and other stuff
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306 * Better water generation (spread it to underwater caverns but don't
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307 fill dungeons that don't touch big water masses)
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308 * When generating a chunk and the neighboring chunk doesn't have mud
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309 and stuff yet and the ground is fairly flat, the mud will flow to
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310 the other chunk making nasty straight walls when the other chunk
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311 is generated. Fix it. Maybe just a special case if the ground is
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313 * Consider not updating this one and make a good mainly block-based
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316 SUGG: Make two "modified states", one that forces the block to be saved at
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317 the next save event, and one that makes the block to be saved at exit
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320 TODO: Add a not_fully_generated flag to MapBlock, which would be set for
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321 blocks that contain eg. trees from neighboring generations but haven't
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322 been generated itself. This is required for the future generator.
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326 - Make sure server handles removing grass when a block is placed (etc)
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327 - The client should not do it by itself
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328 - Block cube placement around player's head
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329 - Protocol version field
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330 - Consider getting some textures from cisoun's texture pack
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332 - Make sure the fence implementation and data format is good
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333 - Think about using same bits for material for fences and doors, for
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335 - Finish the ActiveBlockModifier stuff and use it for something
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336 - Move mineral to param2, increment map serialization version, add conversion
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338 TODO: Create a common interface-whatever-thing to implement custom
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339 special blocks with an inventory menu
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341 Making it more portable:
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342 ------------------------
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344 Stuff to do before release:
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345 ---------------------------
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347 Fixes to the current release:
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348 -----------------------------
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350 Stuff to do after release:
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351 ---------------------------
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353 ======================================================================
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359 #pragma message ("Disabling unit tests")
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361 #warning "Disabling unit tests"
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363 // Disable unit tests
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364 #define ENABLE_TESTS 0
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366 // Enable unit tests
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367 #define ENABLE_TESTS 1
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371 #pragma comment(lib, "Irrlicht.lib")
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372 //#pragma comment(lib, "jthread.lib")
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373 #pragma comment(lib, "zlibwapi.lib")
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374 #pragma comment(lib, "Shell32.lib")
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375 // This would get rid of the console window
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376 //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
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379 #include <iostream>
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381 //#include <jmutexautolock.h>
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382 #include <locale.h>
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384 #include "common_irrlicht.h"
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387 //#include "player.h"
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389 #include "server.h"
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390 //#include "client.h"
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391 #include "constants.h"
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392 #include "porting.h"
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393 #include "gettime.h"
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394 #include "guiMessageMenu.h"
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395 #include "filesys.h"
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396 #include "config.h"
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397 #include "guiMainMenu.h"
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398 #include "mineral.h"
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399 //#include "noise.h"
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400 //#include "tile.h"
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401 #include "materials.h"
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403 #include "keycode.h"
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405 // This makes textures
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406 ITextureSource *g_texturesource = NULL;
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410 These are loaded from the config file.
