utility.h: Change Buffer's interface to be more compatible with SharedBuffer's interf...
[oweals/minetest.git] / src / main.cpp
index b94d0c3616900732b1836a46642932dbdd4ef705..b959d8c6433eb47cace7361eab82dab9ee67d4c2 100644 (file)
-/*\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
-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: Merge key configuration menu (no clean patch available)\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
-#include "gettext.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
-               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
-       setlocale(LC_MESSAGES, "");
-       bindtextdomain("minetest", (porting::path_userdata+"/locale").c_str());\r
-       textdomain("minetest");\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
+/*
+Minetest-c55
+Copyright (C) 2010-2011 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 General Public License as published by
+the Free Software Foundation; either version 2 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 General Public License for more details.
+
+You should have received a copy of the GNU 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.
+*/
+
+/*
+=============================== NOTES ==============================
+NOTE: Things starting with TODO are sometimes only suggestions.
+
+NOTE: iostream.imbue(std::locale("C")) is very slow
+NOTE: Global locale is now set at initialization
+
+NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the
+      hardware buffer (it is not freed automatically)
+
+NOTE: A random to-do list saved here as documentation:
+A list of "active blocks" in which stuff happens. (+=done)
+       + Add a never-resetted game timer to the server
+       + Add a timestamp value to blocks
+       + The simple rule: All blocks near some player are "active"
+       - Do stuff in real time in active blocks
+               + Handle objects
+               - Grow grass, delete leaves without a tree
+               - Spawn some mobs based on some rules
+               - Transform cobble to mossy cobble near water
+               - Run a custom script
+               - ...And all kinds of other dynamic stuff
+       + Keep track of when a block becomes active and becomes inactive
+       + When a block goes inactive:
+               + Store objects statically to block
+               + Store timer value as the timestamp
+       + When a block goes active:
+               + Create active objects out of static objects
+               - Simulate the results of what would have happened if it would have
+                 been active for all the time
+                       - Grow a lot of grass and so on
+       + Initially it is fine to send information about every active object
+         to every player. Eventually it should be modified to only send info
+         about the nearest ones.
+               + This was left to be done by the old system and it sends only the
+                 nearest ones.
+
+Vim conversion regexpes for moving to extended content type storage:
+%s/\(\.\|->\)d \([!=]=\)/\1getContent() \2/g
+%s/content_features(\([^.]*\)\.d)/content_features(\1)/g
+%s/\(\.\|->\)d = \([^;]*\);/\1setContent(\2);/g
+%s/\(getNodeNoExNoEmerge([^)]*)\)\.d/\1.getContent()/g
+%s/\(getNodeNoExNoEmerge(.*)\)\.d/\1.getContent()/g
+%s/\.d;/.getContent();/g
+%s/\(content_liquid\|content_flowing_liquid\|make_liquid_flowing\|content_pointable\)(\([^.]*\).d)/\1(\2.getContent())/g
+Other things to note:
+- node.d = node.param0 (only in raw serialization; use getContent() otherwise)
+- node.param = node.param1
+- node.dir = node.param2
+- content_walkable(node.d) etc should be changed to
+  content_features(node).walkable etc
+- Also check for lines that store the result of getContent to a 8-bit
+  variable and fix them (result of getContent() must be stored in
+  content_t, which is 16-bit)
+
+NOTE: Seeds in 1260:6c77e7dbfd29:
+5721858502589302589:
+       Spawns you on a small sand island with a surface dungeon
+2983455799928051958:
+       Enormous jungle + a surface dungeon at ~(250,0,0)
+
+Old, wild and random suggestions that probably won't be done:
+-------------------------------------------------------------
+
+SUGG: If player is on ground, mainly fetch ground-level blocks
+
+SUGG: Expose Connection's seqnums and ACKs to server and client.
+      - This enables saving many packets and making a faster connection
+         - This also enables server to check if client has received the
+           most recent block sent, for example.
+SUGG: Add a sane bandwidth throttling system to Connection
+
+SUGG: More fine-grained control of client's dumping of blocks from
+      memory
+         - ...What does this mean in the first place?
+
+SUGG: A map editing mode (similar to dedicated server mode)
+
+SUGG: Transfer more blocks in a single packet
+SUGG: A blockdata combiner class, to which blocks are added and at
+      destruction it sends all the stuff in as few packets as possible.
+SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
+      it by sending more stuff in a single packet.
