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 NOTE: Seeds in 1260:6c77e7dbfd29:
59 Spawns you on a small sand island with a surface dungeon
61 Enormous jungle + a surface dungeon at ~(250,0,0)
63 Old, wild and random suggestions that probably won't be done:
64 -------------------------------------------------------------
66 SUGG: If player is on ground, mainly fetch ground-level blocks
68 SUGG: Expose Connection's seqnums and ACKs to server and client.
69 - This enables saving many packets and making a faster connection
70 - This also enables server to check if client has received the
71 most recent block sent, for example.
72 SUGG: Add a sane bandwidth throttling system to Connection
74 SUGG: More fine-grained control of client's dumping of blocks from
76 - ...What does this mean in the first place?
78 SUGG: A map editing mode (similar to dedicated server mode)
80 SUGG: Transfer more blocks in a single packet
81 SUGG: A blockdata combiner class, to which blocks are added and at
82 destruction it sends all the stuff in as few packets as possible.
83 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
84 it by sending more stuff in a single packet.
85 - Add a packet queue to RemoteClient, from which packets will be
86 combined with object data packets
87 - This is not exactly trivial: the object data packets are
88 sometimes very big by themselves
89 - This might not give much network performance gain though.
91 SUGG: Precalculate lighting translation table at runtime (at startup)
92 - This is not doable because it is currently hand-made and not
93 based on some mathematical function.
94 - Note: This has been changing lately
96 SUGG: A version number to blocks, which increments when the block is
97 modified (node add/remove, water update, lighting update)
98 - This can then be used to make sure the most recent version of
99 a block has been sent to client, for example
101 SUGG: Make the amount of blocks sending to client and the total
102 amount of blocks dynamically limited. Transferring blocks is the
103 main network eater of this system, so it is the one that has
104 to be throttled so that RTTs stay low.
106 SUGG: Meshes of blocks could be split into 6 meshes facing into
107 different directions and then only those drawn that need to be
109 SUGG: Background music based on cellular automata?
110 http://www.earslap.com/projectslab/otomata
112 SUGG: Simple light color information to air
114 SUGG: Server-side objects could be moved based on nodes to enable very
115 lightweight operation and simple AI
116 - Not practical; client would still need to show smooth movement.
118 SUGG: Make a system for pregenerating quick information for mapblocks, so
119 that the client can show them as cubes before they are actually sent
122 SUGG: Erosion simulation at map generation time
123 - This might be plausible if larger areas of map were pregenerated
124 without lighting (which is slow)
125 - Simulate water flows, which would carve out dirt fast and
126 then turn stone into gravel and sand and relocate it.
127 - How about relocating minerals, too? Coal and gold in
128 downstream sand and gravel would be kind of cool
129 - This would need a better way of handling minerals, mainly
130 to have mineral content as a separate field. the first
131 parameter field is free for this.
132 - Simulate rock falling from cliffs when water has removed
133 enough solid rock from the bottom
135 SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface
136 stuff as simple flags/values
139 And at some point make the server send this data to the client too,
140 instead of referring to the noise functions
142 - Surface ground type
148 - Aim for something like controlling a single dwarf in Dwarf Fortress
149 - The player could go faster by a crafting a boat, or riding an animal
150 - Random NPC traders. what else?
155 - When furnace is destroyed, move items to player's inventory
158 - Growing grass, decaying leaves
159 - This can be done in the active blocks I guess.
160 - Lots of stuff can be done in the active blocks.
161 - Uh, is there an active block list somewhere? I think not. Add it.
162 - Breaking weak structures
163 - This can probably be accomplished in the same way as grass
164 - Player health points
165 - When player dies, throw items on map (needs better item-on-map
167 - Cobble to get mossy if near water
168 - More slots in furnace source list, so that multiple ingredients
172 - The Treasure Guard; a big monster with a hammer
173 - The hammer does great damage, shakes the ground and removes a block
174 - You can drop on top of it, and have some time to attack there
175 before he shakes you off
177 - Maybe the difficulty could come from monsters getting tougher in
178 far-away places, and the player starting to need something from
179 there when time goes by.
