51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-/*
-=============================== NOTES ==============================
-NOTE: Things starting with TODO are sometimes only suggestions.
-
-NOTE: iostream.imbue(std::locale("C")) is very slow
-NOTE: Global locale is now set at initialization
-
-NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the
- hardware buffer (it is not freed automatically)
-
-NOTE: A random to-do list saved here as documentation:
-A list of "active blocks" in which stuff happens. (+=done)
- + Add a never-resetted game timer to the server
- + Add a timestamp value to blocks
- + The simple rule: All blocks near some player are "active"
- - Do stuff in real time in active blocks
- + Handle objects
- - Grow grass, delete leaves without a tree
- - Spawn some mobs based on some rules
- - Transform cobble to mossy cobble near water
- - Run a custom script
- - ...And all kinds of other dynamic stuff
- + Keep track of when a block becomes active and becomes inactive
- + When a block goes inactive:
- + Store objects statically to block
- + Store timer value as the timestamp
- + When a block goes active:
- + Create active objects out of static objects
- - Simulate the results of what would have happened if it would have
- been active for all the time
- - Grow a lot of grass and so on
- + Initially it is fine to send information about every active object
- to every player. Eventually it should be modified to only send info
- about the nearest ones.
- + This was left to be done by the old system and it sends only the
- nearest ones.
-
-NOTE: Seeds in 1260:6c77e7dbfd29:
-5721858502589302589:
- Spawns you on a small sand island with a surface dungeon
-2983455799928051958:
- Enormous jungle + a surface dungeon at ~(250,0,0)
-
-Old, wild and random suggestions that probably won't be done:
--------------------------------------------------------------
-
-SUGG: If player is on ground, mainly fetch ground-level blocks
-
-SUGG: Expose Connection's seqnums and ACKs to server and client.
- - This enables saving many packets and making a faster connection
- - This also enables server to check if client has received the
- most recent block sent, for example.
-SUGG: Add a sane bandwidth throttling system to Connection
-
-SUGG: More fine-grained control of client's dumping of blocks from
- memory
- - ...What does this mean in the first place?
-
-SUGG: A map editing mode (similar to dedicated server mode)
-
-SUGG: Transfer more blocks in a single packet
-SUGG: A blockdata combiner class, to which blocks are added and at
- destruction it sends all the stuff in as few packets as possible.
-SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
- it by sending more stuff in a single packet.
- - Add a packet queue to RemoteClient, from which packets will be
- combined with object data packets
- - This is not exactly trivial: the object data packets are
- sometimes very big by themselves
- - This might not give much network performance gain though.
-
-SUGG: Precalculate lighting translation table at runtime (at startup)
- - This is not doable because it is currently hand-made and not
- based on some mathematical function.
- - Note: This has been changing lately
-
-SUGG: A version number to blocks, which increments when the block is
- modified (node add/remove, water update, lighting update)
- - This can then be used to make sure the most recent version of
- a block has been sent to client, for example
-
-SUGG: Make the amount of blocks sending to client and the total
- amount of blocks dynamically limited. Transferring blocks is the
- main network eater of this system, so it is the one that has
- to be throttled so that RTTs stay low.
-
-SUGG: Meshes of blocks could be split into 6 meshes facing into
- different directions and then only those drawn that need to be
-
-SUGG: Background music based on cellular automata?
- http://www.earslap.com/projectslab/otomata
-
-SUGG: Simple light color information to air
-
-SUGG: Server-side objects could be moved based on nodes to enable very
- lightweight operation and simple AI
- - Not practical; client would still need to show smooth movement.
-
-SUGG: Make a system for pregenerating quick information for mapblocks, so
- that the client can show them as cubes before they are actually sent
- or even generated.
-
-SUGG: Erosion simulation at map generation time
- - This might be plausible if larger areas of map were pregenerated
- without lighting (which is slow)
- - Simulate water flows, which would carve out dirt fast and
- then turn stone into gravel and sand and relocate it.
- - How about relocating minerals, too? Coal and gold in
- downstream sand and gravel would be kind of cool
- - This would need a better way of handling minerals, mainly
- to have mineral content as a separate field. the first
- parameter field is free for this.
- - Simulate rock falling from cliffs when water has removed
- enough solid rock from the bottom
-
-SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface
- stuff as simple flags/values
- - Light?
- - A building?
- And at some point make the server send this data to the client too,
- instead of referring to the noise functions
- - Ground height
- - Surface ground type
- - Trees?
-
-Gaming ideas:
--------------
-
-- Aim for something like controlling a single dwarf in Dwarf Fortress
-- The player could go faster by a crafting a boat, or riding an animal
-- Random NPC traders. what else?
-
-Game content:
--------------
-
-- When furnace is destroyed, move items to player's inventory
-- Add lots of stuff
-- Glass blocks
-- Growing grass, decaying leaves
- - This can be done in the active blocks I guess.
- - Lots of stuff can be done in the active blocks.
- - Uh, is there an active block list somewhere? I think not. Add it.
-- Breaking weak structures
- - This can probably be accomplished in the same way as grass
-- Player health points
- - When player dies, throw items on map (needs better item-on-map
- implementation)
-- Cobble to get mossy if near water
-- More slots in furnace source list, so that multiple ingredients
- are possible.
-- Keys to chests?
-
-- The Treasure Guard; a big monster with a hammer
- - The hammer does great damage, shakes the ground and removes a block
- - You can drop on top of it, and have some time to attack there
- before he shakes you off
-
-- Maybe the difficulty could come from monsters getting tougher in
- far-away places, and the player starting to need something from
- there when time goes by.
- - The player would have some of that stuff at the beginning, and
- would need new supplies of it when it runs out
-
-- A bomb
-- A spread-items-on-map routine for the bomb, and for dying players
-
-- Fighting:
- - Proper sword swing simulation
- - Player should get damage from colliding to a wall at high speed
-
-Documentation:
---------------
-
-Build system / running:
------------------------
-
-Networking and serialization:
------------------------------
-
-SUGG: Fix address to be ipv6 compatible
-
-User Interface:
----------------
-
-Graphics:
----------
-
-SUGG: Combine MapBlock's face caches to so big pieces that VBO
- can be used
- - That is >500 vertices
- - This is not easy; all the MapBlocks close to the player would
- still need to be drawn separately and combining the blocks
- would have to happen in a background thread
-
-SUGG: Make fetching sector's blocks more efficient when rendering
- sectors that have very large amounts of blocks (on client)
- - Is this necessary at all?
