Create main menu tab "Settings" for client settings
[oweals/minetest.git] / src / main.cpp
index 10e01be2ad006a6d0fd2f92263839d4adc8a91d7..d08f88417e5bd4963639d2946066a465facc5663 100644 (file)
@@ -17,348 +17,6 @@ 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.
-
-NOTE: Seeds in 1260:6c77e7dbfd29:
-5721858502589302589:
-       Spawns you on a small sand island with a surface dungeon
-2983455799928051958:
-       Enormous jungle + a surface dungeon at ~(250,0,0)
-
-Old, wild and random suggestions that probably won't be done:
--------------------------------------------------------------
-
-SUGG: If player is on ground, mainly fetch ground-level blocks
-
-SUGG: Expose Connection's seqnums and ACKs to server and client.
-      - This enables saving many packets and making a faster connection
-         - This also enables server to check if client has received the
-           most recent block sent, for example.
-SUGG: Add a sane bandwidth throttling system to Connection
-
-SUGG: More fine-grained control of client's dumping of blocks from
-      memory
-         - ...What does this mean in the first place?
-
-SUGG: A map editing mode (similar to dedicated server mode)
-
-SUGG: Transfer more blocks in a single packet
-SUGG: A blockdata combiner class, to which blocks are added and at
-      destruction it sends all the stuff in as few packets as possible.
-SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
-      it by sending more stuff in a single packet.
-         - Add a packet queue to RemoteClient, from which packets will be
-           combined with object data packets
-               - This is not exactly trivial: the object data packets are
-                 sometimes very big by themselves
-         - This might not give much network performance gain though.
-
-SUGG: Precalculate lighting translation table at runtime (at startup)
-      - This is not doable because it is currently hand-made and not
-           based on some mathematical function.
-               - Note: This has been changing lately
-
-SUGG: A version number to blocks, which increments when the block is
-      modified (node add/remove, water update, lighting update)
-         - This can then be used to make sure the most recent version of
-           a block has been sent to client, for example
-
-SUGG: Make the amount of blocks sending to client and the total
-         amount of blocks dynamically limited. Transferring blocks is the
-         main network eater of this system, so it is the one that has
-         to be throttled so that RTTs stay low.
-
-SUGG: Meshes of blocks could be split into 6 meshes facing into
-      different directions and then only those drawn that need to be
-
-SUGG: Background music based on cellular automata?
-      http://www.earslap.com/projectslab/otomata
-
-SUGG: Simple light color information to air
-
-SUGG: Server-side objects could be moved based on nodes to enable very
-      lightweight operation and simple AI
-       - Not practical; client would still need to show smooth movement.
-
-SUGG: Make a system for pregenerating quick information for mapblocks, so
-         that the client can show them as cubes before they are actually sent
-         or even generated.
-
-SUGG: Erosion simulation at map generation time
-    - This might be plausible if larger areas of map were pregenerated
-         without lighting (which is slow)
-       - Simulate water flows, which would carve out dirt fast and
-         then turn stone into gravel and sand and relocate it.
-       - How about relocating minerals, too? Coal and gold in
-         downstream sand and gravel would be kind of cool
-         - This would need a better way of handling minerals, mainly
-               to have mineral content as a separate field. the first
-               parameter field is free for this.
-       - Simulate rock falling from cliffs when water has removed
-         enough solid rock from the bottom
-
-SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface
-      stuff as simple flags/values
-      - Light?
-         - A building?
-         And at some point make the server send this data to the client too,
-         instead of referring to the noise functions
-         - Ground height
-         - Surface ground type
-         - Trees?
-
-Gaming ideas:
--------------
-
-- Aim for something like controlling a single dwarf in Dwarf Fortress
-- The player could go faster by a crafting a boat, or riding an animal
-- Random NPC traders. what else?
-
-Game content:
--------------
-
-- When furnace is destroyed, move items to player's inventory
-- Add lots of stuff
-- Glass blocks
-- Growing grass, decaying leaves
-       - This can be done in the active blocks I guess.
-       - Lots of stuff can be done in the active blocks.
-       - Uh, is there an active block list somewhere? I think not. Add it.
-- Breaking weak structures
-       - This can probably be accomplished in the same way as grass
-- Player health points
-       - When player dies, throw items on map (needs better item-on-map
-         implementation)
-- Cobble to get mossy if near water
-- More slots in furnace source list, so that multiple ingredients
-  are possible.
-- Keys to chests?
-
-- The Treasure Guard; a big monster with a hammer
-       - The hammer does great damage, shakes the ground and removes a block
-       - You can drop on top of it, and have some time to attack there
-         before he shakes you off
-
-- Maybe the difficulty could come from monsters getting tougher in
-  far-away places, and the player starting to need something from
-  there when time goes by.
-  - The player would have some of that stuff at the beginning, and
-    would need new supplies of it when it runs out
-
-- A bomb
-- A spread-items-on-map routine for the bomb, and for dying players
-
-- Fighting:
-  - Proper sword swing simulation