180 - The player would have some of that stuff at the beginning, and
181 would need new supplies of it when it runs out
184 - A spread-items-on-map routine for the bomb, and for dying players
187 - Proper sword swing simulation
188 - Player should get damage from colliding to a wall at high speed
193 Build system / running:
194 -----------------------
196 Networking and serialization:
197 -----------------------------
199 SUGG: Fix address to be ipv6 compatible
207 SUGG: Combine MapBlock's face caches to so big pieces that VBO
209 - That is >500 vertices
210 - This is not easy; all the MapBlocks close to the player would
211 still need to be drawn separately and combining the blocks
212 would have to happen in a background thread
214 SUGG: Make fetching sector's blocks more efficient when rendering
215 sectors that have very large amounts of blocks (on client)
216 - Is this necessary at all?
218 SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
219 animating them is easier.
221 SUGG: Option for enabling proper alpha channel for textures
223 TODO: Flowing water animation
225 TODO: A setting for enabling bilinear filtering for textures
227 TODO: Better control of draw_control.wanted_max_blocks
229 TODO: Further investigate the use of GPU lighting in addition to the
232 TODO: Artificial (night) light could be more yellow colored than sunlight.
233 - This is technically doable.
234 - Also the actual colors of the textures could be made less colorful
235 in the dark but it's a bit more difficult.
237 SUGG: Somehow make the night less colorful
239 TODO: Occlusion culling
240 - At the same time, move some of the renderMap() block choosing code
241 to the same place as where the new culling happens.
242 - Shoot some rays per frame and when ready, make a new list of
243 blocks for usage of renderMap and give it a new pointer to it.
251 TODO: Untie client network operations from framerate
252 - Needs some input queues or something
253 - This won't give much performance boost because calculating block
256 SUGG: Make morning and evening transition more smooth and maybe shorter
258 TODO: Don't update all meshes always on single node changes, but
259 check which ones should be updated
260 - implement Map::updateNodeMeshes() and the usage of it
261 - It will give almost always a 4x boost in mesh update performance.
265 - Tool/weapon visualization
267 FIXME: When disconnected to the menu, memory is not freed properly
269 TODO: Investigate how much the mesh generator thread gets used when
270 transferring map data
275 SUGG: Make an option to the server to disable building and digging near
276 the starting position
278 FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
280 * Fix the problem with the server constantly saving one or a few
281 blocks? List the first saved block, maybe it explains.
282 - It is probably caused by oscillating water
283 - TODO: Investigate if this still happens (this is a very old one)
284 * Make a small history check to transformLiquids to detect and log
285 continuous oscillations, in such detail that they can be fixed.
287 FIXME: The new optimized map sending doesn't sometimes send enough blocks
288 from big caves and such
289 FIXME: Block send distance configuration does not take effect for some reason
294 TODO: Add proper hooks to when adding and removing active blocks
296 TODO: Finish the ActiveBlockModifier stuff and use it for something
301 TODO: Get rid of MapBlockObjects and use only ActiveObjects
302 - Skipping the MapBlockObject data is nasty - there is no "total
303 length" stored; have to make a SkipMBOs function which contains
304 enough of the current code to skip them properly.
306 SUGG: MovingObject::move and Player::move are basically the same.
308 - NOTE: This is a bit tricky because player has the sneaking ability
309 - NOTE: Player::move is more up-to-date.
310 - NOTE: There is a simple move implementation now in collision.{h,cpp}
311 - NOTE: MovingObject will be deleted (MapBlockObject)
313 TODO: Add a long step function to objects that is called with the time
314 difference when block activates
319 TODO: Flowing water to actually contain flow direction information
320 - There is a space for this - it just has to be implemented.
322 TODO: Consider smoothening cave floors after generating them
324 TODO: Fix make_tree, make_* to use seed-position-consistent pseudorandom
329 TODO: Make sure server handles removing grass when a block is placed (etc)
330 - The client should not do it by itself
331 - NOTE: I think nobody does it currently...
332 TODO: Block cube placement around player's head
333 TODO: Protocol version field
334 TODO: Think about using same bits for material for fences and doors, for
337 SUGG: Restart irrlicht completely when coming back to main menu from game.
338 - This gets rid of everything that is stored in irrlicht's caches.