-
-SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
- animating them is easier.
-
-SUGG: Option for enabling proper alpha channel for textures
-
-TODO: Flowing water animation
-
-TODO: A setting for enabling bilinear filtering for textures
-
-TODO: Better control of draw_control.wanted_max_blocks
-
-TODO: Further investigate the use of GPU lighting in addition to the
- current one
-
-TODO: Artificial (night) light could be more yellow colored than sunlight.
- - This is technically doable.
- - Also the actual colors of the textures could be made less colorful
- in the dark but it's a bit more difficult.
-
-SUGG: Somehow make the night less colorful
-
-TODO: Occlusion culling
- - At the same time, move some of the renderMap() block choosing code
- to the same place as where the new culling happens.
- - Shoot some rays per frame and when ready, make a new list of
- blocks for usage of renderMap and give it a new pointer to it.
-
-Configuration:
---------------
-
-Client:
--------
-
-TODO: Untie client network operations from framerate
- - Needs some input queues or something
- - This won't give much performance boost because calculating block
- meshes takes so long
-
-SUGG: Make morning and evening transition more smooth and maybe shorter
-
-TODO: Don't update all meshes always on single node changes, but
- check which ones should be updated
- - implement Map::updateNodeMeshes() and the usage of it
- - It will give almost always a 4x boost in mesh update performance.
-
-- A weapon engine
-
-- Tool/weapon visualization
-
-FIXME: When disconnected to the menu, memory is not freed properly
-
-TODO: Investigate how much the mesh generator thread gets used when
- transferring map data
-
-Server:
--------
-
-SUGG: Make an option to the server to disable building and digging near
- the starting position
-
-FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
-
-* Fix the problem with the server constantly saving one or a few
- blocks? List the first saved block, maybe it explains.
- - It is probably caused by oscillating water
- - TODO: Investigate if this still happens (this is a very old one)
-* Make a small history check to transformLiquids to detect and log
- continuous oscillations, in such detail that they can be fixed.
-
-FIXME: The new optimized map sending doesn't sometimes send enough blocks
- from big caves and such
-FIXME: Block send distance configuration does not take effect for some reason
-
-Environment:
-------------
-
-TODO: Add proper hooks to when adding and removing active blocks
-
-TODO: Finish the ActiveBlockModifier stuff and use it for something
-
-Objects:
---------
-
-TODO: Get rid of MapBlockObjects and use only ActiveObjects
- - Skipping the MapBlockObject data is nasty - there is no "total
- length" stored; have to make a SkipMBOs function which contains
- enough of the current code to skip them properly.
-
-SUGG: MovingObject::move and Player::move are basically the same.
- combine them.
- - NOTE: This is a bit tricky because player has the sneaking ability
- - NOTE: Player::move is more up-to-date.
- - NOTE: There is a simple move implementation now in collision.{h,cpp}
- - NOTE: MovingObject will be deleted (MapBlockObject)
-
-TODO: Add a long step function to objects that is called with the time
- difference when block activates
-
-Map:
-----
-
-TODO: Flowing water to actually contain flow direction information
- - There is a space for this - it just has to be implemented.
-
-TODO: Consider smoothening cave floors after generating them
-
-TODO: Fix make_tree, make_* to use seed-position-consistent pseudorandom
- - delta also
-
-Misc. stuff:
-------------
-TODO: Make sure server handles removing grass when a block is placed (etc)
- - The client should not do it by itself
- - NOTE: I think nobody does it currently...
-TODO: Block cube placement around player's head
-TODO: Protocol version field
-TODO: Think about using same bits for material for fences and doors, for
- example
-
-SUGG: Restart irrlicht completely when coming back to main menu from game.
- - This gets rid of everything that is stored in irrlicht's caches.
- - This might be needed for texture pack selection in menu
-
-TODO: Merge bahamada's audio stuff (clean patch available)
-
-Making it more portable:
-------------------------
-
-Stuff to do before release:
----------------------------
-
-Fixes to the current release:
------------------------------
-
-Stuff to do after release:
----------------------------
-
-Doing currently:
-----------------
-
-======================================================================
-
-*/
-
#ifdef NDEBUG
/*#ifdef _WIN32
#pragma message ("Disabling unit tests")
#endif
#ifdef _MSC_VER
+#ifndef SERVER // Dedicated server isn't linked with Irrlicht
#pragma comment(lib, "Irrlicht.lib")
- //#pragma comment(lib, "jthread.lib")
- #pragma comment(lib, "zlibwapi.lib")
- #pragma comment(lib, "Shell32.lib")
// This would get rid of the console window
//#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
#endif
+ #pragma comment(lib, "zlibwapi.lib")
+ #pragma comment(lib, "Shell32.lib")
+#endif
#include "irrlicht.h" // createDevice
#include "filesys.h"
#include "config.h"
#include "guiMainMenu.h"
-#include "materials.h"
#include "game.h"
#include "keycode.h"
#include "tile.h"
+#include "chat.h"
#include "defaultsettings.h"
#include "gettext.h"
#include "settings.h"
#include "profiler.h"
#include "log.h"
#include "mods.h"
+#include "utility_string.h"
+#include "subgame.h"
+#include "quicktune.h"
/*
Settings.