-  - Player should get damage from colliding to a wall at high speed
-
-Documentation:
---------------
-
-Build system / running:
------------------------
-
-Networking and serialization:
------------------------------
-
-SUGG: Fix address to be ipv6 compatible
-
-User Interface:
----------------
-
-Graphics:
----------
-
-SUGG: Combine MapBlock's face caches to so big pieces that VBO
-      can be used
-      - That is >500 vertices
-         - This is not easy; all the MapBlocks close to the player would
-           still need to be drawn separately and combining the blocks
-               would have to happen in a background thread
-
-SUGG: Make fetching sector's blocks more efficient when rendering
-      sectors that have very large amounts of blocks (on client)
-         - Is this necessary at all?
-
-SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
-      animating them is easier.
-
-SUGG: Option for enabling proper alpha channel for textures
-
-TODO: Flowing water animation
-
-TODO: A setting for enabling bilinear filtering for textures
-
-TODO: Better control of draw_control.wanted_max_blocks
-
-TODO: Further investigate the use of GPU lighting in addition to the
-      current one
-
-TODO: Artificial (night) light could be more yellow colored than sunlight.
-      - This is technically doable.
-         - Also the actual colors of the textures could be made less colorful
-           in the dark but it's a bit more difficult.
-
-SUGG: Somehow make the night less colorful
-
-TODO: Occlusion culling
-      - At the same time, move some of the renderMap() block choosing code
-        to the same place as where the new culling happens.
-      - Shoot some rays per frame and when ready, make a new list of
-           blocks for usage of renderMap and give it a new pointer to it.
-
-Configuration:
---------------
-
-Client:
--------
-
-TODO: Untie client network operations from framerate
-      - Needs some input queues or something
-         - This won't give much performance boost because calculating block
-           meshes takes so long
-
-SUGG: Make morning and evening transition more smooth and maybe shorter
-
-TODO: Don't update all meshes always on single node changes, but
-      check which ones should be updated
-         - implement Map::updateNodeMeshes() and the usage of it
-         - It will give almost always a 4x boost in mesh update performance.
-
-- A weapon engine
-
-- Tool/weapon visualization
-
-FIXME: When disconnected to the menu, memory is not freed properly
-
-TODO: Investigate how much the mesh generator thread gets used when
-      transferring map data
-
-Server:
--------
-
-SUGG: Make an option to the server to disable building and digging near
-      the starting position
-
-FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
-
-* Fix the problem with the server constantly saving one or a few
-  blocks? List the first saved block, maybe it explains.
-  - It is probably caused by oscillating water
-  - TODO: Investigate if this still happens (this is a very old one)
-* Make a small history check to transformLiquids to detect and log
-  continuous oscillations, in such detail that they can be fixed.
-
-FIXME: The new optimized map sending doesn't sometimes send enough blocks
-       from big caves and such
-FIXME: Block send distance configuration does not take effect for some reason
-
-Environment:
-------------
-
-TODO: Add proper hooks to when adding and removing active blocks
-
-TODO: Finish the ActiveBlockModifier stuff and use it for something
-
-Objects:
---------
-
-TODO: Get rid of MapBlockObjects and use only ActiveObjects
-       - Skipping the MapBlockObject data is nasty - there is no "total
-         length" stored; have to make a SkipMBOs function which contains
-         enough of the current code to skip them properly.
-
-SUGG: MovingObject::move and Player::move are basically the same.
-      combine them.
-       - NOTE: This is a bit tricky because player has the sneaking ability
-       - NOTE: Player::move is more up-to-date.
-       - NOTE: There is a simple move implementation now in collision.{h,cpp}
-       - NOTE: MovingObject will be deleted (MapBlockObject)
-
-TODO: Add a long step function to objects that is called with the time
-      difference when block activates
-
-Map:
-----
-
-TODO: Flowing water to actually contain flow direction information
-      - There is a space for this - it just has to be implemented.
-
-TODO: Consider smoothening cave floors after generating them
-
-TODO: Fix make_tree, make_* to use seed-position-consistent pseudorandom
-         - delta also
-
-Misc. stuff:
-------------
-TODO: Make sure server handles removing grass when a block is placed (etc)
-      - The client should not do it by itself
-         - NOTE: I think nobody does it currently...
-TODO: Block cube placement around player's head
-TODO: Protocol version field
-TODO: Think about using same bits for material for fences and doors, for
-         example
-
-SUGG: Restart irrlicht completely when coming back to main menu from game.
-       - This gets rid of everything that is stored in irrlicht's caches.
-       - This might be needed for texture pack selection in menu
-
-TODO: Merge bahamada's audio stuff (clean patch available)
-
-Making it more portable:
-------------------------
-Stuff to do before release:
----------------------------
-
-Fixes to the current release:
------------------------------
-
-Stuff to do after release:
----------------------------
-
-Doing currently:
-----------------
-
-======================================================================
-
-*/
-
 #ifdef NDEBUG
        /*#ifdef _WIN32
                #pragma message ("Disabling unit tests")
@@ -410,6 +68,9 @@ Doing currently:
 #include "profiler.h"
 #include "log.h"
 #include "mods.h"
+#include "utility_string.h"
+#include "subgame.h"
+#include "quicktune.h"
 