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413 Settings g_settings;
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414 // This is located in defaultsettings.cpp
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415 extern void set_default_settings();
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418 Profiler g_profiler;
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428 gui::IGUIEnvironment* guienv = NULL;
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429 gui::IGUIStaticText *guiroot = NULL;
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431 MainMenuManager g_menumgr;
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433 bool noMenuActive()
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435 return (g_menumgr.menuCount() == 0);
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438 // Passed to menus to allow disconnecting and exiting
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440 MainGameCallback *g_gamecallback = NULL;
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447 std::ostream *dout_con_ptr = &dummyout;
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448 std::ostream *derr_con_ptr = &dstream_no_stderr;
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449 //std::ostream *dout_con_ptr = &dstream_no_stderr;
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450 //std::ostream *derr_con_ptr = &dstream_no_stderr;
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451 //std::ostream *dout_con_ptr = &dstream;
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452 //std::ostream *derr_con_ptr = &dstream;
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455 std::ostream *dout_server_ptr = &dstream;
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456 std::ostream *derr_server_ptr = &dstream;
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459 std::ostream *dout_client_ptr = &dstream;
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460 std::ostream *derr_client_ptr = &dstream;
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463 gettime.h implementation
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466 // A small helper class
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470 virtual u32 getTime() = 0;
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473 // A precise irrlicht one
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474 class IrrlichtTimeGetter: public TimeGetter
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477 IrrlichtTimeGetter(IrrlichtDevice *device):
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482 if(m_device == NULL)
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484 return m_device->getTimer()->getRealTime();
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487 IrrlichtDevice *m_device;
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489 // Not so precise one which works without irrlicht
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490 class SimpleTimeGetter: public TimeGetter
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495 return porting::getTimeMs();
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499 // A pointer to a global instance of the time getter
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501 TimeGetter *g_timegetter = NULL;
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505 if(g_timegetter == NULL)
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507 return g_timegetter->getTime();
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511 Event handler for Irrlicht
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513 NOTE: Everything possible should be moved out from here,
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514 probably to InputHandler and the_game
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517 class MyEventReceiver : public IEventReceiver
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520 // This is the one method that we have to implement
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521 virtual bool OnEvent(const SEvent& event)
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524 React to nothing here if a menu is active
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526 if(noMenuActive() == false)
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531 // Remember whether each key is down or up
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532 if(event.EventType == irr::EET_KEY_INPUT_EVENT)
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534 keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
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536 if(event.KeyInput.PressedDown)
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537 keyWasDown[event.KeyInput.Key] = true;
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540 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
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542 if(noMenuActive() == false)
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544 left_active = false;
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545 middle_active = false;
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546 right_active = false;
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550 //dstream<<"MyEventReceiver: mouse input"<<std::endl;
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551 left_active = event.MouseInput.isLeftPressed();
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552 middle_active = event.MouseInput.isMiddlePressed();
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553 right_active = event.MouseInput.isRightPressed();
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555 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
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557 leftclicked = true;
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559 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
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561 rightclicked = true;
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563 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
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565 leftreleased = true;
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567 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
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569 rightreleased = true;
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571 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
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573 mouse_wheel += event.MouseInput.Wheel;
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581 bool IsKeyDown(EKEY_CODE keyCode) const
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583 return keyIsDown[keyCode];
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586 // Checks whether a key was down and resets the state
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587 bool WasKeyDown(EKEY_CODE keyCode)
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589 bool b = keyWasDown[keyCode];
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590 keyWasDown[keyCode] = false;
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594 s32 getMouseWheel()
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596 s32 a = mouse_wheel;
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603 for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)
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605 keyIsDown[i] = false;
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606 keyWasDown[i] = false;
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609 leftclicked = false;
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610 rightclicked = false;
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611 leftreleased = false;
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612 rightreleased = false;
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614 left_active = false;
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615 middle_active = false;
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616 right_active = false;
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629 bool rightreleased;
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632 bool middle_active;
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638 IrrlichtDevice *m_device;
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640 // The current state of keys
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641 bool keyIsDown[KEY_KEY_CODES_COUNT];
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642 // Whether a key has been pressed or not
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643 bool keyWasDown[KEY_KEY_CODES_COUNT];
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647 Separated input handler
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650 class RealInputHandler : public InputHandler
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653 RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