Profiler *g_profiler = &main_profiler;
/*
- Random stuff
+ Debug streams
*/
+// Connection
+std::ostream *dout_con_ptr = &dummyout;
+std::ostream *derr_con_ptr = &verbosestream;
+
+// Server
+std::ostream *dout_server_ptr = &infostream;
+std::ostream *derr_server_ptr = &errorstream;
+
+// Client
+std::ostream *dout_client_ptr = &infostream;
+std::ostream *derr_client_ptr = &errorstream;
+
+#ifndef SERVER
/*
- mainmenumanager.h
+ Random stuff
*/
+/* mainmenumanager.h */
+
gui::IGUIEnvironment* guienv = NULL;
gui::IGUIStaticText *guiroot = NULL;
MainMenuManager g_menumgr;
// Passed to menus to allow disconnecting and exiting
MainGameCallback *g_gamecallback = NULL;
+#endif
/*
- Debug streams
+ gettime.h implementation
*/
-// Connection
-std::ostream *dout_con_ptr = &dummyout;
-std::ostream *derr_con_ptr = &verbosestream;
-//std::ostream *dout_con_ptr = &infostream;
-//std::ostream *derr_con_ptr = &errorstream;
-
-// Server
-std::ostream *dout_server_ptr = &infostream;
-std::ostream *derr_server_ptr = &errorstream;
+#ifdef SERVER
-// Client
-std::ostream *dout_client_ptr = &infostream;
-std::ostream *derr_client_ptr = &errorstream;
+u32 getTimeMs()
+{
+ /* Use imprecise system calls directly (from porting.h) */
+ return porting::getTimeMs();
+}
-/*
- gettime.h implementation
-*/
+#else
// A small helper class
class TimeGetter
return g_timegetter->getTime();
}
+#endif
+
+class StderrLogOutput: public ILogOutput
+{
+public:
+ /* line: Full line with timestamp, level and thread */
+ void printLog(const std::string &line)
+ {
+ std::cerr<<line<<std::endl;
+ }
+} main_stderr_log_out;
+
+class DstreamNoStderrLogOutput: public ILogOutput
+{
+public:
+ /* line: Full line with timestamp, level and thread */
+ void printLog(const std::string &line)
+ {
+ dstream_no_stderr<<line<<std::endl;
+ }
+} main_dstream_no_stderr_log_out;
+
+#ifndef SERVER
+
/*
Event handler for Irrlicht
bool rightreleased;
};
+void drawMenuBackground(video::IVideoDriver* driver)
+{
+ core::dimension2d<u32> screensize = driver->getScreenSize();
+
+ video::ITexture *bgtexture =
+ driver->getTexture(getTexturePath("menubg.png").c_str());
+ if(bgtexture)
+ {
+ s32 scaledsize = 128;
+
+ // The important difference between destsize and screensize is
+ // that destsize is rounded to whole scaled pixels.
+ // These formulas use component-wise multiplication and division of v2u32.
+ v2u32 texturesize = bgtexture->getSize();
+ v2u32 sourcesize = texturesize * screensize / scaledsize + v2u32(1,1);
+ v2u32 destsize = scaledsize * sourcesize / texturesize;
+
+ // Default texture wrapping mode in Irrlicht is ETC_REPEAT.
+ driver->draw2DImage(bgtexture,
+ core::rect<s32>(0, 0, destsize.X, destsize.Y),
+ core::rect<s32>(0, 0, sourcesize.X, sourcesize.Y),
+ NULL, NULL, true);
+ }
+
+ video::ITexture *logotexture =
+ driver->getTexture(getTexturePath("menulogo.png").c_str());
+ if(logotexture)
+ {
+ v2s32 logosize(logotexture->getOriginalSize().Width,
+ logotexture->getOriginalSize().Height);
+ logosize *= 4;
+
+ video::SColor bgcolor(255,50,50,50);
+ core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
+ screensize.Width, screensize.Height);
+ driver->draw2DRectangle(bgcolor, bgrect, NULL);
+
+ core::rect<s32> rect(0,0,logosize.X,logosize.Y);
+ rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
+ rect -= v2s32(logosize.X/2, 0);
+ driver->draw2DImage(logotexture, rect,
+ core::rect<s32>(core::position2d<s32>(0,0),
+ core::dimension2di(logotexture->getSize())),
+ NULL, NULL, true);
+ }
+}
+
+#endif
+
// These are defined global so that they're not optimized too much.
// Can't change them to volatile.
s16 temp16;
void SpeedTests()
{
{
- dstream<<"The following test should take around 20ms."<<std::endl;
+ infostream<<"The following test should take around 20ms."<<std::endl;
TimeTaker timer("Testing std::string speed");
const u32 jj = 10000;
for(u32 j=0; j<jj; j++)
}
}
- dstream<<"All of the following tests should take around 100ms each."
+ infostream<<"All of the following tests should take around 100ms each."
<<std::endl;
{
}
{
- dstream<<"Around 5000/ms should do well here."<<std::endl;
+ infostream<<"Around 5000/ms should do well here."<<std::endl;
TimeTaker timer("Testing mutex speed");
JMutex m;
u32 dtime = timer.stop();
u32 per_ms = n / dtime;
- dstream<<"Done. "<<dtime<<"ms, "
+ infostream<<"Done. "<<dtime<<"ms, "
<<per_ms<<"/ms"<<std::endl;
}
}
-void drawMenuBackground(video::IVideoDriver* driver)
+static void print_worldspecs(const std::vector<WorldSpec> &worldspecs,
+ std::ostream &os)
{
- core::dimension2d<u32> screensize = driver->getScreenSize();
-
- video::ITexture *bgtexture =
- driver->getTexture(getTexturePath("menubg.png").c_str());
- if(bgtexture)
- {
- s32 texturesize = 128;
- s32 tiled_y = screensize.Height / texturesize + 1;
- s32 tiled_x = screensize.Width / texturesize + 1;
-
- for(s32 y=0; y<tiled_y; y++)
- for(s32 x=0; x<tiled_x; x++)
- {
- core::rect<s32> rect(0,0,texturesize,texturesize);
- rect += v2s32(x*texturesize, y*texturesize);
- driver->draw2DImage(bgtexture, rect,
- core::rect<s32>(core::position2d<s32>(0,0),
- core::dimension2di(bgtexture->getSize())),
- NULL, NULL, true);
- }
- }
-
- video::ITexture *logotexture =
- driver->getTexture(getTexturePath("menulogo.png").c_str());
- if(logotexture)
- {
- v2s32 logosize(logotexture->getOriginalSize().Width,
- logotexture->getOriginalSize().Height);
- logosize *= 4;
-