339 - This might be needed for texture pack selection in menu
341 TODO: Merge bahamada's audio stuff (clean patch available)
343 Making it more portable:
344 ------------------------
346 Stuff to do before release:
347 ---------------------------
349 Fixes to the current release:
350 -----------------------------
352 Stuff to do after release:
353 ---------------------------
358 ======================================================================
364 #pragma message ("Disabling unit tests")
366 #warning "Disabling unit tests"
368 // Disable unit tests
369 #define ENABLE_TESTS 0
372 #define ENABLE_TESTS 1
376 #ifndef SERVER // Dedicated server isn't linked with Irrlicht
377 #pragma comment(lib, "Irrlicht.lib")
378 // This would get rid of the console window
379 //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
381 #pragma comment(lib, "zlibwapi.lib")
382 #pragma comment(lib, "Shell32.lib")
385 #include "irrlicht.h" // createDevice
388 #include "mainmenumanager.h"
392 #include "common_irrlicht.h"
396 #include "constants.h"
399 #include "guiMessageMenu.h"
402 #include "guiMainMenu.h"
407 #include "defaultsettings.h"
409 #include "settings.h"
410 #include "profiler.h"
416 These are loaded from the config file.
418 Settings main_settings;
419 Settings *g_settings = &main_settings;
422 Profiler main_profiler;
423 Profiler *g_profiler = &main_profiler;
430 std::ostream *dout_con_ptr = &dummyout;
431 std::ostream *derr_con_ptr = &verbosestream;
432 //std::ostream *dout_con_ptr = &infostream;
433 //std::ostream *derr_con_ptr = &errorstream;
436 std::ostream *dout_server_ptr = &infostream;
437 std::ostream *derr_server_ptr = &errorstream;
440 std::ostream *dout_client_ptr = &infostream;
441 std::ostream *derr_client_ptr = &errorstream;
448 /* mainmenumanager.h */
450 gui::IGUIEnvironment* guienv = NULL;
451 gui::IGUIStaticText *guiroot = NULL;
452 MainMenuManager g_menumgr;
456 return (g_menumgr.menuCount() == 0);
459 // Passed to menus to allow disconnecting and exiting
460 MainGameCallback *g_gamecallback = NULL;
464 gettime.h implementation
471 /* Use imprecise system calls directly (from porting.h) */
472 return porting::getTimeMs();
477 // A small helper class
481 virtual u32 getTime() = 0;
484 // A precise irrlicht one
485 class IrrlichtTimeGetter: public TimeGetter
488 IrrlichtTimeGetter(IrrlichtDevice *device):
495 return m_device->getTimer()->getRealTime();
498 IrrlichtDevice *m_device;
500 // Not so precise one which works without irrlicht
501 class SimpleTimeGetter: public TimeGetter
506 return porting::getTimeMs();
510 // A pointer to a global instance of the time getter
512 TimeGetter *g_timegetter = NULL;
516 if(g_timegetter == NULL)
518 return g_timegetter->getTime();
523 class StderrLogOutput: public ILogOutput
526 /* line: Full line with timestamp, level and thread */
527 void printLog(const std::string &line)
529 std::cerr<<line<<std::endl;
531 } main_stderr_log_out;
533 class DstreamNoStderrLogOutput: public ILogOutput
536 /* line: Full line with timestamp, level and thread */
537 void printLog(const std::string &line)
539 dstream_no_stderr<<line<<std::endl;
541 } main_dstream_no_stderr_log_out;
546 Event handler for Irrlicht
548 NOTE: Everything possible should be moved out from here,
549 probably to InputHandler and the_game
552 class MyEventReceiver : public IEventReceiver
555 // This is the one method that we have to implement
556 virtual bool OnEvent(const SEvent& event)
559 React to nothing here if a menu is active
561 if(noMenuActive() == false)
566 // Remember whether each key is down or up
567 if(event.EventType == irr::EET_KEY_INPUT_EVENT)
569 if(event.KeyInput.PressedDown) {
570 keyIsDown.set(event.KeyInput);
571 keyWasDown.set(event.KeyInput);
573 keyIsDown.unset(event.KeyInput);
577 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
579 if(noMenuActive() == false)
582 middle_active = false;
583 right_active = false;
587 left_active = event.MouseInput.isLeftPressed();
588 middle_active = event.MouseInput.isMiddlePressed();
589 right_active = event.MouseInput.isRightPressed();
591 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
595 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
599 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
603 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
605 rightreleased = true;
607 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
609 mouse_wheel += event.MouseInput.Wheel;
617 bool IsKeyDown(const KeyPress &keyCode) const
619 return keyIsDown[keyCode];
622 // Checks whether a key was down and resets the state
623 bool WasKeyDown(const KeyPress &keyCode)
625 bool b = keyWasDown[keyCode];