+         - Add a packet queue to RemoteClient, from which packets will be
+           combined with object data packets
+               - This is not exactly trivial: the object data packets are
+                 sometimes very big by themselves
+         - This might not give much network performance gain though.
+
+SUGG: Precalculate lighting translation table at runtime (at startup)
+      - This is not doable because it is currently hand-made and not
+           based on some mathematical function.
+               - Note: This has been changing lately
+
+SUGG: A version number to blocks, which increments when the block is
+      modified (node add/remove, water update, lighting update)
+         - This can then be used to make sure the most recent version of
+           a block has been sent to client, for example
+
+SUGG: Make the amount of blocks sending to client and the total
+         amount of blocks dynamically limited. Transferring blocks is the
+         main network eater of this system, so it is the one that has
+         to be throttled so that RTTs stay low.
+
+SUGG: Meshes of blocks could be split into 6 meshes facing into
+      different directions and then only those drawn that need to be
+
+SUGG: Background music based on cellular automata?
+      http://www.earslap.com/projectslab/otomata
+
+SUGG: Simple light color information to air
+
+SUGG: Server-side objects could be moved based on nodes to enable very
+      lightweight operation and simple AI
+       - Not practical; client would still need to show smooth movement.
+
+SUGG: Make a system for pregenerating quick information for mapblocks, so
+         that the client can show them as cubes before they are actually sent
+         or even generated.
+
+SUGG: Erosion simulation at map generation time
+    - This might be plausible if larger areas of map were pregenerated
+         without lighting (which is slow)
+       - Simulate water flows, which would carve out dirt fast and
+         then turn stone into gravel and sand and relocate it.
+       - How about relocating minerals, too? Coal and gold in
+         downstream sand and gravel would be kind of cool
+         - This would need a better way of handling minerals, mainly
+               to have mineral content as a separate field. the first
+               parameter field is free for this.
+       - Simulate rock falling from cliffs when water has removed
+         enough solid rock from the bottom
+
+SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface
+      stuff as simple flags/values
+      - Light?
+         - A building?
+         And at some point make the server send this data to the client too,
+         instead of referring to the noise functions
+         - Ground height
+         - Surface ground type
+         - Trees?
+
+Gaming ideas:
+-------------
+
+- Aim for something like controlling a single dwarf in Dwarf Fortress
+- The player could go faster by a crafting a boat, or riding an animal
+- Random NPC traders. what else?
+
+Game content:
+-------------
+
+- When furnace is destroyed, move items to player's inventory
+- Add lots of stuff
+- Glass blocks
+- Growing grass, decaying leaves
+       - This can be done in the active blocks I guess.
+       - Lots of stuff can be done in the active blocks.
+       - Uh, is there an active block list somewhere? I think not. Add it.
+- Breaking weak structures
+       - This can probably be accomplished in the same way as grass
+- Player health points
+       - When player dies, throw items on map (needs better item-on-map
+         implementation)
+- Cobble to get mossy if near water
+- More slots in furnace source list, so that multiple ingredients
+  are possible.
+- Keys to chests?
+
+- The Treasure Guard; a big monster with a hammer
+       - The hammer does great damage, shakes the ground and removes a block
+       - You can drop on top of it, and have some time to attack there
+         before he shakes you off
+
+- Maybe the difficulty could come from monsters getting tougher in
+  far-away places, and the player starting to need something from
+  there when time goes by.
+  - The player would have some of that stuff at the beginning, and
+    would need new supplies of it when it runs out
+
+- A bomb
+- A spread-items-on-map routine for the bomb, and for dying players
+
+- Fighting:
+  - Proper sword swing simulation
+  - Player should get damage from colliding to a wall at high speed
+
+Documentation:
+--------------
+
+Build system / running:
+-----------------------
+
+Networking and serialization:
+-----------------------------
+
+SUGG: Fix address to be ipv6 compatible
+
+User Interface:
+---------------
+
+Graphics:
+---------
+
+SUGG: Combine MapBlock's face caches to so big pieces that VBO
+      can be used
+      - That is >500 vertices
+         - This is not easy; all the MapBlocks close to the player would
+           still need to be drawn separately and combining the blocks
+               would have to happen in a background thread
+
+SUGG: Make fetching sector's blocks more efficient when rendering
+      sectors that have very large amounts of blocks (on client)
+         - Is this necessary at all?
+
+SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
+      animating them is easier.