- video::SColor bgcolor(255,50,50,50);
- core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
- screensize.Width, screensize.Height);
- driver->draw2DRectangle(bgcolor, bgrect, NULL);
-
- core::rect<s32> rect(0,0,logosize.X,logosize.Y);
- rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
- rect -= v2s32(logosize.X/2, 0);
- driver->draw2DImage(logotexture, rect,
- core::rect<s32>(core::position2d<s32>(0,0),
- core::dimension2di(logotexture->getSize())),
- NULL, NULL, true);
+ for(u32 i=0; i<worldspecs.size(); i++){
+ std::string name = worldspecs[i].name;
+ std::string path = worldspecs[i].path;
+ if(name.find(" ") != std::string::npos)
+ name = std::string("'") + name + "'";
+ path = std::string("'") + path + "'";
+ name = padStringRight(name, 14);
+ os<<" "<<name<<" "<<path<<std::endl;
}
}
-class StderrLogOutput: public ILogOutput
-{
-public:
- /* line: Full line with timestamp, level and thread */
- void printLog(const std::string &line)
- {
- std::cerr<<line<<std::endl;
- }
-} main_stderr_log_out;
-
-class DstreamNoStderrLogOutput: public ILogOutput
-{
-public:
- /* line: Full line with timestamp, level and thread */
- void printLog(const std::string &line)
- {
- dstream_no_stderr<<line<<std::endl;
- }
-} main_dstream_no_stderr_log_out;
-
int main(int argc, char *argv[])
{
+ int retval = 0;
+
/*
Initialization
*/
// List all allowed options
core::map<std::string, ValueSpec> allowed_options;
- allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));
- allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
- "Run server directly"));
+ allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG,
+ "Show allowed options"));
allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
"Load configuration from specified file"));
- allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));
- allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));
- allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));
- allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));
- allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));
- allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));
-#ifdef _WIN32
- allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));
+ allowed_options.insert("port", ValueSpec(VALUETYPE_STRING,
+ "Set network port (UDP)"));
+ allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG,
+ "Disable unit tests"));
+ allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG,
+ "Enable unit tests"));
+ allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING,
+ "Same as --world (deprecated)"));
+ allowed_options.insert("world", ValueSpec(VALUETYPE_STRING,
+ "Set world path (implies local game)"));
+ allowed_options.insert("worldname", ValueSpec(VALUETYPE_STRING,
+ "Set world by name (implies local game)"));
+ allowed_options.insert("info", ValueSpec(VALUETYPE_FLAG,
+ "Print more information to console"));
+ allowed_options.insert("verbose", ValueSpec(VALUETYPE_FLAG,
+ "Print even more information to console"));
+ allowed_options.insert("trace", ValueSpec(VALUETYPE_FLAG,
+ "Print enormous amounts of information to log and console"));
+ allowed_options.insert("logfile", ValueSpec(VALUETYPE_STRING,
+ "Set logfile path ('' = no logging)"));
+ allowed_options.insert("gameid", ValueSpec(VALUETYPE_STRING,
+ "Set gameid (\"--gameid list\" prints available ones)"));
+#ifndef SERVER
+ allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG,
+ "Run speed tests"));
+ allowed_options.insert("address", ValueSpec(VALUETYPE_STRING,
+ "Address to connect to. ('' = local game)"));
+ allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG,
+ "Enable random user input, for testing"));
+ allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
+ "Run dedicated server"));
+ allowed_options.insert("name", ValueSpec(VALUETYPE_STRING,
+ "Set player name"));
+ allowed_options.insert("password", ValueSpec(VALUETYPE_STRING,
+ "Set password"));
+ allowed_options.insert("go", ValueSpec(VALUETYPE_FLAG,
+ "Disable main menu"));
#endif
- allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));
- allowed_options.insert("info-on-stderr", ValueSpec(VALUETYPE_FLAG));
Settings cmd_args;
bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
- if(ret == false || cmd_args.getFlag("help"))
+ if(ret == false || cmd_args.getFlag("help") || cmd_args.exists("nonopt1"))
{
dstream<<"Allowed options:"<<std::endl;
for(core::map<std::string, ValueSpec>::Iterator
i = allowed_options.getIterator();
i.atEnd() == false; i++)
{
- dstream<<" --"<<i.getNode()->getKey();
+ std::ostringstream os1(std::ios::binary);
+ os1<<" --"<<i.getNode()->getKey();
if(i.getNode()->getValue().type == VALUETYPE_FLAG)
- {
- }
+ {}
else
- {
- dstream<<" <value>";
- }
- dstream<<std::endl;
+ os1<<" <value>";
+ dstream<<padStringRight(os1.str(), 24);
if(i.getNode()->getValue().help != NULL)
- {
- dstream<<" "<<i.getNode()->getValue().help
- <<std::endl;
- }
+ dstream<<i.getNode()->getValue().help;
+ dstream<<std::endl;
}
return cmd_args.getFlag("help") ? 0 : 1;
/*
Low-level initialization
*/
-
- bool disable_stderr = false;
-#ifdef _WIN32
- if(cmd_args.getFlag("dstream-on-stderr") == false)
- disable_stderr = true;
-#endif
- if(cmd_args.getFlag("info-on-stderr"))
+ // If trace is enabled, enable logging of certain things
+ if(cmd_args.getFlag("trace")){
+ dstream<<"Enabling trace level debug output"<<std::endl;
+ dout_con_ptr = &verbosestream;