627 keyWasDown.unset(keyCode);
644 rightclicked = false;
645 leftreleased = false;
646 rightreleased = false;
649 middle_active = false;
650 right_active = false;
672 IrrlichtDevice *m_device;
674 // The current state of keys
676 // Whether a key has been pressed or not
681 Separated input handler
684 class RealInputHandler : public InputHandler
687 RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
692 virtual bool isKeyDown(const KeyPress &keyCode)
694 return m_receiver->IsKeyDown(keyCode);
696 virtual bool wasKeyDown(const KeyPress &keyCode)
698 return m_receiver->WasKeyDown(keyCode);
700 virtual v2s32 getMousePos()
702 return m_device->getCursorControl()->getPosition();
704 virtual void setMousePos(s32 x, s32 y)
706 m_device->getCursorControl()->setPosition(x, y);
709 virtual bool getLeftState()
711 return m_receiver->left_active;
713 virtual bool getRightState()
715 return m_receiver->right_active;
718 virtual bool getLeftClicked()
720 return m_receiver->leftclicked;
722 virtual bool getRightClicked()
724 return m_receiver->rightclicked;
726 virtual void resetLeftClicked()
728 m_receiver->leftclicked = false;
730 virtual void resetRightClicked()
732 m_receiver->rightclicked = false;
735 virtual bool getLeftReleased()
737 return m_receiver->leftreleased;
739 virtual bool getRightReleased()
741 return m_receiver->rightreleased;
743 virtual void resetLeftReleased()
745 m_receiver->leftreleased = false;
747 virtual void resetRightReleased()
749 m_receiver->rightreleased = false;
752 virtual s32 getMouseWheel()
754 return m_receiver->getMouseWheel();
759 m_receiver->clearInput();
762 IrrlichtDevice *m_device;
763 MyEventReceiver *m_receiver;
766 class RandomInputHandler : public InputHandler
774 rightclicked = false;
775 leftreleased = false;
776 rightreleased = false;
779 virtual bool isKeyDown(const KeyPress &keyCode)
781 return keydown[keyCode];
783 virtual bool wasKeyDown(const KeyPress &keyCode)
787 virtual v2s32 getMousePos()
791 virtual void setMousePos(s32 x, s32 y)
793 mousepos = v2s32(x,y);
796 virtual bool getLeftState()
800 virtual bool getRightState()
805 virtual bool getLeftClicked()
809 virtual bool getRightClicked()
813 virtual void resetLeftClicked()
817 virtual void resetRightClicked()
819 rightclicked = false;
822 virtual bool getLeftReleased()
826 virtual bool getRightReleased()
828 return rightreleased;
830 virtual void resetLeftReleased()
832 leftreleased = false;
834 virtual void resetRightReleased()
836 rightreleased = false;
839 virtual s32 getMouseWheel()
844 virtual void step(float dtime)
847 static float counter1 = 0;
851 counter1 = 0.1*Rand(1, 40);
852 keydown.toggle(getKeySetting("keymap_jump"));
856 static float counter1 = 0;
860 counter1 = 0.1*Rand(1, 40);
861 keydown.toggle(getKeySetting("keymap_special1"));
865 static float counter1 = 0;
869 counter1 = 0.1*Rand(1, 40);
870 keydown.toggle(getKeySetting("keymap_forward"));
874 static float counter1 = 0;
878 counter1 = 0.1*Rand(1, 40);
879 keydown.toggle(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;
936 void drawMenuBackground(video::IVideoDriver* driver)
938 core::dimension2d<u32> screensize = driver->getScreenSize();
940 video::ITexture *bgtexture =
941 driver->getTexture(getTexturePath("menubg.png").c_str());
944 s32 scaledsize = 128;
946 // The important difference between destsize and screensize is
947 // that destsize is rounded to whole scaled pixels.
948 // These formulas use component-wise multiplication and division of v2u32.
949 v2u32 texturesize = bgtexture->getSize();
950 v2u32 sourcesize = texturesize * screensize / scaledsize + v2u32(1,1);
951 v2u32 destsize = scaledsize * sourcesize / texturesize;
953 // Default texture wrapping mode in Irrlicht is ETC_REPEAT.
954 driver->draw2DImage(bgtexture,
955 core::rect<s32>(0, 0, destsize.X, destsize.Y),
956 core::rect<s32>(0, 0, sourcesize.X, sourcesize.Y),
960 video::ITexture *logotexture =
961 driver->getTexture(getTexturePath("menulogo.png").c_str());
964 v2s32 logosize(logotexture->getOriginalSize().Width,
965 logotexture->getOriginalSize().Height);
968 video::SColor bgcolor(255,50,50,50);
969 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
970 screensize.Width, screensize.Height);
971 driver->draw2DRectangle(bgcolor, bgrect, NULL);
973 core::rect<s32> rect(0,0,logosize.X,logosize.Y);
974 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
975 rect -= v2s32(logosize.X/2, 0);
976 driver->draw2DImage(logotexture, rect,
977 core::rect<s32>(core::position2d<s32>(0,0),
978 core::dimension2di(logotexture->getSize())),
985 // These are defined global so that they're not optimized too much.