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655 m_receiver(receiver)
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658 virtual bool isKeyDown(EKEY_CODE keyCode)
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660 return m_receiver->IsKeyDown(keyCode);
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662 virtual bool wasKeyDown(EKEY_CODE keyCode)
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664 return m_receiver->WasKeyDown(keyCode);
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666 virtual v2s32 getMousePos()
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668 return m_device->getCursorControl()->getPosition();
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670 virtual void setMousePos(s32 x, s32 y)
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672 m_device->getCursorControl()->setPosition(x, y);
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675 virtual bool getLeftState()
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677 return m_receiver->left_active;
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679 virtual bool getRightState()
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681 return m_receiver->right_active;
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684 virtual bool getLeftClicked()
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686 return m_receiver->leftclicked;
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688 virtual bool getRightClicked()
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690 return m_receiver->rightclicked;
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692 virtual void resetLeftClicked()
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694 m_receiver->leftclicked = false;
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696 virtual void resetRightClicked()
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698 m_receiver->rightclicked = false;
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701 virtual bool getLeftReleased()
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703 return m_receiver->leftreleased;
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705 virtual bool getRightReleased()
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707 return m_receiver->rightreleased;
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709 virtual void resetLeftReleased()
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711 m_receiver->leftreleased = false;
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713 virtual void resetRightReleased()
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715 m_receiver->rightreleased = false;
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718 virtual s32 getMouseWheel()
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720 return m_receiver->getMouseWheel();
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725 m_receiver->clearInput();
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728 IrrlichtDevice *m_device;
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729 MyEventReceiver *m_receiver;
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732 class RandomInputHandler : public InputHandler
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735 RandomInputHandler()
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739 leftclicked = false;
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740 rightclicked = false;
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741 leftreleased = false;
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742 rightreleased = false;
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743 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
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744 keydown[i] = false;
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746 virtual bool isKeyDown(EKEY_CODE keyCode)
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748 return keydown[keyCode];
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750 virtual bool wasKeyDown(EKEY_CODE keyCode)
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754 virtual v2s32 getMousePos()
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758 virtual void setMousePos(s32 x, s32 y)
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760 mousepos = v2s32(x,y);
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763 virtual bool getLeftState()
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767 virtual bool getRightState()
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772 virtual bool getLeftClicked()
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774 return leftclicked;
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776 virtual bool getRightClicked()
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778 return rightclicked;
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780 virtual void resetLeftClicked()
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782 leftclicked = false;
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784 virtual void resetRightClicked()
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786 rightclicked = false;
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789 virtual bool getLeftReleased()
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791 return leftreleased;
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793 virtual bool getRightReleased()
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795 return rightreleased;
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797 virtual void resetLeftReleased()
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799 leftreleased = false;
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801 virtual void resetRightReleased()
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803 rightreleased = false;
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806 virtual s32 getMouseWheel()
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811 virtual void step(float dtime)
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814 static float counter1 = 0;
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818 counter1 = 0.1*Rand(1, 40);
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819 keydown[getKeySetting("keymap_jump")] =
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820 !keydown[getKeySetting("keymap_jump")];
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824 static float counter1 = 0;
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828 counter1 = 0.1*Rand(1, 40);
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829 keydown[getKeySetting("keymap_special1")] =
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830 !keydown[getKeySetting("keymap_special1")];
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834 static float counter1 = 0;
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838 counter1 = 0.1*Rand(1, 40);
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839 keydown[getKeySetting("keymap_forward")] =
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840 !keydown[getKeySetting("keymap_forward")];
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844 static float counter1 = 0;
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848 counter1 = 0.1*Rand(1, 40);
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849 keydown[getKeySetting("keymap_left")] =
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850 !keydown[getKeySetting("keymap_left")];
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854 static float counter1 = 0;
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858 counter1 = 0.1*Rand(1, 20);
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859 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
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863 static float counter1 = 0;
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867 counter1 = 0.1*Rand(1, 30);
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868 leftdown = !leftdown;
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870 leftclicked = true;
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872 leftreleased = true;
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876 static float counter1 = 0;
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880 counter1 = 0.1*Rand(1, 15);
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881 rightdown = !rightdown;
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883 rightclicked = true;
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885 rightreleased = true;
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888 mousepos += mousespeed;
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891 s32 Rand(s32 min, s32 max)
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893 return (myrand()%(max-min+1))+min;
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896 bool keydown[KEY_KEY_CODES_COUNT];
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904 bool rightreleased;
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907 // These are defined global so that they're not optimized too much.
