-/*\r
-Minetest-c55\r
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>\r
-\r
-This program is free software; you can redistribute it and/or modify\r
-it under the terms of the GNU General Public License as published by\r
-the Free Software Foundation; either version 2 of the License, or\r
-(at your option) any later version.\r
-\r
-This program is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
-GNU General Public License for more details.\r
-\r
-You should have received a copy of the GNU General Public License along\r
-with this program; if not, write to the Free Software Foundation, Inc.,\r
-51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.\r
-*/\r
-\r
-/*\r
-=============================== NOTES ==============================\r
-NOTE: Things starting with TODO are sometimes only suggestions.\r
-\r
-NOTE: iostream.imbue(std::locale("C")) is very slow\r
-NOTE: Global locale is now set at initialization\r
-\r
-NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the\r
- hardware buffer (it is not freed automatically)\r
-\r
-NOTE: A random to-do list saved here as documentation:\r
-A list of "active blocks" in which stuff happens. (+=done)\r
- + Add a never-resetted game timer to the server\r
- + Add a timestamp value to blocks\r
- + The simple rule: All blocks near some player are "active"\r
- - Do stuff in real time in active blocks\r
- + Handle objects\r
- - Grow grass, delete leaves without a tree\r
- - Spawn some mobs based on some rules\r
- - Transform cobble to mossy cobble near water\r
- - Run a custom script\r
- - ...And all kinds of other dynamic stuff\r
- + Keep track of when a block becomes active and becomes inactive\r
- + When a block goes inactive:\r
- + Store objects statically to block\r
- + Store timer value as the timestamp\r
- + When a block goes active:\r
- + Create active objects out of static objects\r
- - Simulate the results of what would have happened if it would have\r
- been active for all the time\r
- - Grow a lot of grass and so on\r
- + Initially it is fine to send information about every active object\r
- to every player. Eventually it should be modified to only send info\r
- about the nearest ones.\r
- + This was left to be done by the old system and it sends only the\r
- nearest ones.\r
-\r
-Vim conversion regexpes for moving to extended content type storage:\r
-%s/\(\.\|->\)d \([!=]=\)/\1getContent() \2/g\r
-%s/content_features(\([^.]*\)\.d)/content_features(\1)/g\r
-%s/\(\.\|->\)d = \([^;]*\);/\1setContent(\2);/g\r
-%s/\(getNodeNoExNoEmerge([^)]*)\)\.d/\1.getContent()/g\r
-%s/\(getNodeNoExNoEmerge(.*)\)\.d/\1.getContent()/g\r
-%s/\.d;/.getContent();/g\r
-%s/\(content_liquid\|content_flowing_liquid\|make_liquid_flowing\|content_pointable\)(\([^.]*\).d)/\1(\2.getContent())/g\r
-Other things to note:\r
-- node.d = node.param0 (only in raw serialization; use getContent() otherwise)\r
-- node.param = node.param1\r
-- node.dir = node.param2\r
-- content_walkable(node.d) etc should be changed to\r
- content_features(node).walkable etc\r
-- Also check for lines that store the result of getContent to a 8-bit\r
- variable and fix them (result of getContent() must be stored in\r
- content_t, which is 16-bit)\r
-\r
-Old, wild and random suggestions that probably won't be done:\r
--------------------------------------------------------------\r
-\r
-SUGG: If player is on ground, mainly fetch ground-level blocks\r
-\r
-SUGG: Expose Connection's seqnums and ACKs to server and client.\r
- - This enables saving many packets and making a faster connection\r
- - This also enables server to check if client has received the\r
- most recent block sent, for example.\r
-SUGG: Add a sane bandwidth throttling system to Connection\r
-\r
-SUGG: More fine-grained control of client's dumping of blocks from\r
- memory\r
- - ...What does this mean in the first place?\r
-\r
-SUGG: A map editing mode (similar to dedicated server mode)\r
-\r
-SUGG: Transfer more blocks in a single packet\r
-SUGG: A blockdata combiner class, to which blocks are added and at\r
- destruction it sends all the stuff in as few packets as possible.\r
-SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize\r
- it by sending more stuff in a single packet.\r
- - Add a packet queue to RemoteClient, from which packets will be\r
- combined with object data packets\r
- - This is not exactly trivial: the object data packets are\r
- sometimes very big by themselves\r
- - This might not give much network performance gain though.\r
-\r
-SUGG: Precalculate lighting translation table at runtime (at startup)\r
- - This is not doable because it is currently hand-made and not\r
- based on some mathematical function.\r
- - Note: This has been changing lately\r
-\r
-SUGG: A version number to blocks, which increments when the block is\r
- modified (node add/remove, water update, lighting update)\r
- - This can then be used to make sure the most recent version of\r
- a block has been sent to client, for example\r
-\r
-SUGG: Make the amount of blocks sending to client and the total\r
- amount of blocks dynamically limited. Transferring blocks is the\r
- main network eater of this system, so it is the one that has\r
- to be throttled so that RTTs stay low.\r
-\r
-SUGG: Meshes of blocks could be split into 6 meshes facing into\r
- different directions and then only those drawn that need to be\r
-\r
-SUGG: Background music based on cellular automata?\r
- http://www.earslap.com/projectslab/otomata\r
-\r
-SUGG: Simple light color information to air\r
-\r
-SUGG: Server-side objects could be moved based on nodes to enable very\r
- lightweight operation and simple AI\r
- - Not practical; client would still need to show smooth movement.\r
-\r
-SUGG: Make a system for pregenerating quick information for mapblocks, so\r
- that the client can show them as cubes before they are actually sent\r
- or even generated.\r
-\r
-SUGG: Erosion simulation at map generation time\r
- - This might be plausible if larger areas of map were pregenerated\r
- without lighting (which is slow)\r
- - Simulate water flows, which would carve out dirt fast and\r
- then turn stone into gravel and sand and relocate it.\r
- - How about relocating minerals, too? Coal and gold in\r
- downstream sand and gravel would be kind of cool\r
- - This would need a better way of handling minerals, mainly\r
- to have mineral content as a separate field. the first\r
- parameter field is free for this.\r
- - Simulate rock falling from cliffs when water has removed\r
- enough solid rock from the bottom\r
-\r
-SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface\r
- stuff as simple flags/values\r
- - Light?\r
- - A building?\r
- And at some point make the server send this data to the client too,\r
- instead of referring to the noise functions\r
- - Ground height\r
- - Surface ground type\r
- - Trees?\r
-\r
-Gaming ideas:\r
--------------\r
-\r
-- Aim for something like controlling a single dwarf in Dwarf Fortress\r
-- The player could go faster by a crafting a boat, or riding an animal\r
-- Random NPC traders. what else?\r
-\r
-Game content:\r
--------------\r
-\r
-- When furnace is destroyed, move items to player's inventory\r
-- Add lots of stuff\r
-- Glass blocks\r
-- Growing grass, decaying leaves\r
- - This can be done in the active blocks I guess.\r
- - Lots of stuff can be done in the active blocks.\r
- - Uh, is there an active block list somewhere? I think not. Add it.\r
-- Breaking weak structures\r
- - This can probably be accomplished in the same way as grass\r
-- Player health points\r
- - When player dies, throw items on map (needs better item-on-map\r
- implementation)\r
-- Cobble to get mossy if near water\r
-- More slots in furnace source list, so that multiple ingredients\r
- are possible.\r
-- Keys to chests?\r
-\r
-- The Treasure Guard; a big monster with a hammer\r
- - The hammer does great damage, shakes the ground and removes a block\r
- - You can drop on top of it, and have some time to attack there\r
- before he shakes you off\r
-\r
-- Maybe the difficulty could come from monsters getting tougher in\r
- far-away places, and the player starting to need something from\r
- there when time goes by.\r
- - The player would have some of that stuff at the beginning, and\r
- would need new supplies of it when it runs out\r
-\r
-- A bomb\r
-- A spread-items-on-map routine for the bomb, and for dying players\r
-\r
-- Fighting:\r
- - Proper sword swing simulation\r
- - Player should get damage from colliding to a wall at high speed\r
-\r
-Documentation:\r
---------------\r
-\r
-Build system / running:\r
------------------------\r
-\r
-Networking and serialization:\r
------------------------------\r
-\r
-SUGG: Fix address to be ipv6 compatible\r
-\r
-User Interface:\r
----------------\r
-\r
-Graphics:\r
----------\r
-\r
-SUGG: Combine MapBlock's face caches to so big pieces that VBO\r
- can be used\r
- - That is >500 vertices\r
- - This is not easy; all the MapBlocks close to the player would\r
- still need to be drawn separately and combining the blocks\r
- would have to happen in a background thread\r
-\r
-SUGG: Make fetching sector's blocks more efficient when rendering\r
- sectors that have very large amounts of blocks (on client)\r
- - Is this necessary at all?\r
-\r
-SUGG: Draw cubes in inventory directly with 3D drawing commands, so that\r
- animating them is easier.\r
-\r
-SUGG: Option for enabling proper alpha channel for textures\r
-\r
-TODO: Flowing water animation\r
-\r
-TODO: A setting for enabling bilinear filtering for textures\r
-\r
-TODO: Better control of draw_control.wanted_max_blocks\r
-\r
-TODO: Further investigate the use of GPU lighting in addition to the\r
- current one\r
-\r
-TODO: Artificial (night) light could be more yellow colored than sunlight.\r
- - This is technically doable.\r
- - Also the actual colors of the textures could be made less colorful\r
- in the dark but it's a bit more difficult.\r
-\r
-SUGG: Somehow make the night less colorful\r
-\r
-TODO: Occlusion culling\r
- - At the same time, move some of the renderMap() block choosing code\r
- to the same place as where the new culling happens.\r
- - Shoot some rays per frame and when ready, make a new list of\r
- blocks for usage of renderMap and give it a new pointer to it.\r
-\r
-Configuration:\r
---------------\r
-\r
-Client:\r
--------\r
-\r
-TODO: Untie client network operations from framerate\r
- - Needs some input queues or something\r
- - This won't give much performance boost because calculating block\r
- meshes takes so long\r
-\r
-SUGG: Make morning and evening transition more smooth and maybe shorter\r
-\r
-TODO: Don't update all meshes always on single node changes, but\r
- check which ones should be updated\r
- - implement Map::updateNodeMeshes() and the usage of it\r
- - It will give almost always a 4x boost in mesh update performance.\r
-\r
-- A weapon engine\r
-\r
-- Tool/weapon visualization\r
-\r
-FIXME: When disconnected to the menu, memory is not freed properly\r
-\r
-TODO: Investigate how much the mesh generator thread gets used when\r
- transferring map data\r
-\r
-Server:\r
--------\r
-\r
-SUGG: Make an option to the server to disable building and digging near\r
- the starting position\r
-\r
-FIXME: Server sometimes goes into some infinite PeerNotFoundException loop\r
-\r
-* Fix the problem with the server constantly saving one or a few\r
- blocks? List the first saved block, maybe it explains.\r