 /*
        Settings.
@@ -1082,6 +743,8 @@ void SpeedTests()
 
 int main(int argc, char *argv[])
 {
+       int retval = 0;
+
        /*
                Initialization
        */
@@ -1107,52 +770,60 @@ int main(int argc, char *argv[])
        allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
                        "Load configuration from specified file"));
        allowed_options.insert("port", ValueSpec(VALUETYPE_STRING,
-                       "Set network port (UDP) to use"));
+                       "Set network port (UDP)"));
        allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG,
                        "Disable unit tests"));
        allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG,
                        "Enable unit tests"));
        allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING,
-                       "Map directory (where everything in the world is stored)"));
-       allowed_options.insert("info-on-stderr", ValueSpec(VALUETYPE_FLAG,
-                       "Print debug information to console"));
+                       "Same as --world (deprecated)"));
+       allowed_options.insert("world", ValueSpec(VALUETYPE_STRING,
+                       "Set world path (implies local game)"));
+       allowed_options.insert("verbose", ValueSpec(VALUETYPE_FLAG,
+                       "Print more information to console"));
+       allowed_options.insert("logfile", ValueSpec(VALUETYPE_STRING,
+                       "Set logfile path ('' = no logging)"));
+       allowed_options.insert("gameid", ValueSpec(VALUETYPE_STRING,
+                       "Set gameid (\"--gameid list\" prints available ones)"));
 #ifndef SERVER
        allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG,
                        "Run speed tests"));
        allowed_options.insert("address", ValueSpec(VALUETYPE_STRING,
-                       "Address to connect to"));
+                       "Address to connect to. ('' = local game)"));
        allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG,
                        "Enable random user input, for testing"));
        allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
-                       "Run server directly"));
+                       "Run dedicated server"));
+       allowed_options.insert("name", ValueSpec(VALUETYPE_STRING,
+                       "Set player name"));
+       allowed_options.insert("password", ValueSpec(VALUETYPE_STRING,
+                       "Set password"));
+       allowed_options.insert("go", ValueSpec(VALUETYPE_FLAG,
+                       "Disable main menu"));
 #endif
 
        Settings cmd_args;
        
        bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
 
-       if(ret == false || cmd_args.getFlag("help"))
+       if(ret == false || cmd_args.getFlag("help") || cmd_args.exists("nonopt1"))
        {
                dstream<<"Allowed options:"<<std::endl;
                for(core::map<std::string, ValueSpec>::Iterator
                                i = allowed_options.getIterator();
                                i.atEnd() == false; i++)
                {
-                       dstream<<"  --"<<i.getNode()->getKey();
+                       std::ostringstream os1(std::ios::binary);
+                       os1<<"  --"<<i.getNode()->getKey();
                        if(i.getNode()->getValue().type == VALUETYPE_FLAG)
-                       {
-                       }
+                               {}
                        else
-                       {
-                               dstream<<" <value>";
-                       }
-                       dstream<<std::endl;
+                               os1<<" <value>";
+                       dstream<<padStringRight(os1.str(), 24);
 