+ socket_enable_debug_output = true;
+ }
+ // In certain cases, output info level on stderr
+ if(cmd_args.getFlag("info") || cmd_args.getFlag("verbose") ||
+ cmd_args.getFlag("trace") || cmd_args.getFlag("speedtests"))
log_add_output(&main_stderr_log_out, LMT_INFO);
+ // In certain cases, output verbose level on stderr
+ if(cmd_args.getFlag("verbose") || cmd_args.getFlag("trace"))
+ log_add_output(&main_stderr_log_out, LMT_VERBOSE);
porting::signal_handler_init();
bool &kill = *porting::signal_handler_killstatus();
- // Initialize porting::path_data and porting::path_userdata
porting::initializePaths();
// Create user data directory
- fs::CreateDir(porting::path_userdata);
+ fs::CreateDir(porting::path_user);
- init_gettext((porting::path_data+DIR_DELIM+".."+DIR_DELIM+"locale").c_str());
+ init_gettext((porting::path_share+DIR_DELIM+".."+DIR_DELIM+"locale").c_str());
// Initialize debug streams
#ifdef RUN_IN_PLACE
- std::string debugfile = DEBUGFILE;
+ std::string logfile = DEBUGFILE;
#else
- std::string debugfile = porting::path_userdata+DIR_DELIM+DEBUGFILE;
+ std::string logfile = porting::path_user+DIR_DELIM+DEBUGFILE;
#endif
- debugstreams_init(disable_stderr, debugfile.c_str());
+ if(cmd_args.exists("logfile"))
+ logfile = cmd_args.get("logfile");
+ if(logfile != "")
+ debugstreams_init(false, logfile.c_str());
+ else
+ debugstreams_init(false, NULL);
+
+ infostream<<"logfile = "<<logfile<<std::endl;
+ infostream<<"path_share = "<<porting::path_share<<std::endl;
+ infostream<<"path_user = "<<porting::path_user<<std::endl;
+
// Initialize debug stacks
debug_stacks_init();
-
DSTACK(__FUNCTION_NAME);
- // Init material properties table
- //initializeMaterialProperties();
-
// Debug handler
BEGIN_DEBUG_EXCEPTION_HANDLER
-
+
+ // List gameids if requested
+ if(cmd_args.exists("gameid") && cmd_args.get("gameid") == "list")
+ {
+ std::set<std::string> gameids = getAvailableGameIds();
+ for(std::set<std::string>::const_iterator i = gameids.begin();
+ i != gameids.end(); i++)
+ dstream<<(*i)<<std::endl;
+ return 0;
+ }
+
// Print startup message
- actionstream<<PROJECT_NAME<<
+ infostream<<PROJECT_NAME<<
" with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
<<", "<<BUILD_INFO
<<std::endl;
else
{
core::array<std::string> filenames;
- filenames.push_back(porting::path_userdata +
+ filenames.push_back(porting::path_user +
DIR_DELIM + "minetest.conf");
-#ifdef RUN_IN_PLACE
- filenames.push_back(porting::path_userdata +
+ // Legacy configuration file location
+ filenames.push_back(porting::path_user +
DIR_DELIM + ".." + DIR_DELIM + "minetest.conf");
+#ifdef RUN_IN_PLACE
+ // Try also from a lower level (to aid having the same configuration
+ // for many RUN_IN_PLACE installs)
+ filenames.push_back(porting::path_user +
+ DIR_DELIM + ".." + DIR_DELIM + ".." + DIR_DELIM + "minetest.conf");
#endif
for(u32 i=0; i<filenames.size(); i++)
run_tests();
}
- /*for(s16 y=-100; y<100; y++)
- for(s16 x=-100; x<100; x++)
- {
- std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
- }
- return 0;*/
-
/*
Game parameters
*/
if(port == 0)
port = 30000;
- // Map directory
- std::string map_dir = porting::path_userdata+DIR_DELIM+"world";
- if(cmd_args.exists("map-dir"))
- map_dir = cmd_args.get("map-dir");
+ // World directory
+ std::string commanded_world = "";
+ if(cmd_args.exists("world"))
+ commanded_world = cmd_args.get("world");
+ else if(cmd_args.exists("map-dir"))
+ commanded_world = cmd_args.get("map-dir");
+ else if(cmd_args.exists("nonopt0")) // First nameless argument
+ commanded_world = cmd_args.get("nonopt0");
else if(g_settings->exists("map-dir"))
- map_dir = g_settings->get("map-dir");
+ commanded_world = g_settings->get("map-dir");
+
+ // World name
+ std::string commanded_worldname = "";
+ if(cmd_args.exists("worldname"))
+ commanded_worldname = cmd_args.get("worldname");
- // Run dedicated server if asked to
- if(cmd_args.getFlag("server"))
+ // Strip world.mt from commanded_world
{
- DSTACK("Dedicated server branch");
+ std::string worldmt = "world.mt";
+ if(commanded_world.size() > worldmt.size() &&
+ commanded_world.substr(commanded_world.size()-worldmt.size())
+ == worldmt){
+ dstream<<"Supplied world.mt file - stripping it off."<<std::endl;
+ commanded_world = commanded_world.substr(
+ 0, commanded_world.size()-worldmt.size());
+ }
+ }
+
+ // Gamespec
+ SubgameSpec commanded_gamespec;
+ if(cmd_args.exists("gameid")){
+ std::string gameid = cmd_args.get("gameid");
+ commanded_gamespec = findSubgame(gameid);
+ if(!commanded_gamespec.isValid()){
+ errorstream<<"Game \""<<gameid<<"\" not found"<<std::endl;
+ return 1;
+ }
+ }
- // Create time getter
+ /*
+ Run dedicated server if asked to or no other option
+ */
+#ifdef SERVER
+ bool run_dedicated_server = true;
+#else
+ bool run_dedicated_server = cmd_args.getFlag("server");
+#endif
+ if(run_dedicated_server)
+ {
+ DSTACK("Dedicated server branch");
+ // Create time getter if built with Irrlicht
+#ifndef SERVER
g_timegetter = new SimpleTimeGetter();
-
+#endif
+
+ // World directory
+ std::string world_path;
+ verbosestream<<"Determining world path"<<std::endl;
+ bool is_legacy_world = false;
+ // If a world was commanded, use it
+ if(commanded_world != ""){
+ world_path = commanded_world;
+ infostream<<"Using commanded world path ["<<world_path<<"]"
+ <<std::endl;
+ }
+ // If a world name was specified, select it
+ else if(commanded_worldname != ""){