- - It is probably caused by oscillating water\r
- - TODO: Investigate if this still happens (this is a very old one)\r
-* Make a small history check to transformLiquids to detect and log\r
- continuous oscillations, in such detail that they can be fixed.\r
-\r
-FIXME: The new optimized map sending doesn't sometimes send enough blocks\r
- from big caves and such\r
-FIXME: Block send distance configuration does not take effect for some reason\r
-\r
-Environment:\r
-------------\r
-\r
-TODO: Add proper hooks to when adding and removing active blocks\r
-\r
-TODO: Finish the ActiveBlockModifier stuff and use it for something\r
-\r
-Objects:\r
---------\r
-\r
-TODO: Get rid of MapBlockObjects and use only ActiveObjects\r
- - Skipping the MapBlockObject data is nasty - there is no "total\r
- length" stored; have to make a SkipMBOs function which contains\r
- enough of the current code to skip them properly.\r
-\r
-SUGG: MovingObject::move and Player::move are basically the same.\r
- combine them.\r
- - NOTE: This is a bit tricky because player has the sneaking ability\r
- - NOTE: Player::move is more up-to-date.\r
- - NOTE: There is a simple move implementation now in collision.{h,cpp}\r
- - NOTE: MovingObject will be deleted (MapBlockObject)\r
-\r
-TODO: Add a long step function to objects that is called with the time\r
- difference when block activates\r
-\r
-Map:\r
-----\r
-\r
-TODO: Mineral and ground material properties\r
- - This way mineral ground toughness can be calculated with just\r
- some formula, as well as tool strengths\r
- - There are TODOs in appropriate files: material.h, content_mapnode.h\r
-\r
-TODO: Flowing water to actually contain flow direction information\r
- - There is a space for this - it just has to be implemented.\r
-\r
-TODO: Consider smoothening cave floors after generating them\r
-\r
-Misc. stuff:\r
-------------\r
-TODO: Make sure server handles removing grass when a block is placed (etc)\r
- - The client should not do it by itself\r
- - NOTE: I think nobody does it currently...\r
-TODO: Block cube placement around player's head\r
-TODO: Protocol version field\r
-TODO: Think about using same bits for material for fences and doors, for\r
- example\r
-TODO: Move mineral to param2, increment map serialization version, add\r
- conversion\r
-\r
-TODO: Restart irrlicht completely when coming back to main menu from game.\r
- - This gets rid of everything that is stored in irrlicht's caches.\r
-\r
-TODO: Merge bahamada's audio stuff (clean patch available)\r
-\r
-TODO: Move content_features to mapnode_content_features.{h,cpp} or so\r
-\r
-Making it more portable:\r
-------------------------\r
- \r
-Stuff to do before release:\r
----------------------------\r
-\r
-Fixes to the current release:\r
------------------------------\r
-\r
-Stuff to do after release:\r
----------------------------\r
-\r
-Doing currently:\r
-----------------\r
-\r
-======================================================================\r
-\r
-*/\r
-\r
-#ifdef NDEBUG\r
- #ifdef _WIN32\r
- #pragma message ("Disabling unit tests")\r
- #else\r
- #warning "Disabling unit tests"\r
- #endif\r
- // Disable unit tests\r
- #define ENABLE_TESTS 0\r
-#else\r
- // Enable unit tests\r
- #define ENABLE_TESTS 1\r
-#endif\r
-\r
-#ifdef _MSC_VER\r
- #pragma comment(lib, "Irrlicht.lib")\r
- //#pragma comment(lib, "jthread.lib")\r
- #pragma comment(lib, "zlibwapi.lib")\r
- #pragma comment(lib, "Shell32.lib")\r
- // This would get rid of the console window\r
- //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
-#endif\r
-\r
-#include <iostream>\r
-#include <fstream>\r
-#include <locale.h>\r
-#include "main.h"\r
-#include "common_irrlicht.h"\r
-#include "debug.h"\r
-#include "test.h"\r
-#include "server.h"\r
-#include "constants.h"\r
-#include "porting.h"\r
-#include "gettime.h"\r
-#include "guiMessageMenu.h"\r
-#include "filesys.h"\r
-#include "config.h"\r
-#include "guiMainMenu.h"\r
-#include "mineral.h"\r
-#include "materials.h"\r
-#include "game.h"\r
-#include "keycode.h"\r
-#include "tile.h"\r
-\r
-// This makes textures\r
-ITextureSource *g_texturesource = NULL;\r
-\r
-/*\r
- Settings.\r
- These are loaded from the config file.\r
-*/\r
-\r
-Settings g_settings;\r
-// This is located in defaultsettings.cpp\r
-extern void set_default_settings();\r
-\r
-// Global profiler\r
-Profiler g_profiler;\r
-\r
-/*\r
- Random stuff\r
-*/\r
-\r
-/*\r
- GUI Stuff\r
-*/\r
-\r
-gui::IGUIEnvironment* guienv = NULL;\r
-gui::IGUIStaticText *guiroot = NULL;\r
-\r
-MainMenuManager g_menumgr;\r
-\r
-bool noMenuActive()\r
-{\r
- return (g_menumgr.menuCount() == 0);\r
-}\r
-\r
-// Passed to menus to allow disconnecting and exiting\r
-\r
-MainGameCallback *g_gamecallback = NULL;\r
-\r
-/*\r
- Debug streams\r
-*/\r
-\r
-// Connection\r
-std::ostream *dout_con_ptr = &dummyout;\r
-std::ostream *derr_con_ptr = &dstream_no_stderr;\r
-//std::ostream *dout_con_ptr = &dstream_no_stderr;\r
-//std::ostream *derr_con_ptr = &dstream_no_stderr;\r
-//std::ostream *dout_con_ptr = &dstream;\r
-//std::ostream *derr_con_ptr = &dstream;\r
-\r
-// Server\r
-std::ostream *dout_server_ptr = &dstream;\r
-std::ostream *derr_server_ptr = &dstream;\r
-\r
-// Client\r
-std::ostream *dout_client_ptr = &dstream;\r
-std::ostream *derr_client_ptr = &dstream;\r
-\r
-/*\r
- gettime.h implementation\r
-*/\r
-\r
-// A small helper class\r
-class TimeGetter\r
-{\r
-public:\r
- virtual u32 getTime() = 0;\r
-};\r
-\r
-// A precise irrlicht one\r
-class IrrlichtTimeGetter: public TimeGetter\r
-{\r
-public:\r
- IrrlichtTimeGetter(IrrlichtDevice *device):\r
- m_device(device)\r
- {}\r
- u32 getTime()\r
- {\r
- if(m_device == NULL)\r
- return 0;\r
- return m_device->getTimer()->getRealTime();\r
- }\r
-private:\r
- IrrlichtDevice *m_device;\r
-};\r
-// Not so precise one which works without irrlicht\r
-class SimpleTimeGetter: public TimeGetter\r
-{\r
-public:\r
- u32 getTime()\r
- {\r
- return porting::getTimeMs();\r
- }\r
-};\r
-\r
-// A pointer to a global instance of the time getter\r
-// TODO: why?\r
-TimeGetter *g_timegetter = NULL;\r
-\r
-u32 getTimeMs()\r
-{\r
- if(g_timegetter == NULL)\r
- return 0;\r
- return g_timegetter->getTime();\r
-}\r
-\r
-/*\r
- Event handler for Irrlicht\r
-\r
- NOTE: Everything possible should be moved out from here,\r
- probably to InputHandler and the_game\r
-*/\r
-\r
-class MyEventReceiver : public IEventReceiver\r
-{\r
-public:\r
- // This is the one method that we have to implement\r
- virtual bool OnEvent(const SEvent& event)\r
- {\r
- /*\r
- React to nothing here if a menu is active\r
- */\r
- if(noMenuActive() == false)\r
- {\r
- return false;\r
- }\r
-\r
- // Remember whether each key is down or up\r
- if(event.EventType == irr::EET_KEY_INPUT_EVENT)\r
- {\r
- keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;\r
-\r
- if(event.KeyInput.PressedDown)\r
- keyWasDown[event.KeyInput.Key] = true;\r
- }\r
-\r
- if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
- {\r
- if(noMenuActive() == false)\r
- {\r
- left_active = false;\r
- middle_active = false;\r
- right_active = false;\r
- }\r
- else\r
- {\r
- //dstream<<"MyEventReceiver: mouse input"<<std::endl;\r
- left_active = event.MouseInput.isLeftPressed();\r
- middle_active = event.MouseInput.isMiddlePressed();\r
- right_active = event.MouseInput.isRightPressed();\r
-\r
- if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
- {\r
- leftclicked = true;\r
- }\r
- if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
- {\r
- rightclicked = true;\r
- }\r
- if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)\r
- {\r
- leftreleased = true;\r
- }\r
- if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)\r
- {\r
- rightreleased = true;\r
- }\r
- if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
- {\r
- mouse_wheel += event.MouseInput.Wheel;\r
- }\r
- }\r
- }\r
-\r
- return false;\r
- }\r
-\r
- bool IsKeyDown(EKEY_CODE keyCode) const\r
- {\r
- return keyIsDown[keyCode];\r
- }\r
- \r
- // Checks whether a key was down and resets the state\r
- bool WasKeyDown(EKEY_CODE keyCode)\r
- {\r
- bool b = keyWasDown[keyCode];\r
- keyWasDown[keyCode] = false;\r
- return b;\r
- }\r
-\r
- s32 getMouseWheel()\r
- {\r
- s32 a = mouse_wheel;\r
- mouse_wheel = 0;\r
- return a;\r
- }\r
-\r
- void clearInput()\r
- {\r
- for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)\r
- {\r
- keyIsDown[i] = false;\r
- keyWasDown[i] = false;\r
- }\r
- \r
- leftclicked = false;\r
- rightclicked = false;\r
- leftreleased = false;\r
- rightreleased = false;\r
-\r
- left_active = false;\r
- middle_active = false;\r
- right_active = false;\r
-\r
- mouse_wheel = 0;\r
- }\r
-\r
- MyEventReceiver()\r
- {\r
- clearInput();\r
- }\r
-\r
- bool leftclicked;\r
- bool rightclicked;\r
- bool leftreleased;\r
- bool rightreleased;\r
-\r
- bool left_active;\r
- bool middle_active;\r
- bool right_active;\r
-\r
- s32 mouse_wheel;\r
-\r
-private:\r
- IrrlichtDevice *m_device;\r
- \r
- // The current state of keys\r
- bool keyIsDown[KEY_KEY_CODES_COUNT];\r
- // Whether a key has been pressed or not\r
- bool keyWasDown[KEY_KEY_CODES_COUNT];\r
-};\r
-\r
-/*\r
- Separated input handler\r
-*/\r
-\r
-class RealInputHandler : public InputHandler\r
-{\r
-public:\r
- RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):\r
- m_device(device),\r
- m_receiver(receiver)\r
- {\r
- }\r
- virtual bool isKeyDown(EKEY_CODE keyCode)\r
- {\r
- return m_receiver->IsKeyDown(keyCode);\r
- }\r
- virtual bool wasKeyDown(EKEY_CODE keyCode)\r
- {\r
- return m_receiver->WasKeyDown(keyCode);\r
- }\r
- virtual v2s32 getMousePos()\r
- {\r
- return m_device->getCursorControl()->getPosition();\r
- }\r
- virtual void setMousePos(s32 x, s32 y)\r
- {\r
- m_device->getCursorControl()->setPosition(x, y);\r
- }\r
-\r
- virtual bool getLeftState()\r
- {\r
- return m_receiver->left_active;\r
- }\r
- virtual bool getRightState()\r
- {\r
- return m_receiver->right_active;\r
- }\r
- \r
- virtual bool getLeftClicked()\r
- {\r
- return m_receiver->leftclicked;\r
- }\r
- virtual bool getRightClicked()\r
- {\r
- return m_receiver->rightclicked;\r
- }\r
- virtual void resetLeftClicked()\r
- {\r
- m_receiver->leftclicked = false;\r
- }\r
- virtual void resetRightClicked()\r
- {\r
- m_receiver->rightclicked = false;\r
- }\r
-\r
- virtual bool getLeftReleased()\r
- {\r
- return m_receiver->leftreleased;\r
- }\r
- virtual bool getRightReleased()\r
- {\r
- return m_receiver->rightreleased;\r
- }\r
- virtual void resetLeftReleased()\r
- {\r
- m_receiver->leftreleased = false;\r
- }\r
- virtual void resetRightReleased()\r
- {\r
- m_receiver->rightreleased = false;\r
- }\r
-\r
- virtual s32 getMouseWheel()\r
- {\r
- return m_receiver->getMouseWheel();\r
- }\r
-\r
- void clear()\r
- {\r
- m_receiver->clearInput();\r
- }\r
-private:\r
- IrrlichtDevice *m_device;\r
- MyEventReceiver *m_receiver;\r
-};\r
-\r
-class RandomInputHandler : public InputHandler\r
-{\r
-public:\r
- RandomInputHandler()\r
- {\r
- leftdown = false;\r
- rightdown = false;\r
- leftclicked = false;\r
- rightclicked = false;\r
- leftreleased = false;\r
- rightreleased = false;\r
- for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
- keydown[i] = false;\r
- }\r
- virtual bool isKeyDown(EKEY_CODE keyCode)\r
- {\r
- return keydown[keyCode];\r
- }\r
- virtual bool wasKeyDown(EKEY_CODE keyCode)\r
- {\r
- return false;\r
- }\r
- virtual v2s32 getMousePos()\r
- {\r
- return mousepos;\r
- }\r
- virtual void setMousePos(s32 x, s32 y)\r
- {\r
- mousepos = v2s32(x,y);\r
- }\r
-\r