                        if(i.getNode()->getValue().help != NULL)
-                       {
-                               dstream<<"      "<<i.getNode()->getValue().help
-                                               <<std::endl;
-                       }
+                               dstream<<i.getNode()->getValue().help;
+                       dstream<<std::endl;
                }
 
                return cmd_args.getFlag("help") ? 0 : 1;
@@ -1161,8 +832,9 @@ int main(int argc, char *argv[])
        /*
                Low-level initialization
        */
-
-       if(cmd_args.getFlag("info-on-stderr") || cmd_args.getFlag("speedtests"))
+       
+       // In certain cases, output info level on stderr
+       if(cmd_args.getFlag("verbose") || cmd_args.getFlag("speedtests"))
                log_add_output(&main_stderr_log_out, LMT_INFO);
 
        porting::signal_handler_init();
@@ -1177,23 +849,38 @@ int main(int argc, char *argv[])
        
        // Initialize debug streams
 #ifdef RUN_IN_PLACE
-       std::string debugfile = DEBUGFILE;
+       std::string logfile = DEBUGFILE;
 #else
-       std::string debugfile = porting::path_user+DIR_DELIM+DEBUGFILE;
+       std::string logfile = porting::path_user+DIR_DELIM+DEBUGFILE;
 #endif
-       bool disable_stderr = false;
-       debugstreams_init(disable_stderr, debugfile.c_str());
+       if(cmd_args.exists("logfile"))
+               logfile = cmd_args.get("logfile");
+       if(logfile != "")
+               debugstreams_init(false, logfile.c_str());
+       else
+               debugstreams_init(false, NULL);
+
+       infostream<<"logfile    = "<<logfile<<std::endl;
+       infostream<<"path_share = "<<porting::path_share<<std::endl;
+       infostream<<"path_user  = "<<porting::path_user<<std::endl;
+
        // Initialize debug stacks
        debug_stacks_init();
-
        DSTACK(__FUNCTION_NAME);
 
-       // Init material properties table
-       //initializeMaterialProperties();
-
        // Debug handler
        BEGIN_DEBUG_EXCEPTION_HANDLER
-
+       
+       // List gameids if requested
+       if(cmd_args.exists("gameid") && cmd_args.get("gameid") == "list")
+       {
+               std::set<std::string> gameids = getAvailableGameIds();
+               for(std::set<std::string>::const_iterator i = gameids.begin();
+                               i != gameids.end(); i++)
+                       dstream<<(*i)<<std::endl;
+               return 0;
+       }
+       
        // Print startup message
        actionstream<<PROJECT_NAME<<
                        " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
@@ -1286,25 +973,43 @@ int main(int argc, char *argv[])
        if(port == 0)
                port = 30000;
        
-       // Map directory
-       std::string map_dir = porting::path_user + DIR_DELIM + "server" + DIR_DELIM + "worlds" + DIR_DELIM + "world";
-       if(cmd_args.exists("map-dir"))
-               map_dir = cmd_args.get("map-dir");
+       // World directory
+       std::string commanded_world = "";
+       if(cmd_args.exists("world"))
+               commanded_world = cmd_args.get("world");
+       else if(cmd_args.exists("map-dir"))
+               commanded_world = cmd_args.get("map-dir");
+       else if(cmd_args.exists("nonopt0"))
+               commanded_world = cmd_args.get("nonopt0");
        else if(g_settings->exists("map-dir"))
-               map_dir = g_settings->get("map-dir");
-       else{
-               // No map-dir option was specified.
-               // Check if the world is found from the default directory, and if
-               // not, see if the legacy world directory exists.
-               std::string legacy_map_dir = porting::path_user+DIR_DELIM+".."+DIR_DELIM+"world";
-               if(!fs::PathExists(map_dir) && fs::PathExists(legacy_map_dir)){
-                       errorstream<<"Warning: Using legacy world directory \""
-                                       <<legacy_map_dir<<"\""<<std::endl;
-                       map_dir = legacy_map_dir;
+               commanded_world = g_settings->get("map-dir");
+       
+       // Strip world.mt from commanded_world
+       {
+               std::string worldmt = "world.mt";
+               if(commanded_world.size() > worldmt.size() &&
+                               commanded_world.substr(commanded_world.size()-worldmt.size())
+                               == worldmt){
+                       dstream<<"Supplied world.mt file - stripping it off."<<std::endl;
+                       commanded_world = commanded_world.substr(
+                                       0, commanded_world.size()-worldmt.size());
+               }
+       }
+       
+       // Gamespec
+       SubgameSpec commanded_gamespec;
+       if(cmd_args.exists("gameid")){
+               std::string gameid = cmd_args.get("gameid");
+               commanded_gamespec = findSubgame(gameid);
+               if(!commanded_gamespec.isValid()){
+                       errorstream<<"Game \""<<gameid<<"\" not found"<<std::endl;
+                       return 1;
                }
        }
 