986 // Can't change them to volatile.
991 std::string tempstring;
992 std::string tempstring2;
997 infostream<<"The following test should take around 20ms."<<std::endl;
998 TimeTaker timer("Testing std::string speed");
999 const u32 jj = 10000;
1000 for(u32 j=0; j<jj; j++)
1005 for(u32 i=0; i<ii; i++){
1006 tempstring2 += "asd";
1008 for(u32 i=0; i<ii+1; i++){
1009 tempstring += "asd";
1010 if(tempstring == tempstring2)
1016 infostream<<"All of the following tests should take around 100ms each."
1020 TimeTaker timer("Testing floating-point conversion speed");
1022 for(u32 i=0; i<4000000; i++){
1029 TimeTaker timer("Testing floating-point vector speed");
1031 tempv3f1 = v3f(1,2,3);
1032 tempv3f2 = v3f(4,5,6);
1033 for(u32 i=0; i<10000000; i++){
1034 tempf += tempv3f1.dotProduct(tempv3f2);
1035 tempv3f2 += v3f(7,8,9);
1040 TimeTaker timer("Testing core::map speed");
1042 core::map<v2s16, f32> map1;
1045 for(s16 y=0; y<ii; y++){
1046 for(s16 x=0; x<ii; x++){
1047 map1.insert(v2s16(x,y), tempf);
1051 for(s16 y=ii-1; y>=0; y--){
1052 for(s16 x=0; x<ii; x++){
1053 tempf = map1[v2s16(x,y)];
1059 infostream<<"Around 5000/ms should do well here."<<std::endl;
1060 TimeTaker timer("Testing mutex speed");
1074 while(timer.getTime() < 10);
1076 u32 dtime = timer.stop();
1077 u32 per_ms = n / dtime;
1078 infostream<<"Done. "<<dtime<<"ms, "
1079 <<per_ms<<"/ms"<<std::endl;
1083 int main(int argc, char *argv[])
1089 log_add_output_maxlev(&main_stderr_log_out, LMT_ACTION);
1090 log_add_output_all_levs(&main_dstream_no_stderr_log_out);
1092 log_register_thread("main");
1094 // Set locale. This is for forcing '.' as the decimal point.
1095 std::locale::global(std::locale("C"));
1096 // This enables printing all characters in bitmap font
1097 setlocale(LC_CTYPE, "en_US");
1103 // List all allowed options
1104 core::map<std::string, ValueSpec> allowed_options;
1105 allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG,
1106 "Show allowed options"));
1107 allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
1108 "Load configuration from specified file"));
1109 allowed_options.insert("port", ValueSpec(VALUETYPE_STRING,
1110 "Set network port (UDP) to use"));
1111 allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG,
1112 "Disable unit tests"));
1113 allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG,
1114 "Enable unit tests"));
1115 allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING,
1116 "Map directory (where everything in the world is stored)"));
1117 allowed_options.insert("info-on-stderr", ValueSpec(VALUETYPE_FLAG,
1118 "Print debug information to console"));
1120 allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG,
1121 "Run speed tests"));
1122 allowed_options.insert("address", ValueSpec(VALUETYPE_STRING,
1123 "Address to connect to"));
1124 allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG,
1125 "Enable random user input, for testing"));
1126 allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
1127 "Run server directly"));
1132 bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
1134 if(ret == false || cmd_args.getFlag("help"))
1136 dstream<<"Allowed options:"<<std::endl;
1137 for(core::map<std::string, ValueSpec>::Iterator
1138 i = allowed_options.getIterator();
1139 i.atEnd() == false; i++)