- virtual bool getLeftState()\r
- {\r
- return leftdown;\r
- }\r
- virtual bool getRightState()\r
- {\r
- return rightdown;\r
- }\r
-\r
- virtual bool getLeftClicked()\r
- {\r
- return leftclicked;\r
- }\r
- virtual bool getRightClicked()\r
- {\r
- return rightclicked;\r
- }\r
- virtual void resetLeftClicked()\r
- {\r
- leftclicked = false;\r
- }\r
- virtual void resetRightClicked()\r
- {\r
- rightclicked = false;\r
- }\r
-\r
- virtual bool getLeftReleased()\r
- {\r
- return leftreleased;\r
- }\r
- virtual bool getRightReleased()\r
- {\r
- return rightreleased;\r
- }\r
- virtual void resetLeftReleased()\r
- {\r
- leftreleased = false;\r
- }\r
- virtual void resetRightReleased()\r
- {\r
- rightreleased = false;\r
- }\r
-\r
- virtual s32 getMouseWheel()\r
- {\r
- return 0;\r
- }\r
-\r
- virtual void step(float dtime)\r
- {\r
- {\r
- static float counter1 = 0;\r
- counter1 -= dtime;\r
- if(counter1 < 0.0)\r
- {\r
- counter1 = 0.1*Rand(1, 40);\r
- keydown[getKeySetting("keymap_jump")] =\r
- !keydown[getKeySetting("keymap_jump")];\r
- }\r
- }\r
- {\r
- static float counter1 = 0;\r
- counter1 -= dtime;\r
- if(counter1 < 0.0)\r
- {\r
- counter1 = 0.1*Rand(1, 40);\r
- keydown[getKeySetting("keymap_special1")] =\r
- !keydown[getKeySetting("keymap_special1")];\r
- }\r
- }\r
- {\r
- static float counter1 = 0;\r
- counter1 -= dtime;\r
- if(counter1 < 0.0)\r
- {\r
- counter1 = 0.1*Rand(1, 40);\r
- keydown[getKeySetting("keymap_forward")] =\r
- !keydown[getKeySetting("keymap_forward")];\r
- }\r
- }\r
- {\r
- static float counter1 = 0;\r
- counter1 -= dtime;\r
- if(counter1 < 0.0)\r
- {\r
- counter1 = 0.1*Rand(1, 40);\r
- keydown[getKeySetting("keymap_left")] =\r
- !keydown[getKeySetting("keymap_left")];\r
- }\r
- }\r
- {\r
- static float counter1 = 0;\r
- counter1 -= dtime;\r
- if(counter1 < 0.0)\r
- {\r
- counter1 = 0.1*Rand(1, 20);\r
- mousespeed = v2s32(Rand(-20,20), Rand(-15,20));\r
- }\r
- }\r
- {\r
- static float counter1 = 0;\r
- counter1 -= dtime;\r
- if(counter1 < 0.0)\r
- {\r
- counter1 = 0.1*Rand(1, 30);\r
- leftdown = !leftdown;\r
- if(leftdown)\r
- leftclicked = true;\r
- if(!leftdown)\r
- leftreleased = true;\r
- }\r
- }\r
- {\r
- static float counter1 = 0;\r
- counter1 -= dtime;\r
- if(counter1 < 0.0)\r
- {\r
- counter1 = 0.1*Rand(1, 15);\r
- rightdown = !rightdown;\r
- if(rightdown)\r
- rightclicked = true;\r
- if(!rightdown)\r
- rightreleased = true;\r
- }\r
- }\r
- mousepos += mousespeed;\r
- }\r
-\r
- s32 Rand(s32 min, s32 max)\r
- {\r
- return (myrand()%(max-min+1))+min;\r
- }\r
-private:\r
- bool keydown[KEY_KEY_CODES_COUNT];\r
- v2s32 mousepos;\r
- v2s32 mousespeed;\r
- bool leftdown;\r
- bool rightdown;\r
- bool leftclicked;\r
- bool rightclicked;\r
- bool leftreleased;\r
- bool rightreleased;\r
-};\r
-\r
-// These are defined global so that they're not optimized too much.\r
-// Can't change them to volatile.\r
-s16 temp16;\r
-f32 tempf;\r
-v3f tempv3f1;\r
-v3f tempv3f2;\r
-std::string tempstring;\r
-std::string tempstring2;\r
-\r
-void SpeedTests()\r
-{\r
- {\r
- dstream<<"The following test should take around 20ms."<<std::endl;\r
- TimeTaker timer("Testing std::string speed");\r
- const u32 jj = 10000;\r
- for(u32 j=0; j<jj; j++)\r
- {\r
- tempstring = "";\r
- tempstring2 = "";\r
- const u32 ii = 10;\r
- for(u32 i=0; i<ii; i++){\r
- tempstring2 += "asd";\r
- }\r
- for(u32 i=0; i<ii+1; i++){\r
- tempstring += "asd";\r
- if(tempstring == tempstring2)\r
- break;\r
- }\r
- }\r
- }\r
- \r
- dstream<<"All of the following tests should take around 100ms each."\r
- <<std::endl;\r
-\r
- {\r
- TimeTaker timer("Testing floating-point conversion speed");\r
- tempf = 0.001;\r
- for(u32 i=0; i<4000000; i++){\r
- temp16 += tempf;\r
- tempf += 0.001;\r
- }\r
- }\r
- \r
- {\r
- TimeTaker timer("Testing floating-point vector speed");\r
-\r
- tempv3f1 = v3f(1,2,3);\r
- tempv3f2 = v3f(4,5,6);\r
- for(u32 i=0; i<10000000; i++){\r
- tempf += tempv3f1.dotProduct(tempv3f2);\r
- tempv3f2 += v3f(7,8,9);\r
- }\r
- }\r
-\r
- {\r
- TimeTaker timer("Testing core::map speed");\r
- \r
- core::map<v2s16, f32> map1;\r
- tempf = -324;\r
- const s16 ii=300;\r
- for(s16 y=0; y<ii; y++){\r
- for(s16 x=0; x<ii; x++){\r
- map1.insert(v2s16(x,y), tempf);\r
- tempf += 1;\r
- }\r
- }\r
- for(s16 y=ii-1; y>=0; y--){\r
- for(s16 x=0; x<ii; x++){\r
- tempf = map1[v2s16(x,y)];\r
- }\r
- }\r
- }\r
-\r
- {\r
- dstream<<"Around 5000/ms should do well here."<<std::endl;\r
- TimeTaker timer("Testing mutex speed");\r
- \r
- JMutex m;\r
- m.Init();\r
- u32 n = 0;\r
- u32 i = 0;\r
- do{\r
- n += 10000;\r
- for(; i<n; i++){\r
- m.Lock();\r
- m.Unlock();\r
- }\r
- }\r
- // Do at least 10ms\r
- while(timer.getTime() < 10);\r
-\r
- u32 dtime = timer.stop();\r
- u32 per_ms = n / dtime;\r
- std::cout<<"Done. "<<dtime<<"ms, "\r
- <<per_ms<<"/ms"<<std::endl;\r
- }\r
-}\r
-\r
-void drawMenuBackground(video::IVideoDriver* driver)\r
-{\r
- core::dimension2d<u32> screensize = driver->getScreenSize();\r
- \r
- video::ITexture *bgtexture =\r
- driver->getTexture(getTexturePath("mud.png").c_str());\r
- if(bgtexture)\r
- {\r
- s32 texturesize = 128;\r
- s32 tiled_y = screensize.Height / texturesize + 1;\r
- s32 tiled_x = screensize.Width / texturesize + 1;\r
- \r
- for(s32 y=0; y<tiled_y; y++)\r
- for(s32 x=0; x<tiled_x; x++)\r
- {\r
- core::rect<s32> rect(0,0,texturesize,texturesize);\r
- rect += v2s32(x*texturesize, y*texturesize);\r
- driver->draw2DImage(bgtexture, rect,\r
- core::rect<s32>(core::position2d<s32>(0,0),\r
- core::dimension2di(bgtexture->getSize())),\r
- NULL, NULL, true);\r
- }\r
- }\r
- \r
- video::ITexture *logotexture =\r
- driver->getTexture(getTexturePath("menulogo.png").c_str());\r
- if(logotexture)\r
- {\r
- v2s32 logosize(logotexture->getOriginalSize().Width,\r
- logotexture->getOriginalSize().Height);\r
- logosize *= 4;\r
-\r
- video::SColor bgcolor(255,50,50,50);\r
- core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,\r
- screensize.Width, screensize.Height);\r
- driver->draw2DRectangle(bgcolor, bgrect, NULL);\r
-\r
- core::rect<s32> rect(0,0,logosize.X,logosize.Y);\r
- rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);\r
- rect -= v2s32(logosize.X/2, 0);\r
- driver->draw2DImage(logotexture, rect,\r
- core::rect<s32>(core::position2d<s32>(0,0),\r
- core::dimension2di(logotexture->getSize())),\r
- NULL, NULL, true);\r
- }\r
-}\r
-\r
-int main(int argc, char *argv[])\r
-{\r
- /*\r
- Initialization\r
- */\r
-\r
- // Set locale. This is for forcing '.' as the decimal point.\r
- std::locale::global(std::locale("C"));\r
- // This enables printing all characters in bitmap font\r
- setlocale(LC_CTYPE, "en_US");\r
-\r
- /*\r
- Parse command line\r
- */\r
- \r
- // List all allowed options\r
- core::map<std::string, ValueSpec> allowed_options;\r
- allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));\r
- allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,\r
- "Run server directly"));\r
- allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,\r
- "Load configuration from specified file"));\r
- allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));\r
- allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));\r
- allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));\r
- allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));\r
- allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));\r
- allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));\r
-#ifdef _WIN32\r
- allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));\r
-#endif\r
- allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));\r
-\r
- Settings cmd_args;\r
- \r
- bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);\r
-\r
- if(ret == false || cmd_args.getFlag("help"))\r
- {\r
- dstream<<"Allowed options:"<<std::endl;\r
- for(core::map<std::string, ValueSpec>::Iterator\r
- i = allowed_options.getIterator();\r
- i.atEnd() == false; i++)\r
- {\r
- dstream<<" --"<<i.getNode()->getKey();\r
- if(i.getNode()->getValue().type == VALUETYPE_FLAG)\r
- {\r
- }\r
- else\r
- {\r
- dstream<<" <value>";\r
- }\r
- dstream<<std::endl;\r
-\r
- if(i.getNode()->getValue().help != NULL)\r
- {\r
- dstream<<" "<<i.getNode()->getValue().help\r
- <<std::endl;\r
- }\r
- }\r
-\r
- return cmd_args.getFlag("help") ? 0 : 1;\r
- }\r
- \r
- /*\r
- Low-level initialization\r
- */\r
-\r
- bool disable_stderr = false;\r
-#ifdef _WIN32\r
- if(cmd_args.getFlag("dstream-on-stderr") == false)\r
- disable_stderr = true;\r
-#endif\r
-\r
- porting::signal_handler_init();\r
- bool &kill = *porting::signal_handler_killstatus();\r
- \r
- // Initialize porting::path_data and porting::path_userdata\r
- porting::initializePaths();\r
-\r
- // Create user data directory\r
- fs::CreateDir(porting::path_userdata);\r
- \r
- // Initialize debug streams\r
-#ifdef RUN_IN_PLACE\r
- std::string debugfile = DEBUGFILE;\r
-#else\r
- std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;\r
-#endif\r
- debugstreams_init(disable_stderr, debugfile.c_str());\r
- // Initialize debug stacks\r
- debug_stacks_init();\r
-\r
- DSTACK(__FUNCTION_NAME);\r
-\r
- // Init material properties table\r
- //initializeMaterialProperties();\r
-\r
- // Debug handler\r
- BEGIN_DEBUG_EXCEPTION_HANDLER\r
-\r
- // Print startup message\r
- dstream<<DTIME<<"minetest-c55"\r
- " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
- <<", "<<BUILD_INFO\r
- <<std::endl;\r
- \r
- /*\r
- Basic initialization\r
- */\r
-\r
- // Initialize default settings\r
- set_default_settings();\r
- \r
- // Initialize sockets\r
- sockets_init();\r
- atexit(sockets_cleanup);\r
- \r
- /*\r
- Read config file\r
- */\r
- \r
- // Path of configuration file in use\r
- std::string configpath = "";\r
- \r
- if(cmd_args.exists("config"))\r
- {\r
- bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());\r
- if(r == false)\r
- {\r
- dstream<<"Could not read configuration from \""\r
- <<cmd_args.get("config")<<"\""<<std::endl;\r
- return 1;\r
- }\r
- configpath = cmd_args.get("config");\r
- }\r
- else\r
- {\r
- core::array<std::string> filenames;\r
- filenames.push_back(porting::path_userdata + "/minetest.conf");\r
-#ifdef RUN_IN_PLACE\r
- filenames.push_back(porting::path_userdata + "/../minetest.conf");\r
-#endif\r
-\r
- for(u32 i=0; i<filenames.size(); i++)\r
- {\r
- bool r = g_settings.readConfigFile(filenames[i].c_str());\r
- if(r)\r
- {\r
- configpath = filenames[i];\r
- break;\r
- }\r
- }\r
- \r
- // If no path found, use the first one (menu creates the file)\r
- if(configpath == "")\r
- configpath = filenames[0];\r
- }\r
-\r
- // Initialize random seed\r
- srand(time(0));\r
- mysrand(time(0));\r
-\r
- /*\r
- Pre-initialize some stuff with a dummy irrlicht wrapper.\r
-\r
- These are needed for unit tests at least.\r
- */\r
- \r
- // Initial call with g_texturesource not set.\r
- init_mapnode();\r
-\r
- /*\r
- Run unit tests\r
- */\r
-\r
- if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)\r
- || cmd_args.getFlag("enable-unittests") == true)\r
- {\r
- run_tests();\r
- }\r
- \r
- /*for(s16 y=-100; y<100; y++)\r
- for(s16 x=-100; x<100; x++)\r
- {\r
- std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;\r
- }\r
- return 0;*/\r
- \r
- /*\r
- Game parameters\r
- */\r
-\r
- // Port\r
- u16 port = 30000;\r
- if(cmd_args.exists("port"))\r
- port = cmd_args.getU16("port");\r
- else if(g_settings.exists("port"))\r
- port = g_settings.getU16("port");\r
- if(port == 0)\r
- port = 30000;\r
- \r
- // Map directory\r
- std::string map_dir = porting::path_userdata+"/world";\r