+
+SUGG: Option for enabling proper alpha channel for textures
+
+TODO: Flowing water animation
+
+TODO: A setting for enabling bilinear filtering for textures
+
+TODO: Better control of draw_control.wanted_max_blocks
+
+TODO: Further investigate the use of GPU lighting in addition to the
+      current one
+
+TODO: Artificial (night) light could be more yellow colored than sunlight.
+      - This is technically doable.
+         - Also the actual colors of the textures could be made less colorful
+           in the dark but it's a bit more difficult.
+
+SUGG: Somehow make the night less colorful
+
+TODO: Occlusion culling
+      - At the same time, move some of the renderMap() block choosing code
+        to the same place as where the new culling happens.
+      - Shoot some rays per frame and when ready, make a new list of
+           blocks for usage of renderMap and give it a new pointer to it.
+
+Configuration:
+--------------
+
+Client:
+-------
+
+TODO: Untie client network operations from framerate
+      - Needs some input queues or something
+         - This won't give much performance boost because calculating block
+           meshes takes so long
+
+SUGG: Make morning and evening transition more smooth and maybe shorter
+
+TODO: Don't update all meshes always on single node changes, but
+      check which ones should be updated
+         - implement Map::updateNodeMeshes() and the usage of it
+         - It will give almost always a 4x boost in mesh update performance.
+
+- A weapon engine
+
+- Tool/weapon visualization
+
+FIXME: When disconnected to the menu, memory is not freed properly
+
+TODO: Investigate how much the mesh generator thread gets used when
+      transferring map data
+
+Server:
+-------
+
+SUGG: Make an option to the server to disable building and digging near
+      the starting position
+
+FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
+
+* Fix the problem with the server constantly saving one or a few
+  blocks? List the first saved block, maybe it explains.
+  - It is probably caused by oscillating water
+  - TODO: Investigate if this still happens (this is a very old one)
+* Make a small history check to transformLiquids to detect and log
+  continuous oscillations, in such detail that they can be fixed.
+
+FIXME: The new optimized map sending doesn't sometimes send enough blocks
+       from big caves and such
+FIXME: Block send distance configuration does not take effect for some reason
+
+Environment:
+------------
+
+TODO: Add proper hooks to when adding and removing active blocks
+
+TODO: Finish the ActiveBlockModifier stuff and use it for something
+
+Objects:
+--------
+
+TODO: Get rid of MapBlockObjects and use only ActiveObjects
+       - Skipping the MapBlockObject data is nasty - there is no "total
+         length" stored; have to make a SkipMBOs function which contains
+         enough of the current code to skip them properly.
+
+SUGG: MovingObject::move and Player::move are basically the same.
+      combine them.
+       - NOTE: This is a bit tricky because player has the sneaking ability
+       - NOTE: Player::move is more up-to-date.
+       - NOTE: There is a simple move implementation now in collision.{h,cpp}
+       - NOTE: MovingObject will be deleted (MapBlockObject)
+
+TODO: Add a long step function to objects that is called with the time
+      difference when block activates
+
+Map:
+----
+
+TODO: Mineral and ground material properties
+      - This way mineral ground toughness can be calculated with just
+           some formula, as well as tool strengths. Sounds too.
+         - There are TODOs in appropriate files: material.h, content_mapnode.h
+
+TODO: Flowing water to actually contain flow direction information
+      - There is a space for this - it just has to be implemented.
+
+TODO: Consider smoothening cave floors after generating them
+
+TODO: Fix make_tree, make_* to use seed-position-consistent pseudorandom
+         - delta also
+
+Misc. stuff:
+------------
+TODO: Make sure server handles removing grass when a block is placed (etc)
+      - The client should not do it by itself
+         - NOTE: I think nobody does it currently...
+TODO: Block cube placement around player's head
+TODO: Protocol version field
+TODO: Think about using same bits for material for fences and doors, for
+         example
+TODO: Move mineral to param2, increment map serialization version, add
+      conversion
+
+SUGG: Restart irrlicht completely when coming back to main menu from game.
+       - This gets rid of everything that is stored in irrlicht's caches.
+       - This might be needed for texture pack selection in menu
+
+TODO: Merge bahamada's audio stuff (clean patch available)
+
+TODO: Move content_features to mapnode_content_features.{h,cpp} or so
+
+TODO: Fix item use() stuff; dropping a stack of cooked rats and eating
+      it gives 3 hearts and consumes all the rats.