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908 // Can't change them to volatile.
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913 std::string tempstring;
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914 std::string tempstring2;
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919 dstream<<"The following test should take around 20ms."<<std::endl;
\r
920 TimeTaker timer("Testing std::string speed");
\r
921 const u32 jj = 10000;
\r
922 for(u32 j=0; j<jj; j++)
\r
927 for(u32 i=0; i<ii; i++){
\r
928 tempstring2 += "asd";
\r
930 for(u32 i=0; i<ii+1; i++){
\r
931 tempstring += "asd";
\r
932 if(tempstring == tempstring2)
\r
938 dstream<<"All of the following tests should take around 100ms each."
\r
942 TimeTaker timer("Testing floating-point conversion speed");
\r
944 for(u32 i=0; i<4000000; i++){
\r
951 TimeTaker timer("Testing floating-point vector speed");
\r
953 tempv3f1 = v3f(1,2,3);
\r
954 tempv3f2 = v3f(4,5,6);
\r
955 for(u32 i=0; i<10000000; i++){
\r
956 tempf += tempv3f1.dotProduct(tempv3f2);
\r
957 tempv3f2 += v3f(7,8,9);
\r
962 TimeTaker timer("Testing core::map speed");
\r
964 core::map<v2s16, f32> map1;
\r
967 for(s16 y=0; y<ii; y++){
\r
968 for(s16 x=0; x<ii; x++){
\r
969 map1.insert(v2s16(x,y), tempf);
\r
973 for(s16 y=ii-1; y>=0; y--){
\r
974 for(s16 x=0; x<ii; x++){
\r
975 tempf = map1[v2s16(x,y)];
\r
981 dstream<<"Around 5000/ms should do well here."<<std::endl;
\r
982 TimeTaker timer("Testing mutex speed");
\r
995 // Do at least 10ms
\r
996 while(timer.getTime() < 10);
\r
998 u32 dtime = timer.stop();
\r
999 u32 per_ms = n / dtime;
\r
1000 std::cout<<"Done. "<<dtime<<"ms, "
\r
1001 <<per_ms<<"/ms"<<std::endl;
\r
1005 void drawMenuBackground(video::IVideoDriver* driver)
\r
1007 core::dimension2d<u32> screensize = driver->getScreenSize();
\r
1009 video::ITexture *bgtexture =
\r
1010 driver->getTexture(getTexturePath("mud.png").c_str());
\r
1013 s32 texturesize = 128;
\r
1014 s32 tiled_y = screensize.Height / texturesize + 1;
\r
1015 s32 tiled_x = screensize.Width / texturesize + 1;
\r
1017 for(s32 y=0; y<tiled_y; y++)
\r
1018 for(s32 x=0; x<tiled_x; x++)
\r
1020 core::rect<s32> rect(0,0,texturesize,texturesize);
\r
1021 rect += v2s32(x*texturesize, y*texturesize);
\r
1022 driver->draw2DImage(bgtexture, rect,
\r
1023 core::rect<s32>(core::position2d<s32>(0,0),
\r
1024 core::dimension2di(bgtexture->getSize())),
\r
1025 NULL, NULL, true);
\r
1029 video::ITexture *logotexture =
\r
1030 driver->getTexture(getTexturePath("menulogo.png").c_str());
\r
1033 v2s32 logosize(logotexture->getOriginalSize().Width,
\r
1034 logotexture->getOriginalSize().Height);
\r
1037 video::SColor bgcolor(255,50,50,50);
\r
1038 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
\r
1039 screensize.Width, screensize.Height);
\r
1040 driver->draw2DRectangle(bgcolor, bgrect, NULL);
\r
1042 core::rect<s32> rect(0,0,logosize.X,logosize.Y);
\r
1043 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
\r
1044 rect -= v2s32(logosize.X/2, 0);
\r
1045 driver->draw2DImage(logotexture, rect,
\r
1046 core::rect<s32>(core::position2d<s32>(0,0),
\r
1047 core::dimension2di(logotexture->getSize())),
\r
1048 NULL, NULL, true);
\r
1052 int main(int argc, char *argv[])
\r
1058 // Set locale. This is for forcing '.' as the decimal point.