- if(cmd_args.exists("map-dir"))\r
- map_dir = cmd_args.get("map-dir");\r
- else if(g_settings.exists("map-dir"))\r
- map_dir = g_settings.get("map-dir");\r
- \r
- // Run dedicated server if asked to\r
- if(cmd_args.getFlag("server"))\r
- {\r
- DSTACK("Dedicated server branch");\r
-\r
- // Create time getter\r
- g_timegetter = new SimpleTimeGetter();\r
- \r
- // Create server\r
- Server server(map_dir.c_str());\r
- server.start(port);\r
- \r
- // Run server\r
- dedicated_server_loop(server, kill);\r
-\r
- return 0;\r
- }\r
-\r
-\r
- /*\r
- More parameters\r
- */\r
- \r
- // Address to connect to\r
- std::string address = "";\r
- \r
- if(cmd_args.exists("address"))\r
- {\r
- address = cmd_args.get("address");\r
- }\r
- else\r
- {\r
- address = g_settings.get("address");\r
- }\r
- \r
- std::string playername = g_settings.get("name");\r
-\r
- /*\r
- Device initialization\r
- */\r
-\r
- // Resolution selection\r
- \r
- bool fullscreen = false;\r
- u16 screenW = g_settings.getU16("screenW");\r
- u16 screenH = g_settings.getU16("screenH");\r
-\r
- // Determine driver\r
-\r
- video::E_DRIVER_TYPE driverType;\r
- \r
- std::string driverstring = g_settings.get("video_driver");\r
-\r
- if(driverstring == "null")\r
- driverType = video::EDT_NULL;\r
- else if(driverstring == "software")\r
- driverType = video::EDT_SOFTWARE;\r
- else if(driverstring == "burningsvideo")\r
- driverType = video::EDT_BURNINGSVIDEO;\r
- else if(driverstring == "direct3d8")\r
- driverType = video::EDT_DIRECT3D8;\r
- else if(driverstring == "direct3d9")\r
- driverType = video::EDT_DIRECT3D9;\r
- else if(driverstring == "opengl")\r
- driverType = video::EDT_OPENGL;\r
- else\r
- {\r
- dstream<<"WARNING: Invalid video_driver specified; defaulting "\r
- "to opengl"<<std::endl;\r
- driverType = video::EDT_OPENGL;\r
- }\r
-\r
- /*\r
- Create device and exit if creation failed\r
- */\r
-\r
- MyEventReceiver receiver;\r
-\r
- IrrlichtDevice *device;\r
- device = createDevice(driverType,\r
- core::dimension2d<u32>(screenW, screenH),\r
- 16, fullscreen, false, false, &receiver);\r
-\r
- if (device == 0)\r
- return 1; // could not create selected driver.\r
- \r
- // Set device in game parameters\r
- device = device;\r
- \r
- // Create time getter\r
- g_timegetter = new IrrlichtTimeGetter(device);\r
- \r
- // Create game callback for menus\r
- g_gamecallback = new MainGameCallback(device);\r
- \r
- // Create texture source\r
- g_texturesource = new TextureSource(device);\r
-\r
- /*\r
- Speed tests (done after irrlicht is loaded to get timer)\r
- */\r
- if(cmd_args.getFlag("speedtests"))\r
- {\r
- dstream<<"Running speed tests"<<std::endl;\r
- SpeedTests();\r
- return 0;\r
- }\r
- \r
- device->setResizable(true);\r
-\r
- bool random_input = g_settings.getBool("random_input")\r
- || cmd_args.getFlag("random-input");\r
- InputHandler *input = NULL;\r
- if(random_input)\r
- input = new RandomInputHandler();\r
- else\r
- input = new RealInputHandler(device, &receiver);\r
- \r
- /*\r
- Continue initialization\r
- */\r
-\r
- //video::IVideoDriver* driver = device->getVideoDriver();\r
-\r
- /*\r
- This changes the minimum allowed number of vertices in a VBO.\r
- Default is 500.\r
- */\r
- //driver->setMinHardwareBufferVertexCount(50);\r
-\r
- scene::ISceneManager* smgr = device->getSceneManager();\r
-\r
- guienv = device->getGUIEnvironment();\r
- gui::IGUISkin* skin = guienv->getSkin();\r
- gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());\r
- if(font)\r
- skin->setFont(font);\r
- else\r
- dstream<<"WARNING: Font file was not found."\r
- " Using default font."<<std::endl;\r
- // If font was not found, this will get us one\r
- font = skin->getFont();\r
- assert(font);\r
- \r
- u32 text_height = font->getDimension(L"Hello, world!").Height;\r
- dstream<<"text_height="<<text_height<<std::endl;\r
-\r
- //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));\r
- skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));\r
- //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));\r
- //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));\r
- skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));\r
- skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
- \r
- /*\r
- Preload some textures and stuff\r
- */\r
-\r
- init_mapnode(); // Second call with g_texturesource set\r
- init_mineral();\r
-\r
- /*\r
- GUI stuff\r
- */\r
-\r
- /*\r
- If an error occurs, this is set to something and the\r
- menu-game loop is restarted. It is then displayed before\r
- the menu.\r
- */\r
- std::wstring error_message = L"";\r
-\r
- // The password entered during the menu screen,\r
- std::string password;\r
-\r
- /*\r
- Menu-game loop\r
- */\r
- while(device->run() && kill == false)\r
- {\r
-\r
- // This is used for catching disconnects\r
- try\r
- {\r
-\r
- /*\r
- Clear everything from the GUIEnvironment\r
- */\r
- guienv->clear();\r
- \r
- /*\r
- We need some kind of a root node to be able to add\r
- custom gui elements directly on the screen.\r
- Otherwise they won't be automatically drawn.\r
- */\r
- guiroot = guienv->addStaticText(L"",\r
- core::rect<s32>(0, 0, 10000, 10000));\r
- \r
- /*\r
- Out-of-game menu loop.\r
-\r
- Loop quits when menu returns proper parameters.\r
- */\r
- while(kill == false)\r
- {\r
- // Cursor can be non-visible when coming from the game\r
- device->getCursorControl()->setVisible(true);\r
- // Some stuff are left to scene manager when coming from the game\r
- // (map at least?)\r
- smgr->clear();\r
- // Reset or hide the debug gui texts\r
- /*guitext->setText(L"Minetest-c55");\r
- guitext2->setVisible(false);\r
- guitext_info->setVisible(false);\r
- guitext_chat->setVisible(false);*/\r
- \r
- // Initialize menu data\r
- MainMenuData menudata;\r
- menudata.address = narrow_to_wide(address);\r
- menudata.name = narrow_to_wide(playername);\r
- menudata.port = narrow_to_wide(itos(port));\r
- menudata.fancy_trees = g_settings.getBool("new_style_leaves");\r
- menudata.smooth_lighting = g_settings.getBool("smooth_lighting");\r
- menudata.creative_mode = g_settings.getBool("creative_mode");\r
- menudata.enable_damage = g_settings.getBool("enable_damage");\r
-\r
- GUIMainMenu *menu =\r
- new GUIMainMenu(guienv, guiroot, -1, \r
- &g_menumgr, &menudata, g_gamecallback);\r
- menu->allowFocusRemoval(true);\r
-\r
- if(error_message != L"")\r
- {\r
- dstream<<"WARNING: error_message = "\r
- <<wide_to_narrow(error_message)<<std::endl;\r
-\r
- GUIMessageMenu *menu2 =\r
- new GUIMessageMenu(guienv, guiroot, -1, \r
- &g_menumgr, error_message.c_str());\r
- menu2->drop();\r
- error_message = L"";\r
- }\r
-\r
- video::IVideoDriver* driver = device->getVideoDriver();\r
- \r
- dstream<<"Created main menu"<<std::endl;\r
-\r
- while(device->run() && kill == false)\r
- {\r
- if(menu->getStatus() == true)\r
- break;\r
-\r
- //driver->beginScene(true, true, video::SColor(255,0,0,0));\r
- driver->beginScene(true, true, video::SColor(255,128,128,128));\r
-\r
- drawMenuBackground(driver);\r
-\r
- guienv->drawAll();\r
- \r
- driver->endScene();\r
- \r
- // On some computers framerate doesn't seem to be\r
- // automatically limited\r
- sleep_ms(25);\r
- }\r
- \r
- // Break out of menu-game loop to shut down cleanly\r
- if(device->run() == false || kill == true)\r
- break;\r
- \r
- dstream<<"Dropping main menu"<<std::endl;\r
-\r
- menu->drop();\r
- \r
- // Delete map if requested\r
- if(menudata.delete_map)\r
- {\r
- bool r = fs::RecursiveDeleteContent(map_dir);\r
- if(r == false)\r
- error_message = L"Delete failed";\r
- continue;\r
- }\r
-\r
- playername = wide_to_narrow(menudata.name);\r
-\r
- password = translatePassword(playername, menudata.password);\r
-\r
- address = wide_to_narrow(menudata.address);\r
- int newport = stoi(wide_to_narrow(menudata.port));\r
- if(newport != 0)\r
- port = newport;\r
- g_settings.set("new_style_leaves", itos(menudata.fancy_trees));\r
- g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));\r
- g_settings.set("creative_mode", itos(menudata.creative_mode));\r
- g_settings.set("enable_damage", itos(menudata.enable_damage));\r
- \r
- // NOTE: These are now checked server side; no need to do it\r
- // here, so let's not do it here.\r
- /*// Check for valid parameters, restart menu if invalid.\r
- if(playername == "")\r
- {\r
- error_message = L"Name required.";\r
- continue;\r
- }\r
- // Check that name has only valid chars\r
- if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)\r
- {\r
- error_message = L"Characters allowed: "\r
- +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);\r
- continue;\r
- }*/\r
-\r
- // Save settings\r
- g_settings.set("name", playername);\r
- g_settings.set("address", address);\r
- g_settings.set("port", itos(port));\r
- // Update configuration file\r
- if(configpath != "")\r
- g_settings.updateConfigFile(configpath.c_str());\r
- \r
- // Continue to game\r
- break;\r
- }\r
- \r
- // Break out of menu-game loop to shut down cleanly\r
- if(device->run() == false)\r
- break;\r
- \r
- // Initialize mapnode again to enable changed graphics settings\r
- init_mapnode();\r
-\r
- /*\r
- Run game\r
- */\r
- the_game(\r
- kill,\r
- random_input,\r
- input,\r
- device,\r
- font,\r
- map_dir,\r
- playername,\r
- password,\r
- address,\r
- port,\r
- error_message\r
- );\r
-\r
- } //try\r
- catch(con::PeerNotFoundException &e)\r
- {\r
- dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;\r
- error_message = L"Connection error (timed out?)";\r
- }\r
- catch(SocketException &e)\r
- {\r
- dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;\r
- error_message = L"Socket error (port already in use?)";\r
- }\r
-#ifdef NDEBUG\r
- catch(std::exception &e)\r
- {\r
- std::string narrow_message = "Some exception, what()=\"";\r
- narrow_message += e.what();\r
- narrow_message += "\"";\r
- dstream<<DTIME<<narrow_message<<std::endl;\r
- error_message = narrow_to_wide(narrow_message);\r
- }\r
-#endif\r
-\r
- } // Menu-game loop\r
- \r
- delete input;\r
-\r
- /*\r
- In the end, delete the Irrlicht device.\r
- */\r
- device->drop();\r
- \r
- END_DEBUG_EXCEPTION_HANDLER\r
- \r
- debugstreams_deinit();\r
- \r
- return 0;\r
-}\r
-\r
-//END\r
+/*
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#ifdef NDEBUG
+ /*#ifdef _WIN32
+ #pragma message ("Disabling unit tests")
+ #else
+ #warning "Disabling unit tests"
+ #endif*/
+ // Disable unit tests
+ #define ENABLE_TESTS 0
+#else
+ // Enable unit tests
+ #define ENABLE_TESTS 1
+#endif
+
+#ifdef _MSC_VER
+#ifndef SERVER // Dedicated server isn't linked with Irrlicht
+ #pragma comment(lib, "Irrlicht.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 "main.h"
+#include "mainmenumanager.h"
+#include <iostream>
+#include <fstream>
+#include <locale.h>
+#include "irrlichttypes_extrabloated.h"
+#include "debug.h"
+#include "test.h"
+#include "clouds.h"
+#include "server.h"
+#include "constants.h"
+#include "porting.h"
+#include "gettime.h"
+#include "filesys.h"
+#include "config.h"
+#include "version.h"
+#include "guiMainMenu.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"
+#if USE_FREETYPE
+#include "xCGUITTFont.h"
+#endif
+#include "util/string.h"
+#include "subgame.h"
+#include "quicktune.h"
+#include "serverlist.h"
+#include "httpfetch.h"
+#include "guiEngine.h"
+#include "mapsector.h"
+#include "player.h"
+
+#include "database-sqlite3.h"
+#ifdef USE_LEVELDB
+#include "database-leveldb.h"
+#endif
+
+#if USE_REDIS
+#include "database-redis.h"
+#endif
+
+#ifdef HAVE_TOUCHSCREENGUI
+#include "touchscreengui.h"
+#endif
+/*
+ Settings.