+
+Making it more portable:
+------------------------
+Stuff to do before release:
+---------------------------
+
+Fixes to the current release:
+-----------------------------
+
+Stuff to do after release:
+---------------------------
+
+Doing currently:
+----------------
+
+======================================================================
+
+*/
+
+#ifdef NDEBUG
+       #ifdef _WIN32
+               #pragma message ("Disabling unit tests")
+       #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
+       #pragma comment(lib, "Irrlicht.lib")
+       //#pragma comment(lib, "jthread.lib")
+       #pragma comment(lib, "zlibwapi.lib")
+       #pragma comment(lib, "Shell32.lib")
+       // This would get rid of the console window
+       //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
+#endif
+
+#include "irrlicht.h" // createDevice
+
+#include "main.h"
+#include "mainmenumanager.h"
+#include <iostream>
+#include <fstream>
+#include <locale.h>
+#include "common_irrlicht.h"
+#include "debug.h"
+#include "test.h"
+#include "server.h"
+#include "constants.h"
+#include "porting.h"
+#include "gettime.h"
+#include "guiMessageMenu.h"
+#include "filesys.h"
+#include "config.h"
+#include "guiMainMenu.h"
+#include "mineral.h"
+#include "materials.h"
+#include "game.h"
+#include "keycode.h"
+#include "tile.h"
+#include "defaultsettings.h"
+#include "gettext.h"
+#include "settings.h"
+#include "profiler.h"
+#include "log.h"
+
+// This makes textures
+ITextureSource *g_texturesource = NULL;
+
+/*
+       Settings.
+       These are loaded from the config file.
+*/
+Settings main_settings;
+Settings *g_settings = &main_settings;
+
+// Global profiler
+Profiler main_profiler;
+Profiler *g_profiler = &main_profiler;
+
+/*
+       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;
+
+/*
+       Debug streams
+*/
+
+// Connection
+std::ostream *dout_con_ptr = &dummyout;
+std::ostream *derr_con_ptr = &verbosestream;
+//std::ostream *dout_con_ptr = &infostream;
+//std::ostream *derr_con_ptr = &errorstream;
+
+// Server
+std::ostream *dout_server_ptr = &infostream;
+std::ostream *derr_server_ptr = &errorstream;
+
+// Client
+std::ostream *dout_client_ptr = &infostream;
+std::ostream *derr_client_ptr = &errorstream;
+
+/*
+       gettime.h implementation
+*/
+
+// A small helper class
+class TimeGetter
+{
+public:
+       virtual u32 getTime() = 0;
+};
+
+// A precise irrlicht one
+class IrrlichtTimeGetter: public TimeGetter
+{
+public:
+       IrrlichtTimeGetter(IrrlichtDevice *device):
+               m_device(device)
+       {}
+       u32 getTime()
+       {
+               if(m_device == NULL)
+                       return 0;
+               return m_device->getTimer()->getRealTime();
+       }
+private:
+       IrrlichtDevice *m_device;
+};
+// Not so precise one which works without irrlicht
+class SimpleTimeGetter: public TimeGetter
+{
+public:
+       u32 getTime()
+       {
+               return porting::getTimeMs();
+       }
+};
+
+// 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();
+}
+
+/*
+       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)
+               {
+                       return false;
+               }
+
+               // 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);
+                       }
+               }
+
+               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;
+                               }
+                       }
+               }
+
+               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();
+       }
+
+       bool leftclicked;
+       bool rightclicked;
+       bool leftreleased;
+       bool rightreleased;
+
+       bool left_active;
+       bool middle_active;
+       bool right_active;
+
+       s32 mouse_wheel;
+
+private:
+       IrrlichtDevice *m_device;
+       
+       // 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)
+       {
+       }
+       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()
+       {
+               return m_device->getCursorControl()->getPosition();
+       }
+       virtual void setMousePos(s32 x, s32 y)
+       {
+               m_device->getCursorControl()->setPosition(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;
+};
+
+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;
+};
+
+// 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()
+{
+       {
+               dstream<<"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;
+                       }
+               }
+       }
+       
+       dstream<<"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 core::map speed");
+               
+               core::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.insert(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)];
+                       }
+               }
+       }
+
+       {
+               dstream<<"Around 5000/ms should do well here."<<std::endl;
+               TimeTaker timer("Testing mutex speed");
+               
+               JMutex m;
+               m.Init();
+               u32 n = 0;
+               u32 i = 0;
+               do{
+                       n += 10000;
+                       for(; i<n; i++){
+                               m.Lock();
+                               m.Unlock();
+                       }
+               }
+               // Do at least 10ms
+               while(timer.getTime() < 10);
+
+               u32 dtime = timer.stop();
+               u32 per_ms = n / dtime;
+               dstream<<"Done. "<<dtime<<"ms, "
+                               <<per_ms<<"/ms"<<std::endl;
+       }
+}
+
+void drawMenuBackground(video::IVideoDriver* driver)
+{