-       // Run dedicated server if asked to or no other option
+       /*
+               Run dedicated server if asked to or no other option
+       */
 #ifdef SERVER
        bool run_dedicated_server = true;
 #else
@@ -1313,26 +1018,59 @@ int main(int argc, char *argv[])
        if(run_dedicated_server)
        {
                DSTACK("Dedicated server branch");
-
                // Create time getter if built with Irrlicht
 #ifndef SERVER
                g_timegetter = new SimpleTimeGetter();
 #endif
+
+               // World directory
+               std::string world_path;
+               bool is_legacy_world = false;
+               if(commanded_world != ""){
+                       world_path = commanded_world;
+               }
+               else{
+                       // No specific world was commanded
+                       // Check if the world is found from the default directory, and if
+                       // not, see if the legacy world directory exists.
+                       world_path = porting::path_user + DIR_DELIM + "server" + DIR_DELIM + "worlds" + DIR_DELIM + "world";
+                       std::string legacy_world_path = porting::path_user+DIR_DELIM+".."+DIR_DELIM+"world";
+                       if(!fs::PathExists(world_path) && fs::PathExists(legacy_world_path)){
+                               errorstream<<"Warning: Using legacy world directory \""
+                                               <<legacy_world_path<<"\""<<std::endl;
+                               world_path = legacy_world_path;
+                               is_legacy_world = true;
+                       }
+               }
+
+               if(world_path == ""){
+                       errorstream<<"No world path specified or found."<<std::endl;
+                       return 1;
+               }
+
+               // Gamespec
+               std::string world_gameid = getWorldGameId(world_path, is_legacy_world);
+               SubgameSpec gamespec = findSubgame(world_gameid);
+               if(commanded_gamespec.isValid() &&
+                               commanded_gamespec.id != world_gameid){
+                       errorstream<<"WARNING: Overriding gameid from \""
+                                       <<world_gameid<<"\" to \""
+                                       <<commanded_gamespec.id<<"\""<<std::endl;
+                       gamespec = commanded_gamespec;
+               }
+
+               if(!gamespec.isValid()){
+                       errorstream<<"Invalid gamespec. (world_gameid="
+                                       <<world_gameid<<")"<<std::endl;
+                       return 1;
+               }
                
+               infostream<<"Using gamespec \""<<gamespec.id<<"\""<<std::endl;
+
                // Create server
-               Server server(map_dir, configpath, "mesetint");
+               Server server(world_path, configpath, gamespec, false);
                server.start(port);
                
-               // ASCII art for the win!
-               actionstream
-               <<"        .__               __                   __   "<<std::endl
-               <<"  _____ |__| ____   _____/  |_  ____   _______/  |_ "<<std::endl
-               <<" /     \\|  |/    \\_/ __ \\   __\\/ __ \\ /  ___/\\   __\\"<<std::endl
-               <<"|  Y Y  \\  |   |  \\  ___/|  | \\  ___/ \\___ \\  |  |  "<<std::endl
-               <<"|__|_|  /__|___|  /\\___  >__|  \\___  >____  > |__|  "<<std::endl
-               <<"      \\/        \\/     \\/          \\/     \\/        "<<std::endl;
-               actionstream<<"Listening at port "<<port<<"."<<std::endl;
-       
                // Run server
                dedicated_server_loop(server, kill);
 
@@ -1345,19 +1083,19 @@ int main(int argc, char *argv[])
                More parameters
        */
        