+ These are loaded from the config file.
+*/
+Settings main_settings;
+Settings *g_settings = &main_settings;
+std::string g_settings_path;
+
+// Global profiler
+Profiler main_profiler;
+Profiler *g_profiler = &main_profiler;
+
+// Menu clouds are created later
+Clouds *g_menuclouds = 0;
+irr::scene::ISceneManager *g_menucloudsmgr = 0;
+
+/*
+ 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
+/*
+ Random stuff
+*/
+
+/* mainmenumanager.h */
+
+gui::IGUIEnvironment* guienv = NULL;
+gui::IGUIStaticText *guiroot = NULL;
+MainMenuManager g_menumgr;
+
+bool noMenuActive()
+{
+ return (g_menumgr.menuCount() == 0);
+}
+
+// Passed to menus to allow disconnecting and exiting
+MainGameCallback *g_gamecallback = NULL;
+#endif
+
+/*
+ gettime.h implementation
+*/
+
+#ifdef SERVER
+
+u32 getTimeMs()
+{
+ /* Use imprecise system calls directly (from porting.h) */
+ return porting::getTime(PRECISION_MILLI);
+}
+
+u32 getTime(TimePrecision prec)
+{
+ return porting::getTime(prec);
+}
+
+#else
+
+// A small helper class
+class TimeGetter
+{
+public:
+ virtual u32 getTime(TimePrecision prec) = 0;
+};
+
+// A precise irrlicht one
+class IrrlichtTimeGetter: public TimeGetter
+{
+public:
+ IrrlichtTimeGetter(IrrlichtDevice *device):
+ m_device(device)
+ {}
+ u32 getTime(TimePrecision prec)
+ {
+ if (prec == PRECISION_MILLI) {
+ if (m_device == NULL)
+ return 0;
+ return m_device->getTimer()->getRealTime();
+ } else {
+ return porting::getTime(prec);
+ }
+ }
+private:
+ IrrlichtDevice *m_device;
+};
+// Not so precise one which works without irrlicht
+class SimpleTimeGetter: public TimeGetter
+{
+public:
+ u32 getTime(TimePrecision prec)
+ {
+ return porting::getTime(prec);
+ }
+};
+
+// A pointer to a global instance of the time getter
+// TODO: why?
+TimeGetter *g_timegetter = NULL;
+
+u32 getTimeMs()
+{
+ if (g_timegetter == NULL)
+ return 0;
+ return g_timegetter->getTime(PRECISION_MILLI);
+}
+
+u32 getTime(TimePrecision prec) {
+ if (g_timegetter == NULL)
+ return 0;
+ return g_timegetter->getTime(prec);
+}
+#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
+
+ NOTE: Everything possible should be moved out from here,
+ probably to InputHandler and the_game
+*/
+
+class MyEventReceiver : public IEventReceiver
+{
+public:
+ // This is the one method that we have to implement
+ virtual bool OnEvent(const SEvent& event)
+ {
+ /*
+ React to nothing here if a menu is active
+ */
+ if (noMenuActive() == false) {
+#ifdef HAVE_TOUCHSCREENGUI
+ if (m_touchscreengui != 0) {
+ m_touchscreengui->Toggle(false);
+ }
+#endif
+ return g_menumgr.preprocessEvent(event);
+ }
+
+ // Remember whether each key is down or up
+ if (event.EventType == irr::EET_KEY_INPUT_EVENT) {
+ if (event.KeyInput.PressedDown) {
+ keyIsDown.set(event.KeyInput);
+ keyWasDown.set(event.KeyInput);
+ } else {
+ keyIsDown.unset(event.KeyInput);
+ }
+ }
+
+#ifdef HAVE_TOUCHSCREENGUI
+ // case of touchscreengui we have to handle different events
+ if ((m_touchscreengui != 0) &&
+ (event.EventType == irr::EET_TOUCH_INPUT_EVENT)) {
+ m_touchscreengui->translateEvent(event);
+ return true;
+ }
+#endif
+ // handle mouse events
+ if(event.EventType == irr::EET_MOUSE_INPUT_EVENT) {
+ if (noMenuActive() == false) {
+ left_active = false;
+ middle_active = false;
+ right_active = false;
+ } else {
+ left_active = event.MouseInput.isLeftPressed();
+ middle_active = event.MouseInput.isMiddlePressed();
+ right_active = event.MouseInput.isRightPressed();
+
+ if (event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN) {
+ leftclicked = true;
+ }
+ if (event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN) {
+ rightclicked = true;
+ }
+ if (event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP) {
+ leftreleased = true;
+ }
+ if (event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP) {
+ rightreleased = true;
+ }
+ if (event.MouseInput.Event == EMIE_MOUSE_WHEEL) {
+ mouse_wheel += event.MouseInput.Wheel;
+ }
+ }
+ }
+ if(event.EventType == irr::EET_LOG_TEXT_EVENT) {
+ dstream<< std::string("Irrlicht log: ") + std::string(event.LogEvent.Text)<<std::endl;
+ return true;
+ }
+ /* always return false in order to continue processing events */
+ return false;
+ }
+
+ bool IsKeyDown(const KeyPress &keyCode) const
+ {
+ return keyIsDown[keyCode];
+ }
+
+ // Checks whether a key was down and resets the state
+ bool WasKeyDown(const KeyPress &keyCode)
+ {
+ bool b = keyWasDown[keyCode];
+ if (b)
+ keyWasDown.unset(keyCode);
+ return b;
+ }
+
+ s32 getMouseWheel()
+ {
+ s32 a = mouse_wheel;
+ mouse_wheel = 0;
+ return a;
+ }
+
+ void clearInput()
+ {
+ keyIsDown.clear();
+ keyWasDown.clear();
+
+ leftclicked = false;
+ rightclicked = false;
+ leftreleased = false;
+ rightreleased = false;
+
+ left_active = false;
+ middle_active = false;
+ right_active = false;
+
+ mouse_wheel = 0;
+ }
+
+ MyEventReceiver()
+ {
+ clearInput();
+#ifdef HAVE_TOUCHSCREENGUI
+ m_touchscreengui = NULL;
+#endif
+ }
+
+ bool leftclicked;
+ bool rightclicked;
+ bool leftreleased;
+ bool rightreleased;
+
+ bool left_active;
+ bool middle_active;
+ bool right_active;
+
+ s32 mouse_wheel;
+
+#ifdef HAVE_TOUCHSCREENGUI
+ TouchScreenGUI* m_touchscreengui;
+#endif
+
+private:
+ // The current state of keys
+ KeyList keyIsDown;
+ // Whether a key has been pressed or not
+ KeyList keyWasDown;
+};
+
+/*
+ Separated input handler
+*/
+
+class RealInputHandler : public InputHandler
+{
+public:
+ RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
+ m_device(device),
+ m_receiver(receiver),
+ m_mousepos(0,0)
+ {
+ }
+ virtual bool isKeyDown(const KeyPress &keyCode)
+ {
+ return m_receiver->IsKeyDown(keyCode);
+ }
+ virtual bool wasKeyDown(const KeyPress &keyCode)
+ {
+ return m_receiver->WasKeyDown(keyCode);
+ }
+ virtual v2s32 getMousePos()
+ {
+ if (m_device->getCursorControl()) {
+ return m_device->getCursorControl()->getPosition();
+ }
+ else {
+ return m_mousepos;
+ }
+ }
+ virtual void setMousePos(s32 x, s32 y)
+ {
+ if (m_device->getCursorControl()) {
+ m_device->getCursorControl()->setPosition(x, y);
+ }
+ else {
+ m_mousepos = v2s32(x,y);
+ }
+ }
+
+ virtual bool getLeftState()
+ {
+ return m_receiver->left_active;
+ }
+ virtual bool getRightState()
+ {
+ return m_receiver->right_active;
+ }
+
+ virtual bool getLeftClicked()
+ {
+ return m_receiver->leftclicked;
+ }
+ virtual bool getRightClicked()
+ {
+ return m_receiver->rightclicked;
+ }
+ virtual void resetLeftClicked()
+ {
+ m_receiver->leftclicked = false;
+ }
+ virtual void resetRightClicked()
+ {
+ m_receiver->rightclicked = false;
+ }
+
+ virtual bool getLeftReleased()
+ {
+ return m_receiver->leftreleased;
+ }
+ virtual bool getRightReleased()
+ {
+ return m_receiver->rightreleased;
+ }
+ virtual void resetLeftReleased()
+ {
+ m_receiver->leftreleased = false;
+ }
+ virtual void resetRightReleased()
+ {
+ m_receiver->rightreleased = false;
+ }
+
+ virtual s32 getMouseWheel()
+ {
+ return m_receiver->getMouseWheel();
+ }
+
+ void clear()
+ {
+ m_receiver->clearInput();
+ }
+private:
+ IrrlichtDevice *m_device;
+ MyEventReceiver *m_receiver;
+ v2s32 m_mousepos;
+};
+
+class RandomInputHandler : public InputHandler
+{
+public:
+ RandomInputHandler()
+ {
+ leftdown = false;
+ rightdown = false;
+ leftclicked = false;
+ rightclicked = false;
+ leftreleased = false;
+ rightreleased = false;
+ keydown.clear();
+ }
+ virtual bool isKeyDown(const KeyPress &keyCode)
+ {
+ return keydown[keyCode];
+ }
+ virtual bool wasKeyDown(const KeyPress &keyCode)
+ {
+ return false;
+ }
+ virtual v2s32 getMousePos()
+ {
+ return mousepos;
+ }
+ virtual void setMousePos(s32 x, s32 y)
+ {
+ mousepos = v2s32(x, y);
+ }
+
+ virtual bool getLeftState()
+ {
+ return leftdown;
+ }
+ virtual bool getRightState()
+ {
+ return rightdown;
+ }
+
+ virtual bool getLeftClicked()
+ {
+ return leftclicked;
+ }
+ virtual bool getRightClicked()
+ {
+ return rightclicked;
+ }
+ virtual void resetLeftClicked()
+ {
+ leftclicked = false;
+ }
+ virtual void resetRightClicked()
+ {
+ rightclicked = false;
+ }
+
+ virtual bool getLeftReleased()
+ {
+ return leftreleased;
+ }
+ virtual bool getRightReleased()
+ {
+ return rightreleased;
+ }
+ virtual void resetLeftReleased()
+ {
+ leftreleased = false;
+ }
+ virtual void resetRightReleased()
+ {
+ rightreleased = false;
+ }
+
+ virtual s32 getMouseWheel()
+ {
+ return 0;
+ }
+
+ virtual void step(float dtime)
+ {
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if (counter1 < 0.0) {
+ counter1 = 0.1 * Rand(1, 40);
+ keydown.toggle(getKeySetting("keymap_jump"));
+ }
+ }
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if (counter1 < 0.0) {
+ counter1 = 0.1 * Rand(1, 40);
+ keydown.toggle(getKeySetting("keymap_special1"));
+ }
+ }
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if (counter1 < 0.0) {
+ counter1 = 0.1 * Rand(1, 40);
+ keydown.toggle(getKeySetting("keymap_forward"));
+ }
+ }
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if (counter1 < 0.0) {
+ counter1 = 0.1 * Rand(1, 40);
+ keydown.toggle(getKeySetting("keymap_left"));
+ }
+ }
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if (counter1 < 0.0) {
+ counter1 = 0.1 * Rand(1, 20);
+ mousespeed = v2s32(Rand(-20, 20), Rand(-15, 20));
+ }
+ }
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if (counter1 < 0.0) {
+ counter1 = 0.1 * Rand(1, 30);
+ leftdown = !leftdown;
+ if (leftdown)
+ leftclicked = true;
+ if (!leftdown)
+ leftreleased = true;
+ }
+ }
+ {
+ static float counter1 = 0;
+ counter1 -= dtime;
+ if (counter1 < 0.0) {
+ counter1 = 0.1 * Rand(1, 15);
+ rightdown = !rightdown;
+ if (rightdown)
+ rightclicked = true;
+ if (!rightdown)
+ rightreleased = true;
+ }
+ }
+ mousepos += mousespeed;
+ }
+
+ s32 Rand(s32 min, s32 max)
+ {
+ return (myrand()%(max-min+1))+min;
+ }
+private:
+ KeyList keydown;
+ v2s32 mousepos;
+ v2s32 mousespeed;
+ bool leftdown;
+ bool rightdown;
+ bool leftclicked;
+ bool rightclicked;
+ bool leftreleased;
+ bool rightreleased;
+};
+
+#endif // !SERVER
+
+// These are defined global so that they're not optimized too much.