\r
1059 std::locale::global(std::locale("C"));
\r
1060 // This enables printing all characters in bitmap font
\r
1061 setlocale(LC_CTYPE, "en_US");
\r
1064 Parse command line
\r
1067 // List all allowed options
\r
1068 core::map<std::string, ValueSpec> allowed_options;
\r
1069 allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));
\r
1070 allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
\r
1071 "Run server directly"));
\r
1072 allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
\r
1073 "Load configuration from specified file"));
\r
1074 allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));
\r
1075 allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));
\r
1076 allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));
\r
1077 allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));
\r
1078 allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));
\r
1079 allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));
\r
1081 allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));
\r
1083 allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));
\r
1085 Settings cmd_args;
\r
1087 bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
\r
1089 if(ret == false || cmd_args.getFlag("help"))
\r
1091 dstream<<"Allowed options:"<<std::endl;
\r
1092 for(core::map<std::string, ValueSpec>::Iterator
\r
1093 i = allowed_options.getIterator();
\r
1094 i.atEnd() == false; i++)
\r
1096 dstream<<" --"<<i.getNode()->getKey();
\r
1097 if(i.getNode()->getValue().type == VALUETYPE_FLAG)
\r
1102 dstream<<" <value>";
\r
1104 dstream<<std::endl;
\r
1106 if(i.getNode()->getValue().help != NULL)
\r
1108 dstream<<" "<<i.getNode()->getValue().help
\r
1113 return cmd_args.getFlag("help") ? 0 : 1;
\r
1117 Low-level initialization
\r
1120 bool disable_stderr = false;
\r
1122 if(cmd_args.getFlag("dstream-on-stderr") == false)
\r
1123 disable_stderr = true;
\r
1126 porting::signal_handler_init();
\r
1127 bool &kill = *porting::signal_handler_killstatus();
\r
1129 // Initialize porting::path_data and porting::path_userdata
\r
1130 porting::initializePaths();
\r
1132 // Initialize debug streams
\r
1133 #ifdef RUN_IN_PLACE
\r
1134 std::string debugfile = DEBUGFILE;
\r
1136 std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;
\r
1138 debugstreams_init(disable_stderr, debugfile.c_str());
\r
1139 // Initialize debug stacks
\r
1140 debug_stacks_init();
\r
1142 DSTACK(__FUNCTION_NAME);
\r
1144 // Create user data directory
\r
1145 fs::CreateDir(porting::path_userdata);
\r
1147 // Init material properties table
\r
1148 //initializeMaterialProperties();
\r
1151 BEGIN_DEBUG_EXCEPTION_HANDLER
\r
1153 // Print startup message
\r
1154 dstream<<DTIME<<"minetest-c55"
\r
1155 " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
\r
1156 <<", "<<BUILD_INFO
\r
1160 Basic initialization
\r
1163 // Initialize default settings
\r
1164 set_default_settings();
\r
1166 // Initialize sockets
\r
1168 atexit(sockets_cleanup);
\r
1174 // Path of configuration file in use
\r
1175 std::string configpath = "";
\r
1177 if(cmd_args.exists("config"))
\r
1179 bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());
\r
1182 dstream<<"Could not read configuration from \""
\r
1183 <<cmd_args.get("config")<<"\""<<std::endl;
\r
1186 configpath = cmd_args.get("config");
\r
1190 core::array<std::string> filenames;
\r
1191 filenames.push_back(porting::path_userdata + "/minetest.conf");
\r
1192 #ifdef RUN_IN_PLACE
\r
1193 filenames.push_back(porting::path_userdata + "/../minetest.conf");
\r
1196 for(u32 i=0; i<filenames.size(); i++)
\r
1198 bool r = g_settings.readConfigFile(filenames[i].c_str());
\r
1201 configpath = filenames[i];
\r
1206 // If no path found, use the first one (menu creates the file)
\r
1207 if(configpath == "")
\r
1208 configpath = filenames[0];