-       // Address to connect to
-       std::string address = "";
-       
-       if(cmd_args.exists("address"))
-       {
+       std::string address = g_settings->get("address");
+       if(commanded_world != "")
+               address = "";
+       else if(cmd_args.exists("address"))
                address = cmd_args.get("address");
-       }
-       else
-       {
-               address = g_settings->get("address");
-       }
+       else if(cmd_args.exists("world"))
+               address = "";
        
        std::string playername = g_settings->get("name");
+       if(cmd_args.exists("name"))
+               playername = cmd_args.get("name");
+       
+       bool skip_main_menu = cmd_args.getFlag("go");
 
        /*
                Device initialization
@@ -1423,9 +1161,6 @@ int main(int argc, char *argv[])
        */
        //driver->setMinHardwareBufferVertexCount(50);
 
-       // Set the window caption
-       device->setWindowCaption(L"Minetest [Main Menu]");
-       
        // Create time getter
        g_timegetter = new IrrlichtTimeGetter(device);
        
@@ -1475,6 +1210,8 @@ int main(int argc, char *argv[])
        //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
        skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
        skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
+       skin->setColor(gui::EGDC_HIGH_LIGHT, video::SColor(255,70,100,50));
+       skin->setColor(gui::EGDC_HIGH_LIGHT_TEXT, video::SColor(255,255,255,255));
        
        /*
                GUI stuff
@@ -1492,11 +1229,15 @@ int main(int argc, char *argv[])
        // The password entered during the menu screen,
        std::string password;
 
+       bool first_loop = true;
+
        /*
                Menu-game loop
        */
        while(device->run() && kill == false)
        {
+               // Set the window caption
+               device->setWindowCaption(L"Minetest [Main Menu]");
 
                // This is used for catching disconnects
                try
@@ -1515,6 +1256,16 @@ int main(int argc, char *argv[])
                        guiroot = guienv->addStaticText(L"",
                                        core::rect<s32>(0, 0, 10000, 10000));
                        
+                       SubgameSpec gamespec;
+                       WorldSpec worldspec;
+                       bool simple_singleplayer_mode = false;
+
+                       // These are set up based on the menu and other things
+                       std::string current_playername = "inv£lid";
+                       std::string current_password = "";
+                       std::string current_address = "does-not-exist";
+                       int current_port = 0;
+
                        /*
                                Out-of-game menu loop.
 
@@ -1522,127 +1273,223 @@ int main(int argc, char *argv[])
                        */
                        while(kill == false)
                        {
+                               // If skip_main_menu, only go through here once
+                               if(skip_main_menu && !first_loop){
+                                       kill = true;
+                                       break;
+                               }
+                               first_loop = false;
+                               
                                // Cursor can be non-visible when coming from the game
                                device->getCursorControl()->setVisible(true);
                                // Some stuff are left to scene manager when coming from the game
                                // (map at least?)
                                smgr->clear();
-                               // Reset or hide the debug gui texts
-                               /*guitext->setText(L"Minetest-c55");
-                               guitext2->setVisible(false);
-                               guitext_info->setVisible(false);
-                               guitext_chat->setVisible(false);*/
                                