+// Can't change them to volatile.
+s16 temp16;
+f32 tempf;
+v3f tempv3f1;
+v3f tempv3f2;
+std::string tempstring;
+std::string tempstring2;
+
+void SpeedTests()
+{
+ {
+ 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++) {
+ tempstring = "";
+ tempstring2 = "";
+ const u32 ii = 10;
+ for(u32 i = 0; i < ii; i++) {
+ tempstring2 += "asd";
+ }
+ for(u32 i = 0; i < ii+1; i++) {
+ tempstring += "asd";
+ if (tempstring == tempstring2)
+ break;
+ }
+ }
+ }
+
+ infostream << "All of the following tests should take around 100ms each."
+ << std::endl;
+
+ {
+ TimeTaker timer("Testing floating-point conversion speed");
+ tempf = 0.001;
+ for(u32 i = 0; i < 4000000; i++) {
+ temp16 += tempf;
+ tempf += 0.001;
+ }
+ }
+
+ {
+ TimeTaker timer("Testing floating-point vector speed");
+
+ tempv3f1 = v3f(1, 2, 3);
+ tempv3f2 = v3f(4, 5, 6);
+ for(u32 i = 0; i < 10000000; i++) {
+ tempf += tempv3f1.dotProduct(tempv3f2);
+ tempv3f2 += v3f(7, 8, 9);
+ }
+ }
+
+ {
+ TimeTaker timer("Testing std::map speed");
+
+ std::map<v2s16, f32> map1;
+ tempf = -324;
+ const s16 ii = 300;
+ for(s16 y = 0; y < ii; y++) {
+ for(s16 x = 0; x < ii; x++) {
+ map1[v2s16(x, y)] = tempf;
+ tempf += 1;
+ }
+ }
+ for(s16 y = ii - 1; y >= 0; y--) {
+ for(s16 x = 0; x < ii; x++) {
+ tempf = map1[v2s16(x, y)];
+ }
+ }
+ }
+
+ {
+ infostream << "Around 5000/ms should do well here." << std::endl;
+ TimeTaker timer("Testing mutex speed");
+
+ JMutex m;
+ u32 n = 0;
+ u32 i = 0;
+ do {
+ n += 10000;
+ for(; i < n; i++) {
+ m.Lock();
+ m.Unlock();
+ }
+ }
+ // Do at least 10ms
+ while(timer.getTimerTime() < 10);
+
+ u32 dtime = timer.stop();
+ u32 per_ms = n / dtime;
+ infostream << "Done. " << dtime << "ms, " << per_ms << "/ms" << std::endl;
+ }
+}
+
+static void print_worldspecs(const std::vector<WorldSpec> &worldspecs, std::ostream &os)
+{
+ 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;
+ }
+}
+
+int main(int argc, char *argv[])
+{
+ int retval = 0;
+
+ /*
+ Initialization
+ */
+
+ log_add_output_maxlev(&main_stderr_log_out, LMT_ACTION);
+ log_add_output_all_levs(&main_dstream_no_stderr_log_out);
+
+ log_register_thread("main");
+ /*
+ Parse command line
+ */
+
+ // List all allowed options
+ std::map<std::string, ValueSpec> allowed_options;
+ allowed_options.insert(std::make_pair("help", ValueSpec(VALUETYPE_FLAG,
+ _("Show allowed options"))));
+ allowed_options.insert(std::make_pair("version", ValueSpec(VALUETYPE_FLAG,
+ _("Show version information"))));
+ allowed_options.insert(std::make_pair("config", ValueSpec(VALUETYPE_STRING,
+ _("Load configuration from specified file"))));
+ allowed_options.insert(std::make_pair("port", ValueSpec(VALUETYPE_STRING,
+ _("Set network port (UDP)"))));
+ allowed_options.insert(std::make_pair("disable-unittests", ValueSpec(VALUETYPE_FLAG,
+ _("Disable unit tests"))));
+ allowed_options.insert(std::make_pair("enable-unittests", ValueSpec(VALUETYPE_FLAG,
+ _("Enable unit tests"))));
+ allowed_options.insert(std::make_pair("map-dir", ValueSpec(VALUETYPE_STRING,
+ _("Same as --world (deprecated)"))));
+ allowed_options.insert(std::make_pair("world", ValueSpec(VALUETYPE_STRING,
+ _("Set world path (implies local game) ('list' lists all)"))));
+ allowed_options.insert(std::make_pair("worldname", ValueSpec(VALUETYPE_STRING,
+ _("Set world by name (implies local game)"))));
+ allowed_options.insert(std::make_pair("quiet", ValueSpec(VALUETYPE_FLAG,
+ _("Print to console errors only"))));
+ allowed_options.insert(std::make_pair("info", ValueSpec(VALUETYPE_FLAG,
+ _("Print more information to console"))));
+ allowed_options.insert(std::make_pair("verbose", ValueSpec(VALUETYPE_FLAG,
+ _("Print even more information to console"))));
+ allowed_options.insert(std::make_pair("trace", ValueSpec(VALUETYPE_FLAG,
+ _("Print enormous amounts of information to log and console"))));
+ allowed_options.insert(std::make_pair("logfile", ValueSpec(VALUETYPE_STRING,
+ _("Set logfile path ('' = no logging)"))));
+ allowed_options.insert(std::make_pair("gameid", ValueSpec(VALUETYPE_STRING,
+ _("Set gameid (\"--gameid list\" prints available ones)"))));
+ allowed_options.insert(std::make_pair("migrate", ValueSpec(VALUETYPE_STRING,
+ _("Migrate from current map backend to another (Only works when using minetestserver or with --server)"))));
+#ifndef SERVER
+ allowed_options.insert(std::make_pair("videomodes", ValueSpec(VALUETYPE_FLAG,
+ _("Show available video modes"))));
+ allowed_options.insert(std::make_pair("speedtests", ValueSpec(VALUETYPE_FLAG,
+ _("Run speed tests"))));
+ allowed_options.insert(std::make_pair("address", ValueSpec(VALUETYPE_STRING,
+ _("Address to connect to. ('' = local game)"))));
+ allowed_options.insert(std::make_pair("random-input", ValueSpec(VALUETYPE_FLAG,
+ _("Enable random user input, for testing"))));
+ allowed_options.insert(std::make_pair("server", ValueSpec(VALUETYPE_FLAG,
+ _("Run dedicated server"))));
+ allowed_options.insert(std::make_pair("name", ValueSpec(VALUETYPE_STRING,
+ _("Set player name"))));
+ allowed_options.insert(std::make_pair("password", ValueSpec(VALUETYPE_STRING,
+ _("Set password"))));
+ allowed_options.insert(std::make_pair("go", ValueSpec(VALUETYPE_FLAG,
+ _("Disable main menu"))));
+#endif
+
+ Settings cmd_args;
+
+ bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
+
+ if (ret == false || cmd_args.getFlag("help") || cmd_args.exists("nonopt1")) {
+ dstream << _("Allowed options:") << std::endl;
+ for(std::map<std::string, ValueSpec>::iterator
+ i = allowed_options.begin();
+ i != allowed_options.end(); ++i) {
+ std::ostringstream os1(std::ios::binary);
+ os1 << " --"<<i->first;
+ if (i->second.type == VALUETYPE_FLAG) {
+ } else
+ os1 << _(" <value>");
+ dstream << padStringRight(os1.str(), 24);
+
+ if (i->second.help != NULL)
+ dstream << i->second.help;
+ dstream << std::endl;
+ }
+
+ return cmd_args.getFlag("help") ? 0 : 1;
+ }
+
+ if (cmd_args.getFlag("version")) {
+#ifdef SERVER
+ dstream << "minetestserver " << minetest_version_hash << std::endl;
+#else
+ dstream << "Minetest " << minetest_version_hash << std::endl;
+ dstream << "Using Irrlicht " << IRRLICHT_SDK_VERSION << std::endl;
+#endif
+ dstream << "Build info: " << minetest_build_info << std::endl;
+ return 0;
+ }
+
+ /*
+ Low-level initialization
+ */
+
+ // Quiet mode, print errors only
+ if (cmd_args.getFlag("quiet")) {
+ log_remove_output(&main_stderr_log_out);
+ log_add_output_maxlev(&main_stderr_log_out, LMT_ERROR);
+ }
+ // If trace is enabled, enable logging of certain things
+ if (cmd_args.getFlag("trace")) {
+ dstream << _("Enabling trace level debug output") << std::endl;
+ log_trace_level_enabled = true;
+ dout_con_ptr = &verbosestream; // this is somewhat old crap
+ socket_enable_debug_output = true; // socket doesn't use log.h
+ }
+ // 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();
+
+ porting::initializePaths();
+
+#ifdef __ANDROID__
+ porting::initAndroid();
+
+ porting::setExternalStorageDir(porting::jnienv);
+ if (!fs::PathExists(porting::path_user)) {
+ fs::CreateDir(porting::path_user);
+ }
+ porting::copyAssets();
+#else
+ // Create user data directory
+ fs::CreateDir(porting::path_user);
+#endif
+
+ 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);
+
+ // 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;
+ }
+
+ // List worlds if requested
+ if (cmd_args.exists("world") && cmd_args.get("world") == "list") {
+ dstream << _("Available worlds:") << std::endl;
+ std::vector<WorldSpec> worldspecs = getAvailableWorlds();
+ print_worldspecs(worldspecs, dstream);
+ return 0;
+ }
+
+ // Print startup message
+ infostream<<PROJECT_NAME << " "<< _("with") << " SER_FMT_VER_HIGHEST_READ="
+ << (int)SER_FMT_VER_HIGHEST_READ << ", " << minetest_build_info << std::endl;
+
+ /*
+ Basic initialization
+ */
+
+ // Initialize default settings
+ set_default_settings(g_settings);
+
+ // Initialize sockets
+ sockets_init();
+ atexit(sockets_cleanup);
+
+ /*
+ Read config file
+ */
+
+ // Path of configuration file in use
+ g_settings_path = "";
+
+ if (cmd_args.exists("config")) {
+ bool r = g_settings->readConfigFile(cmd_args.get("config").c_str());
+ if (r == false) {
+ errorstream << "Could not read configuration from \""
+ << cmd_args.get("config") << "\"" << std::endl;
+ return 1;
+ }
+ g_settings_path = cmd_args.get("config");
+ } else {
+ std::vector<std::string> filenames;
+ filenames.push_back(porting::path_user +
+ DIR_DELIM + "minetest.conf");
+ // Legacy configuration file location
+ filenames.push_back(porting::path_user +
+ DIR_DELIM + ".." + DIR_DELIM + "minetest.conf");
+#if 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++) {
+ bool r = g_settings->readConfigFile(filenames[i].c_str());
+ if (r) {
+ g_settings_path = filenames[i];
+ break;
+ }
+ }
+
+ // If no path found, use the first one (menu creates the file)
+ if (g_settings_path == "")
+ g_settings_path = filenames[0];
+ }
+
+ // Initialize debug streams
+#define DEBUGFILE "debug.txt"
+#if RUN_IN_PLACE
+ std::string logfile = DEBUGFILE;
+#else
+ std::string logfile = porting::path_user+DIR_DELIM+DEBUGFILE;
+#endif
+ if (cmd_args.exists("logfile"))
+ logfile = cmd_args.get("logfile");
+
+ log_remove_output(&main_dstream_no_stderr_log_out);
+ int loglevel = g_settings->getS32("debug_log_level");
+
+ if (loglevel == 0) //no logging
+ logfile = "";
+ else if (loglevel > 0 && loglevel <= LMT_NUM_VALUES)
+ log_add_output_maxlev(&main_dstream_no_stderr_log_out,
+ (LogMessageLevel)(loglevel - 1));
+
+ if (logfile != "")
+ debugstreams_init(false, logfile.c_str());
+ else
+ debugstreams_init(false, NULL);
+
+ infostream << "logfile = " << logfile << std::endl;
+
+ // Initialize random seed
+ srand(time(0));
+ mysrand(time(0));
+
+ // Initialize HTTP fetcher
+ httpfetch_init(g_settings->getS32("curl_parallel_limit"));
+
+#ifndef __ANDROID__
+ /*
+ Run unit tests
+ */
+ if ((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
+ || cmd_args.getFlag("enable-unittests") == true) {
+ run_tests();
+ }
+#endif
+#ifdef _MSC_VER
+ init_gettext((porting::path_share + DIR_DELIM + "locale").c_str(),
+ g_settings->get("language"), argc, argv);
+#else
+ init_gettext((porting::path_share + DIR_DELIM + "locale").c_str(),
+ g_settings->get("language"));
+#endif
+
+ /*
+ Game parameters
+ */
+
+ // Port
+ u16 port = 30000;
+ if (cmd_args.exists("port"))
+ port = cmd_args.getU16("port");
+ else if (g_settings->exists("port"))
+ port = g_settings->getU16("port");
+ if (port == 0)
+ port = 30000;
+
+ // 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"))
+ commanded_world = g_settings->get("map-dir");
+
+ // World name
+ std::string commanded_worldname = "";
+ if (cmd_args.exists("worldname"))
+ commanded_worldname = cmd_args.get("worldname");
+
+ // Strip world.mt from commanded_world
+ {
+ 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());
+ }
+ }
+
+ // If a world name was specified, convert it to a path
+ if (commanded_worldname != "") {
+ // Get information about available worlds
+ std::vector<WorldSpec> worldspecs = getAvailableWorlds();
+ bool found = false;
+ for(u32 i = 0; i < worldspecs.size(); i++) {
+ std::string name = worldspecs[i].name;
+ if (name == commanded_worldname) {
+ if (commanded_world != "") {
+ dstream << _("--worldname takes precedence over previously "
+ "selected world.") << std::endl;
+ }
+ commanded_world = worldspecs[i].path;
+ found = true;
+ break;
+ }
+ }
+ if (!found) {
+ dstream << _("World") << " '"<<commanded_worldname << _("' not "
+ "available. Available worlds:") << std::endl;
+ print_worldspecs(worldspecs, dstream);
+ return 1;
+ }
+ }
+
+ // 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;
+ }
+ }
+
+
+ /*
+ 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
+ g_settings->set("server_dedicated", run_dedicated_server ? "true" : "false");
+ 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;
+ } else { // No world was specified; try to select it automatically
+ // 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 gamespec.