+       core::dimension2d<u32> screensize = driver->getScreenSize();
+               
+       video::ITexture *bgtexture =
+                       driver->getTexture(getTexturePath("mud.png").c_str());
+       if(bgtexture)
+       {
+               s32 texturesize = 128;
+               s32 tiled_y = screensize.Height / texturesize + 1;
+               s32 tiled_x = screensize.Width / texturesize + 1;
+               
+               for(s32 y=0; y<tiled_y; y++)
+               for(s32 x=0; x<tiled_x; x++)
+               {
+                       core::rect<s32> rect(0,0,texturesize,texturesize);
+                       rect += v2s32(x*texturesize, y*texturesize);
+                       driver->draw2DImage(bgtexture, rect,
+                               core::rect<s32>(core::position2d<s32>(0,0),
+                               core::dimension2di(bgtexture->getSize())),
+                               NULL, NULL, true);
+               }
+       }
+       
+       video::ITexture *logotexture =
+                       driver->getTexture(getTexturePath("menulogo.png").c_str());
+       if(logotexture)
+       {
+               v2s32 logosize(logotexture->getOriginalSize().Width,
+                               logotexture->getOriginalSize().Height);
+               logosize *= 4;
+
+               video::SColor bgcolor(255,50,50,50);
+               core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
+                               screensize.Width, screensize.Height);
+               driver->draw2DRectangle(bgcolor, bgrect, NULL);
+
+               core::rect<s32> rect(0,0,logosize.X,logosize.Y);
+               rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
+               rect -= v2s32(logosize.X/2, 0);
+               driver->draw2DImage(logotexture, rect,
+                       core::rect<s32>(core::position2d<s32>(0,0),
+                       core::dimension2di(logotexture->getSize())),
+                       NULL, NULL, true);
+       }
+}
+
+class StderrLogOutput: public ILogOutput
+{
+public:
+       /* line: Full line with timestamp, level and thread */
+       void printLog(const std::string &line)
+       {
+               std::cerr<<line<<std::endl;
+       }
+} main_stderr_log_out;
+
+class DstreamNoStderrLogOutput: public ILogOutput
+{
+public:
+       /* line: Full line with timestamp, level and thread */
+       void printLog(const std::string &line)
+       {
+               dstream_no_stderr<<line<<std::endl;
+       }
+} main_dstream_no_stderr_log_out;
+
+int main(int argc, char *argv[])
+{
+       /*
+               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");
+
+       // Set locale. This is for forcing '.' as the decimal point.
+       std::locale::global(std::locale("C"));
+       // This enables printing all characters in bitmap font
+       setlocale(LC_CTYPE, "en_US");
+
+       /*
+               Parse command line
+       */
+       
+       // List all allowed options
+       core::map<std::string, ValueSpec> allowed_options;
+       allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));
+       allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
+                       "Run server directly"));
+       allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
+                       "Load configuration from specified file"));
+       allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));
+       allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));
+       allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));
+       allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));
+       allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));
+       allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));
+#ifdef _WIN32
+       allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));
+#endif
+       allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));
+       allowed_options.insert("info-on-stderr", ValueSpec(VALUETYPE_FLAG));
+
+       Settings cmd_args;
+       
+       bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
+
+       if(ret == false || cmd_args.getFlag("help"))
+       {
+               dstream<<"Allowed options:"<<std::endl;
+               for(core::map<std::string, ValueSpec>::Iterator
+                               i = allowed_options.getIterator();
+                               i.atEnd() == false; i++)
+               {
+                       dstream<<"  --"<<i.getNode()->getKey();
+                       if(i.getNode()->getValue().type == VALUETYPE_FLAG)
+                       {
+                       }
+                       else
+                       {
+                               dstream<<" <value>";
+                       }
+                       dstream<<std::endl;
+
+                       if(i.getNode()->getValue().help != NULL)
+                       {
+                               dstream<<"      "<<i.getNode()->getValue().help
+                                               <<std::endl;
+                       }
+               }
+
+               return cmd_args.getFlag("help") ? 0 : 1;
+       }
+       
+       /*
+               Low-level initialization
+       */
+
+       bool disable_stderr = false;
+#ifdef _WIN32
+       if(cmd_args.getFlag("dstream-on-stderr") == false)
+               disable_stderr = true;
+#endif
+       
+       if(cmd_args.getFlag("info-on-stderr"))
+               log_add_output(&main_stderr_log_out, LMT_INFO);
+
+       porting::signal_handler_init();
+       bool &kill = *porting::signal_handler_killstatus();
+       
+       // Initialize porting::path_data and porting::path_userdata
+       porting::initializePaths();
+