                                // Initialize menu data
                                MainMenuData menudata;
+                               if(g_settings->exists("selected_mainmenu_tab"))
+                                       menudata.selected_tab = g_settings->getS32("selected_mainmenu_tab");
                                menudata.address = narrow_to_wide(address);
                                menudata.name = narrow_to_wide(playername);
                                menudata.port = narrow_to_wide(itos(port));
+                               if(cmd_args.exists("password"))
+                                       menudata.password = narrow_to_wide(cmd_args.get("password"));
                                menudata.fancy_trees = g_settings->getBool("new_style_leaves");
                                menudata.smooth_lighting = g_settings->getBool("smooth_lighting");
                                menudata.clouds_3d = g_settings->getBool("enable_3d_clouds");
                                menudata.opaque_water = g_settings->getBool("opaque_water");
                                menudata.creative_mode = g_settings->getBool("creative_mode");
                                menudata.enable_damage = g_settings->getBool("enable_damage");
-
-                               GUIMainMenu *menu =
-                                               new GUIMainMenu(guienv, guiroot, -1, 
-                                                       &g_menumgr, &menudata, g_gamecallback);
-                               menu->allowFocusRemoval(true);
-
-                               if(error_message != L"")
-                               {
-                                       errorstream<<"error_message = "
-                                                       <<wide_to_narrow(error_message)<<std::endl;
-
-                                       GUIMessageMenu *menu2 =
-                                                       new GUIMessageMenu(guienv, guiroot, -1, 
-                                                               &g_menumgr, error_message.c_str());
-                                       menu2->drop();
-                                       error_message = L"";
+                               // Default to selecting nothing
+                               menudata.selected_world = -1;
+                               // Get world listing for the menu
+                               std::vector<WorldSpec> worldspecs = getAvailableWorlds();
+                               // If there is only one world, select it
+                               if(worldspecs.size() == 1){
+                                       menudata.selected_world = 0;
                                }
+                               // Otherwise try to select according to selected_world_path
+                               else if(g_settings->exists("selected_world_path")){
+                                       std::string trypath = g_settings->get("selected_world_path");
+                                       for(u32 i=0; i<worldspecs.size(); i++){
+                                               if(worldspecs[i].path == trypath){
+                                                       menudata.selected_world = i;
+                                                       break;
+                                               }
+                                       }
+                               }
+                               // If a world was commanded, append and select it
+                               if(commanded_world != ""){
+                                       std::string gameid = getWorldGameId(commanded_world, true);
+                                       std::string name = "[--world parameter]";
+                                       if(gameid == ""){
+                                               gameid = g_settings->get("default_game");
+                                               name += " [new]";
+                                       }
+                                       WorldSpec spec(commanded_world, name, gameid);
+                                       worldspecs.push_back(spec);
+                                       menudata.selected_world = worldspecs.size()-1;
+                               }
+                               // Copy worldspecs to menu
+                               menudata.worlds = worldspecs;
 
-                               video::IVideoDriver* driver = device->getVideoDriver();
-                               
-                               infostream<<"Created main menu"<<std::endl;
-
-                               while(device->run() && kill == false)
+                               if(skip_main_menu == false)
                                {
-                                       if(menu->getStatus() == true)
-                                               break;
-
-                                       //driver->beginScene(true, true, video::SColor(255,0,0,0));
-                                       driver->beginScene(true, true, video::SColor(255,128,128,128));
-
-                                       drawMenuBackground(driver);
-
-                                       guienv->drawAll();
+                                       GUIMainMenu *menu =
+                                                       new GUIMainMenu(guienv, guiroot, -1, 
+                                                               &g_menumgr, &menudata, g_gamecallback);
+                                       menu->allowFocusRemoval(true);
+
+                                       if(error_message != L"")
+                                       {
+                                               verbosestream<<"error_message = "
+                                                               <<wide_to_narrow(error_message)<<std::endl;
+
+                                               GUIMessageMenu *menu2 =
+                                                               new GUIMessageMenu(guienv, guiroot, -1, 
+                                                                       &g_menumgr, error_message.c_str());
+                                               menu2->drop();
+                                               error_message = L"";
+                                       }
+
+                                       video::IVideoDriver* driver = device->getVideoDriver();
                                        
-                                       driver->endScene();
+                                       infostream<<"Created main menu"<<std::endl;
+
+                                       while(device->run() && kill == false)
+                                       {
+                                               if(menu->getStatus() == true)
+                                                       break;
+
+                                               //driver->beginScene(true, true, video::SColor(255,0,0,0));
+                                               driver->beginScene(true, true, video::SColor(255,128,128,128));
+
+                                               drawMenuBackground(driver);
+
+                                               guienv->drawAll();
+                                               
+                                               driver->endScene();
+                                               
+                                               // On some computers framerate doesn't seem to be
+                                               // automatically limited
+                                               sleep_ms(25);
+                                       }
                                        
-                                       // On some computers framerate doesn't seem to be
-                                       // automatically limited
-                                       sleep_ms(25);
-                               }
-                               
-                               // Break out of menu-game loop to shut down cleanly
-                               if(device->run() == false || kill == true)
-                                       break;
-                               
-                               infostream<<"Dropping main menu"<<std::endl;
+                                       infostream<<"Dropping main menu"<<std::endl;
 
-                               menu->drop();
-                               
-                               // Delete map if requested
-                               if(menudata.delete_map)
-                               {
-                                       bool r = fs::RecursiveDeleteContent(map_dir);
-                                       if(r == false)
-                                               error_message = L"Delete failed";
-                                       continue;
+                                       menu->drop();
                                }
 