+ // Get information about available worlds
+ std::vector<WorldSpec> worldspecs = getAvailableWorlds();
+ world_path = "";
+ for(u32 i=0; i<worldspecs.size(); i++){
+ std::string name = worldspecs[i].name;
+ if(name == commanded_worldname){
+ world_path = worldspecs[i].path;
+ break;
+ }
+ }
+ if(world_path == ""){
+ dstream<<"World '"<<commanded_worldname<<"' not "
+ <<"available. Available worlds:"<<std::endl;
+ print_worldspecs(worldspecs, dstream);
+ return 1;
+ }
+ }
+ // No world was specified; try to select it automatically
+ else
+ {
+ // Get information about available worlds
+ std::vector<WorldSpec> worldspecs = getAvailableWorlds();
+ // If a world name was specified, select it
+ if(commanded_worldname != ""){
+ world_path = "";
+ for(u32 i=0; i<worldspecs.size(); i++){
+ std::string name = worldspecs[i].name;
+ if(name == commanded_worldname){
+ world_path = worldspecs[i].path;
+ break;
+ }
+ }
+ if(world_path == ""){
+ dstream<<"World '"<<commanded_worldname<<"' not "
+ <<"available. Available worlds:"<<std::endl;
+ print_worldspecs(worldspecs, dstream);
+ return 1;
+ }
+ }
+ // If there is only a single world, use it
+ if(worldspecs.size() == 1){
+ world_path = worldspecs[0].path;
+ dstream<<"Automatically selecting world at ["
+ <<world_path<<"]"<<std::endl;
+ // If there are multiple worlds, list them
+ } else if(worldspecs.size() > 1){
+ dstream<<"Multiple worlds are available."<<std::endl;
+ dstream<<"Please select one using --worldname <name>"
+ <<" or --world <path>"<<std::endl;
+ print_worldspecs(worldspecs, dstream);
+ return 1;
+ // If there are no worlds, automatically create a new one
+ } else {
+ // This is the ultimate default world path
+ world_path = porting::path_user + DIR_DELIM + "worlds" +
+ DIR_DELIM + "world";
+ infostream<<"Creating default world at ["
+ <<world_path<<"]"<<std::endl;
+ }
+ }
+
+ if(world_path == ""){
+ errorstream<<"No world path specified or found."<<std::endl;
+ return 1;
+ }
+ verbosestream<<"Using world path ["<<world_path<<"]"<<std::endl;
+
+ // We need a gameid.
+ std::string gameid;
+ verbosestream<<"Determining gameid"<<std::endl;
+ // If world doesn't exist
+ if(!getWorldExists(world_path))
+ {
+ // Try to take gamespec from command line
+ if(commanded_gamespec.isValid()){
+ gameid = commanded_gamespec.id;
+ infostream<<"Using commanded gameid ["<<gameid<<"]"<<std::endl;
+ }
+ // Otherwise we will be using "minetest"
+ else{
+ gameid = g_settings->get("default_game");
+ infostream<<"Using default gameid ["<<gameid<<"]"<<std::endl;
+ }
+ }
+ // If world exists
+ else
+ {
+ // Otherwise read from the world
+ std::string world_gameid = getWorldGameId(world_path, is_legacy_world);
+ gameid = world_gameid;
+ if(commanded_gamespec.isValid() &&
+ commanded_gamespec.id != world_gameid){
+ gameid = commanded_gamespec.id;
+ errorstream<<"WARNING: Using commanded gameid ["<<gameid<<"]"
+ <<" instead of world gameid ["<<world_gameid
+ <<"]"<<std::endl;
+ } else{
+ infostream<<"Using world gameid ["<<gameid<<"]"<<std::endl;
+ }
+ }
+ verbosestream<<"Finding subgame ["<<gameid<<"]"<<std::endl;
+ SubgameSpec gamespec = findSubgame(gameid);
+ if(!gamespec.isValid()){
+ errorstream<<"Subgame ["<<gameid<<"] could not be found."
+ <<std::endl;
+ return 1;
+ }
+ verbosestream<<"Using gameid ["<<gamespec.id<<"]"<<std::endl;
+
// Create server
- Server server(map_dir.c_str(), configpath);
+ Server server(world_path, configpath, gamespec, false);
server.start(port);
// Run server
return 0;
}
+#ifndef SERVER // Exclude from dedicated server build
/*
More parameters
*/
- // Address to connect to
- std::string address = "";
-
- if(cmd_args.exists("address"))
- {
+ std::string address = g_settings->get("address");
+ if(commanded_world != "")
+ address = "";
+ else if(cmd_args.exists("address"))
address = cmd_args.get("address");
- }
- else
- {
- address = g_settings->get("address");
- }
+ else if(cmd_args.exists("world"))
+ address = "";
std::string playername = g_settings->get("name");
+ if(cmd_args.exists("name"))
+ playername = cmd_args.get("name");
+
+ bool skip_main_menu = cmd_args.getFlag("go");
/*
Device initialization
*/
//driver->setMinHardwareBufferVertexCount(50);
- // Set the window caption
- device->setWindowCaption(L"Minetest [Main Menu]");
-
// Create time getter
g_timegetter = new IrrlichtTimeGetter(device);
//skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
+ skin->setColor(gui::EGDC_HIGH_LIGHT, video::SColor(255,70,100,50));
+ skin->setColor(gui::EGDC_HIGH_LIGHT_TEXT, video::SColor(255,255,255,255));
/*
GUI stuff
*/
+ ChatBackend chat_backend;
+
/*
If an error occurs, this is set to something and the
menu-game loop is restarted. It is then displayed before
// The password entered during the menu screen,
std::string password;
+ bool first_loop = true;
+
/*
Menu-game loop
*/
while(device->run() && kill == false)
{
+ // Set the window caption
+ device->setWindowCaption(L"Minetest [Main Menu]");
// This is used for catching disconnects
try
guiroot = guienv->addStaticText(L"",
core::rect<s32>(0, 0, 10000, 10000));
+ SubgameSpec gamespec;
+ WorldSpec worldspec;
+ bool simple_singleplayer_mode = false;
+
+ // These are set up based on the menu and other things
+ std::string current_playername = "inv£lid";
+ std::string current_password = "";
+ std::string current_address = "does-not-exist";
+ int current_port = 0;
+
/*
Out-of-game menu loop.