+ SubgameSpec gamespec;
+ verbosestream << _("Determining gameid/gamespec") << std::endl;
+ // If world doesn't exist
+ if (!getWorldExists(world_path)) {
+ // Try to take gamespec from command line
+ if (commanded_gamespec.isValid()) {
+ gamespec = commanded_gamespec;
+ infostream << "Using commanded gameid [" << gamespec.id << "]" << std::endl;
+ } else { // Otherwise we will be using "minetest"
+ gamespec = findSubgame(g_settings->get("default_game"));
+ infostream << "Using default gameid [" << gamespec.id << "]" << std::endl;
+ }
+ } else { // World exists
+ std::string world_gameid = getWorldGameId(world_path, is_legacy_world);
+ // If commanded to use a gameid, do so
+ if (commanded_gamespec.isValid()) {
+ gamespec = commanded_gamespec;
+ if (commanded_gamespec.id != world_gameid) {
+ errorstream << "WARNING: Using commanded gameid ["
+ << gamespec.id << "]" << " instead of world gameid ["
+ << world_gameid << "]" << std::endl;
+ }
+ } else {
+ // If world contains an embedded game, use it;
+ // Otherwise find world from local system.
+ gamespec = findWorldSubgame(world_path);
+ infostream << "Using world gameid [" << gamespec.id << "]" << std::endl;
+ }
+ }
+ if (!gamespec.isValid()) {
+ errorstream << "Subgame [" << gamespec.id << "] could not be found."
+ << std::endl;
+ return 1;
+ }
+ verbosestream << _("Using gameid") << " [" << gamespec.id<<"]" << std::endl;
+
+ // Bind address
+ std::string bind_str = g_settings->get("bind_address");
+ Address bind_addr(0, 0, 0, 0, port);
+
+ if (g_settings->getBool("ipv6_server")) {
+ bind_addr.setAddress((IPv6AddressBytes*) NULL);
+ }
+ try {
+ bind_addr.Resolve(bind_str.c_str());
+ } catch (ResolveError &e) {
+ infostream << "Resolving bind address \"" << bind_str
+ << "\" failed: " << e.what()
+ << " -- Listening on all addresses." << std::endl;
+ }
+ if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
+ errorstream << "Unable to listen on "
+ << bind_addr.serializeString()
+ << L" because IPv6 is disabled" << std::endl;
+ return 1;
+ }
+
+ // Create server
+ Server server(world_path, gamespec, false, bind_addr.isIPv6());
+
+ // Database migration
+ if (cmd_args.exists("migrate")) {
+ std::string migrate_to = cmd_args.get("migrate");
+ Settings world_mt;
+ bool success = world_mt.readConfigFile((world_path + DIR_DELIM
+ + "world.mt").c_str());
+ if (!success) {
+ errorstream << "Cannot read world.mt" << std::endl;
+ return 1;
+ }
+ if (!world_mt.exists("backend")) {
+ errorstream << "Please specify your current backend in world.mt file:"
+ << std::endl << " backend = {sqlite3|leveldb|redis|dummy}" << std::endl;
+ return 1;
+ }
+ std::string backend = world_mt.get("backend");
+ Database *new_db;
+ if (backend == migrate_to) {
+ errorstream << "Cannot migrate: new backend is same"
+ <<" as the old one" << std::endl;
+ return 1;
+ }
+ if (migrate_to == "sqlite3")
+ new_db = new Database_SQLite3(&(ServerMap&)server.getMap(), world_path);
+ #if USE_LEVELDB
+ else if (migrate_to == "leveldb")
+ new_db = new Database_LevelDB(&(ServerMap&)server.getMap(), world_path);
+ #endif
+ #if USE_REDIS
+ else if (migrate_to == "redis")
+ new_db = new Database_Redis(&(ServerMap&)server.getMap(), world_path);
+ #endif
+ else {
+ errorstream << "Migration to " << migrate_to
+ << " is not supported" << std::endl;
+ return 1;
+ }
+
+ std::list<v3s16> blocks;
+ ServerMap &old_map = ((ServerMap&)server.getMap());
+ old_map.listAllLoadableBlocks(blocks);
+ int count = 0;
+ new_db->beginSave();
+ for (std::list<v3s16>::iterator i = blocks.begin(); i != blocks.end(); i++) {
+ MapBlock *block = old_map.loadBlock(*i);
+ if (!block) {
+ errorstream << "Failed to load block " << PP(*i) << ", skipping it.";
+ } else {
+ old_map.saveBlock(block, new_db);
+ MapSector *sector = old_map.getSectorNoGenerate(v2s16(i->X, i->Z));
+ sector->deleteBlock(block);
+ }
+ ++count;
+ if (count % 500 == 0)
+ actionstream << "Migrated " << count << " blocks "
+ << (100.0 * count / blocks.size()) << "% completed" << std::endl;
+ }
+ new_db->endSave();
+ delete new_db;
+
+ actionstream << "Successfully migrated " << count << " blocks" << std::endl;
+ world_mt.set("backend", migrate_to);
+ if (!world_mt.updateConfigFile((world_path + DIR_DELIM + "world.mt").c_str()))
+ errorstream << "Failed to update world.mt!" << std::endl;
+ else
+ actionstream << "world.mt updated" << std::endl;
+
+ return 0;
+ }
+
+ server.start(bind_addr);
+
+ // Run server
+ dedicated_server_loop(server, kill);
+
+ return 0;
+ }
+
+#ifndef SERVER // Exclude from dedicated server build
+
+ /*
+ More parameters
+ */
+
+ std::string address = g_settings->get("address");
+ if (commanded_world != "")
+ address = "";
+ else if (cmd_args.exists("address"))
+ address = cmd_args.get("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
+ */
+
+ // Resolution selection
+
+ bool fullscreen = g_settings->getBool("fullscreen");
+ u16 screenW = g_settings->getU16("screenW");
+ u16 screenH = g_settings->getU16("screenH");
+
+ // bpp, fsaa, vsync
+
+ bool vsync = g_settings->getBool("vsync");
+ u16 bits = g_settings->getU16("fullscreen_bpp");
+ u16 fsaa = g_settings->getU16("fsaa");
+
+ // Determine driver
+ video::E_DRIVER_TYPE driverType = video::EDT_OPENGL;
+ static const char* driverids[] = {
+ "null",
+ "software",
+ "burningsvideo",
+ "direct3d8",
+ "direct3d9",
+ "opengl"
+#ifdef _IRR_COMPILE_WITH_OGLES1_
+ ,"ogles1"
+#endif
+#ifdef _IRR_COMPILE_WITH_OGLES2_
+ ,"ogles2"
+#endif
+ ,"invalid"
+ };
+
+ std::string driverstring = g_settings->get("video_driver");
+ for (unsigned int i = 0;
+ i < (sizeof(driverids)/sizeof(driverids[0]));
+ i++)
+ {
+ if (strcasecmp(driverstring.c_str(), driverids[i]) == 0) {
+ driverType = (video::E_DRIVER_TYPE) i;
+ break;
+ }
+
+ if (strcasecmp("invalid", driverids[i]) == 0) {
+ errorstream << "WARNING: Invalid video_driver specified; defaulting "
+ << "to opengl" << std::endl;
+ break;
+ }
+ }
+
+ /*
+ List video modes if requested
+ */
+ MyEventReceiver* receiver = new MyEventReceiver();
+
+ if (cmd_args.getFlag("videomodes")) {
+ IrrlichtDevice *nulldevice;
+
+ SIrrlichtCreationParameters params = SIrrlichtCreationParameters();
+ params.DriverType = video::EDT_NULL;
+ params.WindowSize = core::dimension2d<u32>(640, 480);
+ params.Bits = 24;
+ params.AntiAlias = fsaa;
+ params.Fullscreen = false;
+ params.Stencilbuffer = false;
+ params.Vsync = vsync;
+ params.EventReceiver = receiver;
+ params.HighPrecisionFPU = g_settings->getBool("high_precision_fpu");
+
+ nulldevice = createDeviceEx(params);
+
+ if (nulldevice == 0)
+ return 1;
+
+ dstream << _("Available video modes (WxHxD):") << std::endl;
+
+ video::IVideoModeList *videomode_list =
+ nulldevice->getVideoModeList();
+
+ if (videomode_list == 0) {
+ nulldevice->drop();
+ return 1;
+ }
+
+ s32 videomode_count = videomode_list->getVideoModeCount();
+ core::dimension2d<u32> videomode_res;
+ s32 videomode_depth;
+ for (s32 i = 0; i < videomode_count; ++i) {
+ videomode_res = videomode_list->getVideoModeResolution(i);
+ videomode_depth = videomode_list->getVideoModeDepth(i);
+ dstream<<videomode_res.Width << "x" << videomode_res.Height
+ << "x" << videomode_depth << std::endl;
+ }
+
+ dstream << _("Active video mode (WxHxD):") << std::endl;
+ videomode_res = videomode_list->getDesktopResolution();
+ videomode_depth = videomode_list->getDesktopDepth();
+ dstream << videomode_res.Width << "x" << videomode_res.Height
+ << "x" << videomode_depth << std::endl;
+
+ nulldevice->drop();
+
+ delete receiver;
+ return 0;
+ }
+
+ /*
+ Create device and exit if creation failed
+ */
+ SIrrlichtCreationParameters params = SIrrlichtCreationParameters();
+ params.DriverType = driverType;
+ params.WindowSize = core::dimension2d<u32>(screenW, screenH);
+ params.Bits = bits;
+ params.AntiAlias = fsaa;
+ params.Fullscreen = fullscreen;
+ params.Stencilbuffer = false;
+ params.Vsync = vsync;
+ params.EventReceiver = receiver;
+ params.HighPrecisionFPU = g_settings->getBool("high_precision_fpu");
+#ifdef __ANDROID__
+ params.PrivateData = porting::app_global;
+ params.OGLES2ShaderPath = std::string(porting::path_user + DIR_DELIM +
+ "media" + DIR_DELIM + "Shaders" + DIR_DELIM).c_str();
+#endif
+
+ IrrlichtDevice * device = createDeviceEx(params);
+
+ if (device == 0) {
+ delete receiver;
+ return 1; // could not create selected driver.