+       // Create user data directory
+       fs::CreateDir(porting::path_userdata);
+
+       init_gettext((porting::path_data+DIR_DELIM+".."+DIR_DELIM+"locale").c_str());
+       
+       // Initialize debug streams
+#ifdef RUN_IN_PLACE
+       std::string debugfile = DEBUGFILE;
+#else
+       std::string debugfile = porting::path_userdata+DIR_DELIM+DEBUGFILE;
+#endif
+       debugstreams_init(disable_stderr, debugfile.c_str());
+       // Initialize debug stacks
+       debug_stacks_init();
+
+       DSTACK(__FUNCTION_NAME);
+
+       // Init material properties table
+       //initializeMaterialProperties();
+
+       // Debug handler
+       BEGIN_DEBUG_EXCEPTION_HANDLER
+
+       // Print startup message
+       actionstream<<PROJECT_NAME<<
+                       " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
+                       <<", "<<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
+       std::string configpath = "";
+       
+       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;
+               }
+               configpath = cmd_args.get("config");
+       }
+       else
+       {
+               core::array<std::string> filenames;
+               filenames.push_back(porting::path_userdata +
+                               DIR_DELIM + "minetest.conf");
+#ifdef RUN_IN_PLACE
+               filenames.push_back(porting::path_userdata +
+                               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)
+                       {
+                               configpath = filenames[i];
+                               break;
+                       }
+               }
+               
+               // If no path found, use the first one (menu creates the file)
+               if(configpath == "")
+                       configpath = filenames[0];
+       }
+
+       // Initialize random seed
+       srand(time(0));
+       mysrand(time(0));
+
+       /*
+               Pre-initialize some stuff with a dummy irrlicht wrapper.
+
+               These are needed for unit tests at least.
+       */
+       
+       // Initial call with g_texturesource not set.
+       init_mapnode();
+       // Must be called before g_texturesource is created
+       // (for texture atlas making)
+       init_mineral();
+
+       /*
+               Run unit tests
+       */
+
+       if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
+                       || cmd_args.getFlag("enable-unittests") == true)
+       {
+               run_tests();
+       }
+       
+       /*for(s16 y=-100; y<100; y++)
+       for(s16 x=-100; x<100; x++)
+       {
+               std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
+       }
+       return 0;*/
+       
+       /*
+               Game parameters
+       */
+
+       // 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;
+       
+       // Map directory
+       std::string map_dir = porting::path_userdata+DIR_DELIM+"world";
+       if(cmd_args.exists("map-dir"))
+               map_dir = cmd_args.get("map-dir");
+       else if(g_settings->exists("map-dir"))
+               map_dir = g_settings->get("map-dir");
+       
+       // Run dedicated server if asked to
+       if(cmd_args.getFlag("server"))
+       {
+               DSTACK("Dedicated server branch");
+
+               // Create time getter
+               g_timegetter = new SimpleTimeGetter();
+               
+               // Create server
+               Server server(map_dir.c_str(), configpath);
+               server.start(port);
+               
+               // Run server
+               dedicated_server_loop(server, kill);
+
+               return 0;
+       }
+
+
+       /*
+               More parameters
+       */
+       
+       // Address to connect to
+       std::string address = "";
+       
+       if(cmd_args.exists("address"))
+       {
+               address = cmd_args.get("address");
+       }
+       else
+       {
+               address = g_settings->get("address");
+       }
+       
+       std::string playername = g_settings->get("name");
+
+       /*
+               Device initialization
+       */
+
+       // Resolution selection
+       
+       bool fullscreen = false;
+       u16 screenW = g_settings->getU16("screenW");
+       u16 screenH = g_settings->getU16("screenH");
+
+       // Determine driver
+
+       video::E_DRIVER_TYPE driverType;
+       
+       std::string driverstring = g_settings->get("video_driver");
+
+       if(driverstring == "null")
+               driverType = video::EDT_NULL;
+       else if(driverstring == "software")
+               driverType = video::EDT_SOFTWARE;
+       else if(driverstring == "burningsvideo")
+               driverType = video::EDT_BURNINGSVIDEO;
+       else if(driverstring == "direct3d8")
+               driverType = video::EDT_DIRECT3D8;
+       else if(driverstring == "direct3d9")
+               driverType = video::EDT_DIRECT3D9;
+       else if(driverstring == "opengl")
+               driverType = video::EDT_OPENGL;
+       else
+       {
+               errorstream<<"WARNING: Invalid video_driver specified; defaulting "
+                               "to opengl"<<std::endl;
+               driverType = video::EDT_OPENGL;
+       }
+
+       /*
+               Create device and exit if creation failed
+       */
+
+       MyEventReceiver receiver;
+
+       IrrlichtDevice *device;
+       device = createDevice(driverType,
+                       core::dimension2d<u32>(screenW, screenH),
+                       16, fullscreen, false, false, &receiver);
+
+       if (device == 0)
+               return 1; // could not create selected driver.