*/
while(kill == false)
{
+ // If skip_main_menu, only go through here once
+ if(skip_main_menu && !first_loop){
+ kill = true;
+ break;
+ }
+ first_loop = false;
+
// Cursor can be non-visible when coming from the game
device->getCursorControl()->setVisible(true);
// Some stuff are left to scene manager when coming from the game
// (map at least?)
smgr->clear();
- // Reset or hide the debug gui texts
- /*guitext->setText(L"Minetest-c55");
- guitext2->setVisible(false);
- guitext_info->setVisible(false);
- guitext_chat->setVisible(false);*/
// Initialize menu data
MainMenuData menudata;
+ if(g_settings->exists("selected_mainmenu_tab"))
+ menudata.selected_tab = g_settings->getS32("selected_mainmenu_tab");
menudata.address = narrow_to_wide(address);
menudata.name = narrow_to_wide(playername);
menudata.port = narrow_to_wide(itos(port));
+ if(cmd_args.exists("password"))
+ menudata.password = narrow_to_wide(cmd_args.get("password"));
menudata.fancy_trees = g_settings->getBool("new_style_leaves");
menudata.smooth_lighting = g_settings->getBool("smooth_lighting");
menudata.clouds_3d = g_settings->getBool("enable_3d_clouds");
menudata.opaque_water = g_settings->getBool("opaque_water");
menudata.creative_mode = g_settings->getBool("creative_mode");
menudata.enable_damage = g_settings->getBool("enable_damage");
-
- GUIMainMenu *menu =
- new GUIMainMenu(guienv, guiroot, -1,
- &g_menumgr, &menudata, g_gamecallback);
- menu->allowFocusRemoval(true);
-
- if(error_message != L"")
- {
- errorstream<<"error_message = "
- <<wide_to_narrow(error_message)<<std::endl;
-
- GUIMessageMenu *menu2 =
- new GUIMessageMenu(guienv, guiroot, -1,
- &g_menumgr, error_message.c_str());
- menu2->drop();
- error_message = L"";
+ // Default to selecting nothing
+ menudata.selected_world = -1;
+ // Get world listing for the menu
+ std::vector<WorldSpec> worldspecs = getAvailableWorlds();
+ // If there is only one world, select it
+ if(worldspecs.size() == 1){
+ menudata.selected_world = 0;
}
+ // Otherwise try to select according to selected_world_path
+ else if(g_settings->exists("selected_world_path")){
+ std::string trypath = g_settings->get("selected_world_path");
+ for(u32 i=0; i<worldspecs.size(); i++){
+ if(worldspecs[i].path == trypath){
+ menudata.selected_world = i;
+ break;
+ }
+ }
+ }
+ // If a world was commanded, append and select it
+ if(commanded_world != ""){
+ std::string gameid = getWorldGameId(commanded_world, true);
+ std::string name = "[--world parameter]";
+ if(gameid == ""){
+ gameid = g_settings->get("default_game");
+ name += " [new]";
+ }
+ WorldSpec spec(commanded_world, name, gameid);
+ worldspecs.push_back(spec);
+ menudata.selected_world = worldspecs.size()-1;
+ }
+ // Copy worldspecs to menu
+ menudata.worlds = worldspecs;
- video::IVideoDriver* driver = device->getVideoDriver();
-
- infostream<<"Created main menu"<<std::endl;
-
- while(device->run() && kill == false)
+ if(skip_main_menu == false)
{
- if(menu->getStatus() == true)
- break;
-
- //driver->beginScene(true, true, video::SColor(255,0,0,0));
- driver->beginScene(true, true, video::SColor(255,128,128,128));
-
- drawMenuBackground(driver);
-
- guienv->drawAll();
+ video::IVideoDriver* driver = device->getVideoDriver();
- driver->endScene();
+ infostream<<"Waiting for other menus"<<std::endl;
+ while(device->run() && kill == false)
+ {
+ if(noMenuActive())
+ break;
+ driver->beginScene(true, true,
+ video::SColor(255,128,128,128));
+ drawMenuBackground(driver);
+ guienv->drawAll();
+ driver->endScene();
+ // On some computers framerate doesn't seem to be
+ // automatically limited
+ sleep_ms(25);
+ }
+ infostream<<"Waited for other menus"<<std::endl;
+
+ GUIMainMenu *menu =
+ new GUIMainMenu(guienv, guiroot, -1,
+ &g_menumgr, &menudata, g_gamecallback);
+ menu->allowFocusRemoval(true);
+
+ if(error_message != L"")
+ {
+ verbosestream<<"error_message = "
+ <<wide_to_narrow(error_message)<<std::endl;
+
+ GUIMessageMenu *menu2 =
+ new GUIMessageMenu(guienv, guiroot, -1,
+ &g_menumgr, error_message.c_str());
+ menu2->drop();
+ error_message = L"";
+ }
+
+ infostream<<"Created main menu"<<std::endl;
+
+ while(device->run() && kill == false)
+ {
+ if(menu->getStatus() == true)
+ break;
+
+ //driver->beginScene(true, true, video::SColor(255,0,0,0));
+ driver->beginScene(true, true, video::SColor(255,128,128,128));
+
+ drawMenuBackground(driver);
+
+ guienv->drawAll();
+
+ driver->endScene();
+
+ // On some computers framerate doesn't seem to be
+ // automatically limited
+ sleep_ms(25);
+ }
- // On some computers framerate doesn't seem to be
- // automatically limited
- sleep_ms(25);
- }
-
- // Break out of menu-game loop to shut down cleanly
- if(device->run() == false || kill == true)
- break;
-
- infostream<<"Dropping main menu"<<std::endl;
+ infostream<<"Dropping main menu"<<std::endl;
- menu->drop();
-
- // Delete map if requested
- if(menudata.delete_map)
- {
- bool r = fs::RecursiveDeleteContent(map_dir);
- if(r == false)
- error_message = L"Delete failed";
- continue;
+ menu->drop();
}
playername = wide_to_narrow(menudata.name);
-
password = translatePassword(playername, menudata.password);
-
//infostream<<"Main: password hash: '"<<password<<"'"<<std::endl;
address = wide_to_narrow(menudata.address);
int newport = stoi(wide_to_narrow(menudata.port));
if(newport != 0)
port = newport;
+ simple_singleplayer_mode = menudata.simple_singleplayer_mode;
+ // Save settings
+ g_settings->setS32("selected_mainmenu_tab", menudata.selected_tab);
g_settings->set("new_style_leaves", itos(menudata.fancy_trees));
g_settings->set("smooth_lighting", itos(menudata.smooth_lighting));
g_settings->set("enable_3d_clouds", itos(menudata.clouds_3d));
g_settings->set("opaque_water", itos(menudata.opaque_water));
g_settings->set("creative_mode", itos(menudata.creative_mode));
g_settings->set("enable_damage", itos(menudata.enable_damage));
+ g_settings->set("name", playername);
+ g_settings->set("address", address);
+ g_settings->set("port", itos(port));
+ if(menudata.selected_world != -1)
+ g_settings->set("selected_world_path",
+ worldspecs[menudata.selected_world].path);
- // NOTE: These are now checked server side; no need to do it
- // here, so let's not do it here.