1141 dstream<<" --"<<i.getNode()->getKey();
1142 if(i.getNode()->getValue().type == VALUETYPE_FLAG)
1147 dstream<<" <value>";
1151 if(i.getNode()->getValue().help != NULL)
1153 dstream<<" "<<i.getNode()->getValue().help
1158 return cmd_args.getFlag("help") ? 0 : 1;
1162 Low-level initialization
1165 if(cmd_args.getFlag("info-on-stderr") || cmd_args.getFlag("speedtests"))
1166 log_add_output(&main_stderr_log_out, LMT_INFO);
1168 porting::signal_handler_init();
1169 bool &kill = *porting::signal_handler_killstatus();
1171 porting::initializePaths();
1173 // Create user data directory
1174 fs::CreateDir(porting::path_user);
1176 init_gettext((porting::path_share+DIR_DELIM+".."+DIR_DELIM+"locale").c_str());
1178 // Initialize debug streams
1180 std::string debugfile = DEBUGFILE;
1182 std::string debugfile = porting::path_user+DIR_DELIM+DEBUGFILE;
1184 bool disable_stderr = false;
1185 debugstreams_init(disable_stderr, debugfile.c_str());
1186 // Initialize debug stacks
1187 debug_stacks_init();
1189 DSTACK(__FUNCTION_NAME);
1191 dstream<<"path_share = "<<porting::path_share<<std::endl;
1192 dstream<<"path_user = "<<porting::path_user<<std::endl;
1195 BEGIN_DEBUG_EXCEPTION_HANDLER
1197 // Print startup message
1198 actionstream<<PROJECT_NAME<<
1199 " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
1204 Basic initialization
1207 // Initialize default settings
1208 set_default_settings(g_settings);
1210 // Initialize sockets
1212 atexit(sockets_cleanup);
1218 // Path of configuration file in use
1219 std::string configpath = "";
1221 if(cmd_args.exists("config"))
1223 bool r = g_settings->readConfigFile(cmd_args.get("config").c_str());
1226 errorstream<<"Could not read configuration from \""
1227 <<cmd_args.get("config")<<"\""<<std::endl;
1230 configpath = cmd_args.get("config");
1234 core::array<std::string> filenames;
1235 filenames.push_back(porting::path_user +
1236 DIR_DELIM + "minetest.conf");
1237 // Legacy configuration file location
1238 filenames.push_back(porting::path_user +
1239 DIR_DELIM + ".." + DIR_DELIM + "minetest.conf");
1241 // Try also from a lower level (to aid having the same configuration
1242 // for many RUN_IN_PLACE installs)
1243 filenames.push_back(porting::path_user +
1244 DIR_DELIM + ".." + DIR_DELIM + ".." + DIR_DELIM + "minetest.conf");
1247 for(u32 i=0; i<filenames.size(); i++)
1249 bool r = g_settings->readConfigFile(filenames[i].c_str());
1252 configpath = filenames[i];
1257 // If no path found, use the first one (menu creates the file)
1258 if(configpath == "")
1259 configpath = filenames[0];
1262 // Initialize random seed
1270 if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
1271 || cmd_args.getFlag("enable-unittests") == true)
1282 if(cmd_args.exists("port"))
1283 port = cmd_args.getU16("port");
1284 else if(g_settings->exists("port"))
1285 port = g_settings->getU16("port");
1290 std::string map_dir = porting::path_user + DIR_DELIM + "server" + DIR_DELIM + "worlds" + DIR_DELIM + "world";
1291 if(cmd_args.exists("map-dir"))
1292 map_dir = cmd_args.get("map-dir");
1293 else if(g_settings->exists("map-dir"))
1294 map_dir = g_settings->get("map-dir");
1296 // No map-dir option was specified.
1297 // Check if the world is found from the default directory, and if
1298 // not, see if the legacy world directory exists.