+       
+       /*
+               Continue initialization
+       */
+
+       video::IVideoDriver* driver = device->getVideoDriver();
+
+       // Disable mipmaps (because some of them look ugly)
+       driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
+
+       /*
+               This changes the minimum allowed number of vertices in a VBO.
+               Default is 500.
+       */
+       //driver->setMinHardwareBufferVertexCount(50);
 
        // Set the window caption
        device->setWindowCaption(L"Minetest [Main Menu]");
-       \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
+       
+       // Create time getter
+       g_timegetter = new IrrlichtTimeGetter(device);
+       
+       // Create game callback for menus
+       g_gamecallback = new MainGameCallback(device);
+       
+       // Create texture source
+       g_texturesource = new TextureSource(device);
+
+       /*
+               Speed tests (done after irrlicht is loaded to get timer)
+       */
+       if(cmd_args.getFlag("speedtests"))
+       {
+               dstream<<"Running speed tests"<<std::endl;
+               SpeedTests();
+               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();
+       gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
+       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(255,0,0,0));
+       skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
+       //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
+       //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
+       skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
+       skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
+       
+       /*
+               Preload some textures and stuff
+       */
+
+       init_mapnode(); // Second call with g_texturesource set
+
+       /*
+               GUI stuff
+       */
+
+       /*
+               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;
+
+       /*
+               Menu-game loop
+       */
+       while(device->run() && kill == false)
+       {
+
+               // 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));
+                       
+                       /*
+                               Out-of-game menu loop.
+
+                               Loop quits when menu returns proper parameters.
+                       */
+                       while(kill == false)
+                       {
+                               // Cursor can be non-visible when coming from the game
+                               device->getCursorControl()->setVisible(true);
+                               // Some stuff are left to scene manager when coming from the game
+                               // (map at least?)
+                               smgr->clear();
+                               // Reset or hide the debug gui texts
+                               /*guitext->setText(L"Minetest-c55");
+                               guitext2->setVisible(false);
+                               guitext_info->setVisible(false);
+                               guitext_chat->setVisible(false);*/
+                               
+                               // Initialize menu data
+                               MainMenuData menudata;
+                               menudata.address = narrow_to_wide(address);
+                               menudata.name = narrow_to_wide(playername);
+                               menudata.port = narrow_to_wide(itos(port));
+                               menudata.fancy_trees = g_settings->getBool("new_style_leaves");
+                               menudata.smooth_lighting = g_settings->getBool("smooth_lighting");
+                               menudata.clouds_3d = g_settings->getBool("enable_3d_clouds");
+                               menudata.opaque_water = g_settings->getBool("opaque_water");
+                               menudata.creative_mode = g_settings->getBool("creative_mode");
+                               menudata.enable_damage = g_settings->getBool("enable_damage");
+
+                               GUIMainMenu *menu =
+                                               new GUIMainMenu(guienv, guiroot, -1, 
+                                                       &g_menumgr, &menudata, g_gamecallback);
+                               menu->allowFocusRemoval(true);
+
+                               if(error_message != L"")
+                               {
+                                       errorstream<<"error_message = "
+                                                       <<wide_to_narrow(error_message)<<std::endl;
+
+                                       GUIMessageMenu *menu2 =
+                                                       new GUIMessageMenu(guienv, guiroot, -1, 
+                                                               &g_menumgr, error_message.c_str());
+                                       menu2->drop();
+                                       error_message = L"";
+                               }
+
+                               video::IVideoDriver* driver = device->getVideoDriver();
+                               
+                               infostream<<"Created main menu"<<std::endl;
+
+                               while(device->run() && kill == false)
+                               {
+                                       if(menu->getStatus() == true)
+                                               break;
+
+                                       //driver->beginScene(true, true, video::SColor(255,0,0,0));
+                                       driver->beginScene(true, true, video::SColor(255,128,128,128));
+
+                                       drawMenuBackground(driver);
+
+                                       guienv->drawAll();
+                                       
+                                       driver->endScene();
+                                       
+                                       // On some computers framerate doesn't seem to be