\r
1211 // Initialize random seed
\r
1216 Pre-initialize some stuff with a dummy irrlicht wrapper.
\r
1218 These are needed for unit tests at least.
\r
1221 // Initial call with g_texturesource not set.
\r
1228 if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
\r
1229 || cmd_args.getFlag("enable-unittests") == true)
\r
1234 /*for(s16 y=-100; y<100; y++)
\r
1235 for(s16 x=-100; x<100; x++)
\r
1237 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
\r
1247 if(cmd_args.exists("port"))
\r
1248 port = cmd_args.getU16("port");
\r
1249 else if(g_settings.exists("port"))
\r
1250 port = g_settings.getU16("port");
\r
1255 std::string map_dir = porting::path_userdata+"/world";
\r
1256 if(cmd_args.exists("map-dir"))
\r
1257 map_dir = cmd_args.get("map-dir");
\r
1258 else if(g_settings.exists("map-dir"))
\r
1259 map_dir = g_settings.get("map-dir");
\r
1261 // Run dedicated server if asked to
\r
1262 if(cmd_args.getFlag("server"))
\r
1264 DSTACK("Dedicated server branch");
\r
1266 // Create time getter
\r
1267 g_timegetter = new SimpleTimeGetter();
\r
1270 Server server(map_dir.c_str());
\r
1271 server.start(port);
\r
1274 dedicated_server_loop(server, kill);
\r
1284 // Address to connect to
\r
1285 std::string address = "";
\r
1287 if(cmd_args.exists("address"))
\r
1289 address = cmd_args.get("address");
\r
1293 address = g_settings.get("address");
\r
1296 std::string playername = g_settings.get("name");
\r
1299 Device initialization
\r
1302 // Resolution selection
\r
1304 bool fullscreen = false;
\r
1305 u16 screenW = g_settings.getU16("screenW");
\r
1306 u16 screenH = g_settings.getU16("screenH");
\r
1308 // Determine driver
\r
1310 video::E_DRIVER_TYPE driverType;
\r
1312 std::string driverstring = g_settings.get("video_driver");
\r
1314 if(driverstring == "null")
\r
1315 driverType = video::EDT_NULL;
\r
1316 else if(driverstring == "software")
\r
1317 driverType = video::EDT_SOFTWARE;
\r
1318 else if(driverstring == "burningsvideo")
\r
1319 driverType = video::EDT_BURNINGSVIDEO;
\r
1320 else if(driverstring == "direct3d8")
\r
1321 driverType = video::EDT_DIRECT3D8;
\r
1322 else if(driverstring == "direct3d9")
\r
1323 driverType = video::EDT_DIRECT3D9;
\r
1324 else if(driverstring == "opengl")
\r
1325 driverType = video::EDT_OPENGL;
\r
1328 dstream<<"WARNING: Invalid video_driver specified; defaulting "
\r
1329 "to opengl"<<std::endl;
\r
1330 driverType = video::EDT_OPENGL;
\r
1334 Create device and exit if creation failed
\r
1337 MyEventReceiver receiver;
\r
1339 IrrlichtDevice *device;
\r
1340 device = createDevice(driverType,
\r
1341 core::dimension2d<u32>(screenW, screenH),
\r
1342 16, fullscreen, false, false, &receiver);
\r
1345 return 1; // could not create selected driver.