1299 std::string legacy_map_dir = porting::path_user+DIR_DELIM+".."+DIR_DELIM+"world";
1300 if(!fs::PathExists(map_dir) && fs::PathExists(legacy_map_dir)){
1301 errorstream<<"Warning: Using legacy world directory \""
1302 <<legacy_map_dir<<"\""<<std::endl;
1303 map_dir = legacy_map_dir;
1307 // Run dedicated server if asked to or no other option
1309 bool run_dedicated_server = true;
1311 bool run_dedicated_server = cmd_args.getFlag("server");
1313 if(run_dedicated_server)
1315 DSTACK("Dedicated server branch");
1317 // Create time getter if built with Irrlicht
1319 g_timegetter = new SimpleTimeGetter();
1323 Server server(map_dir, configpath, "mesetint");
1327 dedicated_server_loop(server, kill);
1332 #ifndef SERVER // Exclude from dedicated server build
1338 // Address to connect to
1339 std::string address = "";
1341 if(cmd_args.exists("address"))
1343 address = cmd_args.get("address");
1347 address = g_settings->get("address");
1350 std::string playername = g_settings->get("name");
1353 Device initialization
1356 // Resolution selection
1358 bool fullscreen = false;
1359 u16 screenW = g_settings->getU16("screenW");
1360 u16 screenH = g_settings->getU16("screenH");
1364 video::E_DRIVER_TYPE driverType;
1366 std::string driverstring = g_settings->get("video_driver");
1368 if(driverstring == "null")
1369 driverType = video::EDT_NULL;
1370 else if(driverstring == "software")
1371 driverType = video::EDT_SOFTWARE;
1372 else if(driverstring == "burningsvideo")
1373 driverType = video::EDT_BURNINGSVIDEO;
1374 else if(driverstring == "direct3d8")
1375 driverType = video::EDT_DIRECT3D8;
1376 else if(driverstring == "direct3d9")
1377 driverType = video::EDT_DIRECT3D9;
1378 else if(driverstring == "opengl")
1379 driverType = video::EDT_OPENGL;
1382 errorstream<<"WARNING: Invalid video_driver specified; defaulting "
1383 "to opengl"<<std::endl;
1384 driverType = video::EDT_OPENGL;
1388 Create device and exit if creation failed
1391 MyEventReceiver receiver;
1393 IrrlichtDevice *device;
1394 device = createDevice(driverType,
1395 core::dimension2d<u32>(screenW, screenH),
1396 16, fullscreen, false, false, &receiver);
1399 return 1; // could not create selected driver.
1402 Continue initialization
1405 video::IVideoDriver* driver = device->getVideoDriver();
1407 // Disable mipmaps (because some of them look ugly)
1408 driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
1411 This changes the minimum allowed number of vertices in a VBO.
1414 //driver->setMinHardwareBufferVertexCount(50);
1416 // Set the window caption
1417 device->setWindowCaption(L"Minetest [Main Menu]");
1419 // Create time getter
1420 g_timegetter = new IrrlichtTimeGetter(device);
1422 // Create game callback for menus
1423 g_gamecallback = new MainGameCallback(device);
1426 Speed tests (done after irrlicht is loaded to get timer)
1428 if(cmd_args.getFlag("speedtests"))
1430 dstream<<"Running speed tests"<<std::endl;
1435 device->setResizable(true);
1437 bool random_input = g_settings->getBool("random_input")
1438 || cmd_args.getFlag("random-input");
1439 InputHandler *input = NULL;
1441 input = new RandomInputHandler();
1443 input = new RealInputHandler(device, &receiver);
1445 scene::ISceneManager* smgr = device->getSceneManager();
1447 guienv = device->getGUIEnvironment();
1448 gui::IGUISkin* skin = guienv->getSkin();
1449 gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
1451 skin->setFont(font);
1453 errorstream<<"WARNING: Font file was not found."
1454 " Using default font."<<std::endl;
1455 // If font was not found, this will get us one
1456 font = skin->getFont();
1459 u32 text_height = font->getDimension(L"Hello, world!").Height;
1460 infostream<<"text_height="<<text_height<<std::endl;
1462 //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
1463 skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
1464 //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
1465 //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
1466 skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
1467 skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
1473 ChatBackend chat_backend;
1476 If an error occurs, this is set to something and the
1477 menu-game loop is restarted. It is then displayed before
1480 std::wstring error_message = L"";
1482 // The password entered during the menu screen,
1483 std::string password;
1488 while(device->run() && kill == false)
1491 // This is used for catching disconnects
1496 Clear everything from the GUIEnvironment
1501 We need some kind of a root node to be able to add
1502 custom gui elements directly on the screen.
1503 Otherwise they won't be automatically drawn.
1505 guiroot = guienv->addStaticText(L"",
1506 core::rect<s32>(0, 0, 10000, 10000));