+ }
+
+ // Map our log level to irrlicht engine one.
+ static const irr::ELOG_LEVEL irr_log_level[5] = {
+ ELL_NONE,
+ ELL_ERROR,
+ ELL_WARNING,
+ ELL_INFORMATION,
+#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
+ ELL_INFORMATION
+#else
+ ELL_DEBUG
+#endif
+ };
+
+ ILogger* irr_logger = device->getLogger();
+ irr_logger->setLogLevel(irr_log_level[loglevel]);
+
+ porting::initIrrlicht(device);
+ late_init_default_settings(g_settings);
+
+ /*
+ Continue initialization
+ */
+
+ video::IVideoDriver* driver = device->getVideoDriver();
+
+ /*
+ This changes the minimum allowed number of vertices in a VBO.
+ Default is 500.
+ */
+ //driver->setMinHardwareBufferVertexCount(50);
+
+ // Create time getter
+ g_timegetter = new IrrlichtTimeGetter(device);
+
+ // Create game callback for menus
+ g_gamecallback = new MainGameCallback(device);
+
+ /*
+ Speed tests (done after irrlicht is loaded to get timer)
+ */
+ if (cmd_args.getFlag("speedtests"))
+ {
+ dstream << "Running speed tests" << std::endl;
+ SpeedTests();
+ device->drop();
+ return 0;
+ }
+
+ device->setResizable(true);
+
+ bool random_input = g_settings->getBool("random_input")
+ || cmd_args.getFlag("random-input");
+ InputHandler *input = NULL;
+
+ if (random_input) {
+ input = new RandomInputHandler();
+ } else {
+ input = new RealInputHandler(device,receiver);
+ }
+
+ scene::ISceneManager* smgr = device->getSceneManager();
+
+ guienv = device->getGUIEnvironment();
+ gui::IGUISkin* skin = guienv->getSkin();
+ std::string font_path = g_settings->get("font_path");
+ gui::IGUIFont *font;
+ #if USE_FREETYPE
+ bool use_freetype = g_settings->getBool("freetype");
+ if (use_freetype) {
+ std::string fallback;
+ if (is_yes(gettext("needs_fallback_font")))
+ fallback = "fallback_";
+ u16 font_size = g_settings->getU16(fallback + "font_size");
+ font_path = g_settings->get(fallback + "font_path");
+ u32 font_shadow = g_settings->getU16(fallback + "font_shadow");
+ u32 font_shadow_alpha = g_settings->getU16(fallback + "font_shadow_alpha");
+ font = gui::CGUITTFont::createTTFont(guienv, font_path.c_str(), font_size,
+ true, true, font_shadow, font_shadow_alpha);
+ } else {
+ font = guienv->getFont(font_path.c_str());
+ }
+ #else
+ font = guienv->getFont(font_path.c_str());
+ #endif
+ if (font)
+ skin->setFont(font);
+ else
+ errorstream << "WARNING: Font file was not found."
+ << " Using default font." << std::endl;
+ // If font was not found, this will get us one
+ font = skin->getFont();
+ assert(font);
+
+ u32 text_height = font->getDimension(L"Hello, world!").Height;
+ infostream << "text_height=" << text_height << std::endl;
+
+ skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255, 255, 255, 255));
+ 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));
+
+#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
+ // Irrlicht 1.8 input colours
+ skin->setColor(gui::EGDC_EDITABLE, video::SColor(255, 128, 128, 128));
+ skin->setColor(gui::EGDC_FOCUSED_EDITABLE, video::SColor(255, 96, 134, 49));
+#endif
+
+
+ // Create the menu clouds
+ if (!g_menucloudsmgr)
+ g_menucloudsmgr = smgr->createNewSceneManager();
+ if (!g_menuclouds)
+ g_menuclouds = new Clouds(g_menucloudsmgr->getRootSceneNode(),
+ g_menucloudsmgr, -1, rand(), 100);
+ g_menuclouds->update(v2f(0, 0), video::SColor(255, 200, 200, 255));
+ scene::ICameraSceneNode* camera;
+ camera = g_menucloudsmgr->addCameraSceneNode(0,
+ v3f(0, 0, 0), v3f(0, 60, 100));
+ camera->setFarValue(10000);
+
+ /*
+ 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 menu.
+ */
+ std::wstring error_message = L"";
+
+ // The password entered during the menu screen,
+ std::string password;
+
+ bool first_loop = true;
+
+ /*
+ Menu-game loop
+ */
+ while (device->run() && (kill == false) &&
+ (g_gamecallback->shutdown_requested == false))
+ {
+ // Set the window caption
+ wchar_t* text = wgettext("Main Menu");
+ device->setWindowCaption((std::wstring(L"Minetest [") + text + L"]").c_str());
+ delete[] text;
+
+ // This is used for catching disconnects
+ try
+ {
+
+ /*
+ Clear everything from the GUIEnvironment
+ */
+ guienv->clear();
+
+ /*
+ We need some kind of a root node to be able to add
+ custom gui elements directly on the screen.
+ Otherwise they won't be automatically drawn.
+ */
+ 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.
+
+ Loop quits when menu returns proper parameters.
+ */
+ 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
+ #ifndef ANDROID
+ device->getCursorControl()->setVisible(true);
+ #endif
+ // Some stuff are left to scene manager when coming from the game
+ // (map at least?)
+ smgr->clear();
+
+ // Initialize menu data
+ MainMenuData menudata;
+ menudata.address = address;
+ menudata.name = playername;
+ menudata.port = itos(port);
+ menudata.errormessage = wide_to_narrow(error_message);
+ error_message = L"";
+ if (cmd_args.exists("password"))
+ menudata.password = cmd_args.get("password");
+
+ driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, g_settings->getBool("mip_map"));
+
+ menudata.enable_public = g_settings->getBool("server_announce");
+
+ std::vector<WorldSpec> worldspecs = getAvailableWorlds();
+
+ // If a world was commanded, append and select it
+ if(commanded_world != "") {
+ worldspec.gameid = getWorldGameId(commanded_world, true);
+ worldspec.name = _("[--world parameter]");
+ if(worldspec.gameid == "") {
+ worldspec.gameid = g_settings->get("default_game");
+ worldspec.name += " [new]";
+ }
+ worldspec.path = commanded_world;
+ }
+
+ if (skip_main_menu == false) {
+ video::IVideoDriver* driver = device->getVideoDriver();
+
+ 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));
+ 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;
+
+ /* show main menu */
+ GUIEngine mymenu(device, guiroot, &g_menumgr,smgr,&menudata,kill);
+
+ //once finished you'll never end up here
+ smgr->clear();
+ }
+
+ if (menudata.errormessage != "") {
+ error_message = narrow_to_wide(menudata.errormessage);
+ continue;
+ }
+
+ //update worldspecs (necessary as new world may have been created)
+ worldspecs = getAvailableWorlds();
+
+ if (menudata.name == "")
+ menudata.name = std::string("Guest") + itos(myrand_range(1000,9999));
+ else
+ playername = menudata.name;
+
+ password = translatePassword(playername, narrow_to_wide(menudata.password));
+ //infostream<<"Main: password hash: '"<<password<<"'"<<std::endl;
+
+ address = menudata.address;
+ int newport = stoi(menudata.port);
+ if (newport != 0)
+ port = newport;
+
+ simple_singleplayer_mode = menudata.simple_singleplayer_mode;
+
+ // Save settings
+ g_settings->set("name", playername);
+
+ // 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 = myrand_range(49152, 65535);
+ } else if (address != "") {
+ ServerListSpec server;
+ server["name"] = menudata.servername;
+ server["address"] = menudata.address;
+ server["port"] = menudata.port;
+ server["description"] = menudata.serverdescription;
+ ServerList::insert(server);
+ }
+
+ if ((!skip_main_menu) &&
+ (menudata.selected_world >= 0) &&
+ (menudata.selected_world < (int)worldspecs.size())) {
+ g_settings->set("selected_world_path",
+ worldspecs[menudata.selected_world].path);
+ worldspec = worldspecs[menudata.selected_world];
+
+ }
+
+ infostream <<"Selected world: " << worldspec.name
+ << " ["<<worldspec.path<<"]" <<std::endl;
+
+
+ // If local game
+ if (current_address == "") {
+ if (worldspec.path == "") {
+ error_message = wgettext("No world selected and no address "
+ "provided. Nothing to do.");
+ errorstream << wide_to_narrow(error_message) << std::endl;
+ continue;
+ }
+
+ if (!fs::PathExists(worldspec.path)) {
+ error_message = wgettext("Provided world path doesn't exist: ")
+ + narrow_to_wide(worldspec.path);
+ errorstream << wide_to_narrow(error_message) << std::endl;
+ continue;
+ }
+
+ // Load gamespec for required game
+ gamespec = findWorldSubgame(worldspec.path);
+ if (!gamespec.isValid() && !commanded_gamespec.isValid()) {
+ error_message = wgettext("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 = wgettext("Invalid gamespec.");
+ error_message += L" (world_gameid="
+ + narrow_to_wide(worldspec.gameid) + L")";
+ errorstream << wide_to_narrow(error_message) << std::endl;
+ continue;
+ }
+ }
+
+ // Continue to game
+ break;
+ }
+
+ // Break out of menu-game loop to shut down cleanly
+ if (device->run() == false || kill == true) {
+ if (g_settings_path != "") {
+ g_settings->updateConfigFile(g_settings_path.c_str());
+ }
+ break;
+ }
+
+ if (current_playername.length() > PLAYERNAME_SIZE-1) {
+ error_message = wgettext("Player name too long.");
+ playername = current_playername.substr(0,PLAYERNAME_SIZE-1);
+ g_settings->set("name", playername);
+ continue;
+ }
+
+ /*
+ Run game
+ */
+#ifdef HAVE_TOUCHSCREENGUI
+ receiver->m_touchscreengui = new TouchScreenGUI(device, receiver);
+ g_touchscreengui = receiver->m_touchscreengui;
+#endif
+ the_game(
+ kill,
+ random_input,
+ input,
+ device,
+ font,
+ worldspec.path,
+ current_playername,
+ current_password,
+ current_address,
+ current_port,
+ error_message,
+ chat_backend,
+ gamespec,
+ simple_singleplayer_mode
+ );
+ smgr->clear();
+#ifdef HAVE_TOUCHSCREENGUI
+ delete g_touchscreengui;
+ g_touchscreengui = NULL;
+ receiver->m_touchscreengui = NULL;
+#endif
+
+ } //try
+ catch(con::PeerNotFoundException &e)
+ {
+ error_message = wgettext("Connection error (timed out?)");
+ errorstream << wide_to_narrow(error_message) << std::endl;
+ }
+#ifdef NDEBUG
+ catch(std::exception &e)
+ {
+ std::string narrow_message = "Some exception: \"";
+ narrow_message += e.what();
+ narrow_message += "\"";
+ errorstream << narrow_message << std::endl;
+ error_message = narrow_to_wide(narrow_message);
+ }
+#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
+
+
+ g_menuclouds->drop();
+ g_menucloudsmgr->drop();
+
+ delete input;
+
+ /*
+ In the end, delete the Irrlicht device.
+ */
+ device->drop();
+
+#if USE_FREETYPE
+ if (use_freetype)
+ font->drop();
+#endif
+ delete receiver;
+#endif // !SERVER
+
+ // Update configuration file
+ if (g_settings_path != "")
+ g_settings->updateConfigFile(g_settings_path.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;
+ }
+ }
+
+ // Stop httpfetch thread (if started)
+ httpfetch_cleanup();
+
+ END_DEBUG_EXCEPTION_HANDLER(errorstream)
+
+ debugstreams_deinit();
+
+
+ return retval;
+}
+
+//END