\r
1347 // Set device in game parameters
\r
1350 // Create time getter
\r
1351 g_timegetter = new IrrlichtTimeGetter(device);
\r
1353 // Create game callback for menus
\r
1354 g_gamecallback = new MainGameCallback(device);
\r
1356 // Create texture source
\r
1357 g_texturesource = new TextureSource(device);
\r
1360 Speed tests (done after irrlicht is loaded to get timer)
\r
1362 if(cmd_args.getFlag("speedtests"))
\r
1364 dstream<<"Running speed tests"<<std::endl;
\r
1369 device->setResizable(true);
\r
1371 bool random_input = g_settings.getBool("random_input")
\r
1372 || cmd_args.getFlag("random-input");
\r
1373 InputHandler *input = NULL;
\r
1375 input = new RandomInputHandler();
\r
1377 input = new RealInputHandler(device, &receiver);
\r
1380 Continue initialization
\r
1383 //video::IVideoDriver* driver = device->getVideoDriver();
\r
1386 This changes the minimum allowed number of vertices in a VBO.
\r
1389 //driver->setMinHardwareBufferVertexCount(50);
\r
1391 scene::ISceneManager* smgr = device->getSceneManager();
\r
1393 guienv = device->getGUIEnvironment();
\r
1394 gui::IGUISkin* skin = guienv->getSkin();
\r
1395 gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
\r
1397 skin->setFont(font);
\r
1399 dstream<<"WARNING: Font file was not found."
\r
1400 " Using default font."<<std::endl;
\r
1401 // If font was not found, this will get us one
\r
1402 font = skin->getFont();
\r
1405 u32 text_height = font->getDimension(L"Hello, world!").Height;
\r
1406 dstream<<"text_height="<<text_height<<std::endl;
\r
1408 //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
\r
1409 skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
\r
1410 //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
\r
1411 //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
\r
1412 skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
\r
1413 skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
\r
1416 Preload some textures and stuff
\r
1419 init_mapnode(); // Second call with g_texturesource set
\r
1427 If an error occurs, this is set to something and the
\r
1428 menu-game loop is restarted. It is then displayed before
\r
1431 std::wstring error_message = L"";
\r
1433 // The password entered during the menu screen,
\r
1434 std::string password;
\r
1439 while(device->run() && kill == false)
\r
1442 // This is used for catching disconnects
\r
1447 Clear everything from the GUIEnvironment
\r
1452 We need some kind of a root node to be able to add
\r
1453 custom gui elements directly on the screen.
\r
1454 Otherwise they won't be automatically drawn.
\r
1456 guiroot = guienv->addStaticText(L"",
\r
1457 core::rect<s32>(0, 0, 10000, 10000));
\r
1460 Out-of-game menu loop.
\r
1462 Loop quits when menu returns proper parameters.
\r
1464 while(kill == false)
\r
1466 // Cursor can be non-visible when coming from the game
\r
1467 device->getCursorControl()->setVisible(true);
\r
1468 // Some stuff are left to scene manager when coming from the game
\r
1469 // (map at least?)