1509 Out-of-game menu loop.
1511 Loop quits when menu returns proper parameters.
1513 while(kill == false)
1515 // Cursor can be non-visible when coming from the game
1516 device->getCursorControl()->setVisible(true);
1517 // Some stuff are left to scene manager when coming from the game
1520 // Reset or hide the debug gui texts
1521 /*guitext->setText(L"Minetest-c55");
1522 guitext2->setVisible(false);
1523 guitext_info->setVisible(false);
1524 guitext_chat->setVisible(false);*/
1526 // Initialize menu data
1527 MainMenuData menudata;
1528 menudata.address = narrow_to_wide(address);
1529 menudata.name = narrow_to_wide(playername);
1530 menudata.port = narrow_to_wide(itos(port));
1531 menudata.fancy_trees = g_settings->getBool("new_style_leaves");
1532 menudata.smooth_lighting = g_settings->getBool("smooth_lighting");
1533 menudata.clouds_3d = g_settings->getBool("enable_3d_clouds");
1534 menudata.opaque_water = g_settings->getBool("opaque_water");
1535 menudata.creative_mode = g_settings->getBool("creative_mode");
1536 menudata.enable_damage = g_settings->getBool("enable_damage");
1539 new GUIMainMenu(guienv, guiroot, -1,
1540 &g_menumgr, &menudata, g_gamecallback);
1541 menu->allowFocusRemoval(true);
1543 if(error_message != L"")
1545 errorstream<<"error_message = "
1546 <<wide_to_narrow(error_message)<<std::endl;
1548 GUIMessageMenu *menu2 =
1549 new GUIMessageMenu(guienv, guiroot, -1,
1550 &g_menumgr, error_message.c_str());
1552 error_message = L"";
1555 video::IVideoDriver* driver = device->getVideoDriver();
1557 infostream<<"Created main menu"<<std::endl;
1559 while(device->run() && kill == false)
1561 if(menu->getStatus() == true)
1564 //driver->beginScene(true, true, video::SColor(255,0,0,0));
1565 driver->beginScene(true, true, video::SColor(255,128,128,128));
1567 drawMenuBackground(driver);
1573 // On some computers framerate doesn't seem to be
1574 // automatically limited
1578 // Break out of menu-game loop to shut down cleanly
1579 if(device->run() == false || kill == true)
1582 infostream<<"Dropping main menu"<<std::endl;
1586 // Delete map if requested
1587 if(menudata.delete_map)
1589 bool r = fs::RecursiveDeleteContent(map_dir);
1591 error_message = L"Delete failed";
1595 playername = wide_to_narrow(menudata.name);
1597 password = translatePassword(playername, menudata.password);
1599 //infostream<<"Main: password hash: '"<<password<<"'"<<std::endl;
1601 address = wide_to_narrow(menudata.address);
1602 int newport = stoi(wide_to_narrow(menudata.port));
1605 g_settings->set("new_style_leaves", itos(menudata.fancy_trees));
1606 g_settings->set("smooth_lighting", itos(menudata.smooth_lighting));
1607 g_settings->set("enable_3d_clouds", itos(menudata.clouds_3d));
1608 g_settings->set("opaque_water", itos(menudata.opaque_water));
1609 g_settings->set("creative_mode", itos(menudata.creative_mode));
1610 g_settings->set("enable_damage", itos(menudata.enable_damage));
1612 // NOTE: These are now checked server side; no need to do it
1613 // here, so let's not do it here.
1614 /*// Check for valid parameters, restart menu if invalid.
1615 if(playername == "")
1617 error_message = L"Name required.";
1620 // Check that name has only valid chars
1621 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
1623 error_message = L"Characters allowed: "
1624 +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
1629 g_settings->set("name", playername);
1630 g_settings->set("address", address);
1631 g_settings->set("port", itos(port));
1632 // Update configuration file
1633 if(configpath != "")
1634 g_settings->updateConfigFile(configpath.c_str());
1640 // Break out of menu-game loop to shut down cleanly
1641 if(device->run() == false || kill == true)
1664 catch(con::PeerNotFoundException &e)
1666 errorstream<<"Connection error (timed out?)"<<std::endl;
1667 error_message = L"Connection error (timed out?)";
1669 catch(SocketException &e)
1671 errorstream<<"Socket error (port already in use?)"<<std::endl;
1672 error_message = L"Socket error (port already in use?)";
1676 errorstream<<e.what()<<std::endl;
1677 error_message = narrow_to_wide(e.what()) + L"\nCheck debug.txt for details.";
1680 catch(std::exception &e)
1682 std::string narrow_message = "Some exception, what()=\"";
1683 narrow_message += e.what();
1684 narrow_message += "\"";
1685 errorstream<<narrow_message<<std::endl;
1686 error_message = narrow_to_wide(narrow_message);
1695 In the end, delete the Irrlicht device.
1701 // Update configuration file
1702 if(configpath != "")
1703 g_settings->updateConfigFile(configpath.c_str());
1705 END_DEBUG_EXCEPTION_HANDLER(errorstream)
1707 debugstreams_deinit();