- /*// Check for valid parameters, restart menu if invalid.
- if(playername == "")
- {
- error_message = L"Name required.";
+ // Break out of menu-game loop to shut down cleanly
+ if(device->run() == false || kill == true)
+ break;
+
+ current_playername = playername;
+ current_password = password;
+ current_address = address;
+ current_port = port;
+
+ // If using simple singleplayer mode, override
+ if(simple_singleplayer_mode){
+ current_playername = "singleplayer";
+ current_password = "";
+ current_address = "";
+ current_port = 30011;
+ }
+
+ // Set world path to selected one
+ if(menudata.selected_world != -1){
+ worldspec = worldspecs[menudata.selected_world];
+ infostream<<"Selected world: "<<worldspec.name
+ <<" ["<<worldspec.path<<"]"<<std::endl;
+ }
+
+ // Only refresh if so requested
+ if(menudata.only_refresh){
+ infostream<<"Refreshing menu"<<std::endl;
continue;
}
- // Check that name has only valid chars
- if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
+
+ // Create new world if requested
+ if(menudata.create_world_name != L"")
{
- error_message = L"Characters allowed: "
- +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
+ std::string path = porting::path_user + DIR_DELIM
+ "worlds" + DIR_DELIM
+ + wide_to_narrow(menudata.create_world_name);
+ // Create world if it doesn't exist
+ if(!initializeWorld(path, menudata.create_world_gameid)){
+ error_message = L"Failed to initialize world";
+ errorstream<<wide_to_narrow(error_message)<<std::endl;
+ continue;
+ }
+ g_settings->set("selected_world_path", path);
continue;
- }*/
+ }
+
+ // If local game
+ if(current_address == "")
+ {
+ if(menudata.selected_world == -1){
+ error_message = L"No world selected and no address "
+ L"provided. Nothing to do.";
+ errorstream<<wide_to_narrow(error_message)<<std::endl;
+ continue;
+ }
+ // Load gamespec for required game
+ gamespec = findSubgame(worldspec.gameid);
+ if(!gamespec.isValid() && !commanded_gamespec.isValid()){
+ error_message = L"Could not find or load game \""
+ + narrow_to_wide(worldspec.gameid) + L"\"";
+ errorstream<<wide_to_narrow(error_message)<<std::endl;
+ continue;
+ }
+ if(commanded_gamespec.isValid() &&
+ commanded_gamespec.id != worldspec.gameid){
+ errorstream<<"WARNING: Overriding gamespec from \""
+ <<worldspec.gameid<<"\" to \""
+ <<commanded_gamespec.id<<"\""<<std::endl;
+ gamespec = commanded_gamespec;
+ }
+
+ if(!gamespec.isValid()){
+ error_message = L"Invalid gamespec. (world_gameid="
+ +narrow_to_wide(worldspec.gameid)+L")";
+ errorstream<<wide_to_narrow(error_message)<<std::endl;
+ continue;
+ }
+ }
- // Save settings
- g_settings->set("name", playername);
- g_settings->set("address", address);
- g_settings->set("port", itos(port));
- // Update configuration file
- if(configpath != "")
- g_settings->updateConfigFile(configpath.c_str());
-
// Continue to game
break;
}
// Break out of menu-game loop to shut down cleanly
if(device->run() == false || kill == true)
break;
-
+
/*
Run game
*/
input,
device,
font,
- map_dir,
- playername,
- password,
- address,
- port,
+ worldspec.path,
+ current_playername,
+ current_password,
+ current_address,
+ current_port,
error_message,
- configpath
+ configpath,
+ chat_backend,
+ gamespec,
+ simple_singleplayer_mode
);
} //try
catch(con::PeerNotFoundException &e)
{
- errorstream<<"Connection error (timed out?)"<<std::endl;
error_message = L"Connection error (timed out?)";
+ errorstream<<wide_to_narrow(error_message)<<std::endl;
}
- catch(SocketException &e)
+ catch(ServerError &e)
{
- errorstream<<"Socket error (port already in use?)"<<std::endl;
- error_message = L"Socket error (port already in use?)";
+ error_message = narrow_to_wide(e.what());
+ errorstream<<wide_to_narrow(error_message)<<std::endl;
}
catch(ModError &e)
{
}
#endif
+ // If no main menu, show error and exit
+ if(skip_main_menu)
+ {
+ if(error_message != L""){
+ verbosestream<<"error_message = "
+ <<wide_to_narrow(error_message)<<std::endl;
+ retval = 1;
+ }
+ break;
+ }
} // Menu-game loop
delete input;
In the end, delete the Irrlicht device.
*/
device->drop();
+
+#endif // !SERVER
+
+ // Update configuration file
+ if(configpath != "")
+ g_settings->updateConfigFile(configpath.c_str());
+ // Print modified quicktune values
+ {
+ bool header_printed = false;
+ std::vector<std::string> names = getQuicktuneNames();
+ for(u32 i=0; i<names.size(); i++){
+ QuicktuneValue val = getQuicktuneValue(names[i]);
+ if(!val.modified)
+ continue;
+ if(!header_printed){
+ dstream<<"Modified quicktune values:"<<std::endl;
+ header_printed = true;
+ }
+ dstream<<names[i]<<" = "<<val.getString()<<std::endl;
+ }
+ }
+
END_DEBUG_EXCEPTION_HANDLER(errorstream)
debugstreams_deinit();
- return 0;
+ return retval;
}
//END