+                                       // automatically limited
+                                       sleep_ms(25);
+                               }
+                               
+                               // Break out of menu-game loop to shut down cleanly
+                               if(device->run() == false || kill == true)
+                                       break;
+                               
+                               infostream<<"Dropping main menu"<<std::endl;
+
+                               menu->drop();
+                               
+                               // Delete map if requested
+                               if(menudata.delete_map)
+                               {
+                                       bool r = fs::RecursiveDeleteContent(map_dir);
+                                       if(r == false)
+                                               error_message = L"Delete failed";
+                                       continue;
+                               }
+
+                               playername = wide_to_narrow(menudata.name);
+
+                               password = translatePassword(playername, menudata.password);
+
+                               //infostream<<"Main: password hash: '"<<password<<"'"<<std::endl;
+
+                               address = wide_to_narrow(menudata.address);
+                               int newport = stoi(wide_to_narrow(menudata.port));
+                               if(newport != 0)
+                                       port = newport;
+                               g_settings->set("new_style_leaves", itos(menudata.fancy_trees));
+                               g_settings->set("smooth_lighting", itos(menudata.smooth_lighting));
+                               g_settings->set("enable_3d_clouds", itos(menudata.clouds_3d));
+                               g_settings->set("opaque_water", itos(menudata.opaque_water));
+                               g_settings->set("creative_mode", itos(menudata.creative_mode));
+                               g_settings->set("enable_damage", itos(menudata.enable_damage));
+                               
+                               // NOTE: These are now checked server side; no need to do it
+                               //       here, so let's not do it here.
+                               /*// Check for valid parameters, restart menu if invalid.
+                               if(playername == "")
+                               {
+                                       error_message = L"Name required.";
+                                       continue;
+                               }
+                               // Check that name has only valid chars
+                               if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
+                               {
+                                       error_message = L"Characters allowed: "
+                                                       +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
+                                       continue;
+                               }*/
+
+                               // Save settings
+                               g_settings->set("name", playername);
+                               g_settings->set("address", address);
+                               g_settings->set("port", itos(port));
+                               // Update configuration file
+                               if(configpath != "")
+                                       g_settings->updateConfigFile(configpath.c_str());
+                       
+                               // Continue to game
+                               break;
+                       }
+                       
+                       // Break out of menu-game loop to shut down cleanly
+                       if(device->run() == false)
+                               break;
+                       
+                       // Initialize mapnode again to enable changed graphics settings
+                       init_mapnode();
+
+                       /*
+                               Run game
+                       */
+                       the_game(
+                               kill,
+                               random_input,
+                               input,
+                               device,
+                               font,
+                               map_dir,
+                               playername,
+                               password,
+                               address,
+                               port,
+                               error_message,
+                               configpath
+                       );
+
+               } //try
+               catch(con::PeerNotFoundException &e)
+               {
+                       errorstream<<"Connection error (timed out?)"<<std::endl;
+                       error_message = L"Connection error (timed out?)";
+               }
+               catch(SocketException &e)
+               {
+                       errorstream<<"Socket error (port already in use?)"<<std::endl;
+                       error_message = L"Socket error (port already in use?)";
+               }
+#ifdef NDEBUG
+               catch(std::exception &e)
+               {
+                       std::string narrow_message = "Some exception, what()=\"";
+                       narrow_message += e.what();
+                       narrow_message += "\"";
+                       errorstream<<narrow_message<<std::endl;
+                       error_message = narrow_to_wide(narrow_message);
+               }
+#endif
+
+       } // Menu-game loop
+       
+       delete input;
+
+       /*
+               In the end, delete the Irrlicht device.
+       */
+       device->drop();
+       
+       END_DEBUG_EXCEPTION_HANDLER(errorstream)
+       
+       debugstreams_deinit();
+       
+       return 0;
+}
+
+//END
+