\r
1471 // Reset or hide the debug gui texts
\r
1472 /*guitext->setText(L"Minetest-c55");
\r
1473 guitext2->setVisible(false);
\r
1474 guitext_info->setVisible(false);
\r
1475 guitext_chat->setVisible(false);*/
\r
1477 // Initialize menu data
\r
1478 MainMenuData menudata;
\r
1479 menudata.address = narrow_to_wide(address);
\r
1480 menudata.name = narrow_to_wide(playername);
\r
1481 menudata.port = narrow_to_wide(itos(port));
\r
1482 menudata.fancy_trees = g_settings.getBool("new_style_leaves");
\r
1483 menudata.smooth_lighting = g_settings.getBool("smooth_lighting");
\r
1484 menudata.creative_mode = g_settings.getBool("creative_mode");
\r
1485 menudata.enable_damage = g_settings.getBool("enable_damage");
\r
1487 GUIMainMenu *menu =
\r
1488 new GUIMainMenu(guienv, guiroot, -1,
\r
1489 &g_menumgr, &menudata, g_gamecallback);
\r
1490 menu->allowFocusRemoval(true);
\r
1492 if(error_message != L"")
\r
1494 dstream<<"WARNING: error_message = "
\r
1495 <<wide_to_narrow(error_message)<<std::endl;
\r
1497 GUIMessageMenu *menu2 =
\r
1498 new GUIMessageMenu(guienv, guiroot, -1,
\r
1499 &g_menumgr, error_message.c_str());
\r
1501 error_message = L"";
\r
1504 video::IVideoDriver* driver = device->getVideoDriver();
\r
1506 dstream<<"Created main menu"<<std::endl;
\r
1508 while(device->run() && kill == false)
\r
1510 if(menu->getStatus() == true)
\r
1513 //driver->beginScene(true, true, video::SColor(255,0,0,0));
\r
1514 driver->beginScene(true, true, video::SColor(255,128,128,128));
\r
1516 drawMenuBackground(driver);
\r
1518 guienv->drawAll();
\r
1520 driver->endScene();
\r
1522 // On some computers framerate doesn't seem to be
\r
1523 // automatically limited
\r
1527 // Break out of menu-game loop to shut down cleanly
\r
1528 if(device->run() == false || kill == true)
\r
1531 dstream<<"Dropping main menu"<<std::endl;
\r
1535 // Delete map if requested
\r
1536 if(menudata.delete_map)
\r
1538 bool r = fs::RecursiveDeleteContent(map_dir);
\r
1540 error_message = L"Delete failed";
\r
1544 playername = wide_to_narrow(menudata.name);
\r
1546 password = translatePassword(playername, menudata.password);
\r
1548 address = wide_to_narrow(menudata.address);
\r
1549 int newport = stoi(wide_to_narrow(menudata.port));
\r
1552 g_settings.set("new_style_leaves", itos(menudata.fancy_trees));
\r
1553 g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));
\r
1554 g_settings.set("creative_mode", itos(menudata.creative_mode));
\r
1555 g_settings.set("enable_damage", itos(menudata.enable_damage));
\r
1557 // NOTE: These are now checked server side; no need to do it
\r
1558 // here, so let's not do it here.
\r
1559 /*// Check for valid parameters, restart menu if invalid.
\r
1560 if(playername == "")
\r
1562 error_message = L"Name required.";
\r
1565 // Check that name has only valid chars
\r
1566 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
\r
1568 error_message = L"Characters allowed: "
\r
1569 +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
\r
1574 g_settings.set("name", playername);
\r
1575 g_settings.set("address", address);
\r
1576 g_settings.set("port", itos(port));
\r
1577 // Update configuration file
\r
1578 if(configpath != "")
\r
1579 g_settings.updateConfigFile(configpath.c_str());
\r
1581 // Continue to game
\r
1585 // Break out of menu-game loop to shut down cleanly
\r
1586 if(device->run() == false)
\r
1589 // Initialize mapnode again to enable changed graphics settings
\r
1610 catch(con::PeerNotFoundException &e)
\r
1612 dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;
\r
1613 error_message = L"Connection error (timed out?)";
\r
1615 catch(SocketException &e)
\r
1617 dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;
\r
1618 error_message = L"Socket error (port already in use?)";
\r
1621 catch(std::exception &e)
\r
1623 std::string narrow_message = "Some exception, what()=\"";
\r
1624 narrow_message += e.what();
\r
1625 narrow_message += "\"";
\r
1626 dstream<<DTIME<<narrow_message<<std::endl;
\r
1627 error_message = narrow_to_wide(narrow_message);
\r
1631 } // Menu-game loop
\r
1636 In the end, delete the Irrlicht device.
\r
1640 END_DEBUG_EXCEPTION_HANDLER
\r
1642 debugstreams_deinit();
\r