                                playername = wide_to_narrow(menudata.name);
-
                                password = translatePassword(playername, menudata.password);
-
                                //infostream<<"Main: password hash: '"<<password<<"'"<<std::endl;
 
                                address = wide_to_narrow(menudata.address);
                                int newport = stoi(wide_to_narrow(menudata.port));
                                if(newport != 0)
                                        port = newport;
+                               simple_singleplayer_mode = menudata.simple_singleplayer_mode;
+                               // Save settings
+                               g_settings->setS32("selected_mainmenu_tab", menudata.selected_tab);
                                g_settings->set("new_style_leaves", itos(menudata.fancy_trees));
                                g_settings->set("smooth_lighting", itos(menudata.smooth_lighting));
                                g_settings->set("enable_3d_clouds", itos(menudata.clouds_3d));
                                g_settings->set("opaque_water", itos(menudata.opaque_water));
                                g_settings->set("creative_mode", itos(menudata.creative_mode));
                                g_settings->set("enable_damage", itos(menudata.enable_damage));
+                               g_settings->set("name", playername);
+                               g_settings->set("address", address);
+                               g_settings->set("port", itos(port));
+                               if(menudata.selected_world != -1)
+                                       g_settings->set("selected_world_path",
+                                                       worldspecs[menudata.selected_world].path);
+                               
+                               // Break out of menu-game loop to shut down cleanly
+                               if(device->run() == false || kill == true)
+                                       break;
                                
-                               // 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 == "")
+                               current_playername = playername;
+                               current_password = password;
+                               current_address = address;
+                               current_port = port;
+
+                               // If using simple singleplayer mode, override
+                               if(simple_singleplayer_mode){
+                                       current_playername = "singleplayer";
+                                       current_password = "";
+                                       current_address = "";
+                                       current_port = 30011;
+                               }
+                               
+                               // Set world path to selected one
+                               if(menudata.selected_world != -1){
+                                       worldspec = worldspecs[menudata.selected_world];
+                                       infostream<<"Selected world: "<<worldspec.name
+                                                       <<" ["<<worldspec.path<<"]"<<std::endl;
+                               }
+                               
+                               // Delete world if requested
+                               if(menudata.delete_world_spec.isValid())
                                {
-                                       error_message = L"Name required.";
+                                       bool r = fs::RecursiveDeleteContent(
+                                                       menudata.delete_world_spec.path);
+                                       if(r == false){
+                                               error_message = L"World delete failed";
+                                               errorstream<<wide_to_narrow(error_message)<<std::endl;
+                                       }
                                        continue;
                                }
-                               // Check that name has only valid chars
-                               if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
+
+                               // Create new world if requested
+                               if(menudata.create_world_name != L"")
                                {
-                                       error_message = L"Characters allowed: "
-                                                       +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
+                                       std::string path = porting::path_user + DIR_DELIM
+                                                       + "server" + DIR_DELIM + "worlds" + DIR_DELIM
+                                                       + wide_to_narrow(menudata.create_world_name);
+                                       // Create world if it doesn't exist
+                                       if(!initializeWorld(path, menudata.create_world_gameid)){
+                                               error_message = L"Failed to initialize world";
+                                               errorstream<<wide_to_narrow(error_message)<<std::endl;
+                                               continue;
+                                       }
+                                       g_settings->set("selected_world_path", path);
                                        continue;
-                               }*/
+                               }
+
+                               // If local game
+                               if(current_address == "")
+                               {
+                                       if(menudata.selected_world == -1){
+                                               error_message = L"No world selected and no address "
+                                                               L"provided. Nothing to do.";
+                                               errorstream<<wide_to_narrow(error_message)<<std::endl;
+                                               continue;
+                                       }
+                                       // Load gamespec for required game
+                                       gamespec = findSubgame(worldspec.gameid);
+                                       if(!gamespec.isValid() && !commanded_gamespec.isValid()){
+                                               error_message = L"Could not find or load game \""
+                                                               + narrow_to_wide(worldspec.gameid) + L"\"";
+                                               errorstream<<wide_to_narrow(error_message)<<std::endl;
+                                               continue;
+                                       }
+                                       if(commanded_gamespec.isValid() &&
+                                                       commanded_gamespec.id != worldspec.gameid){
+                                               errorstream<<"WARNING: Overriding gamespec from \""
+                                                               <<worldspec.gameid<<"\" to \""
+                                                               <<commanded_gamespec.id<<"\""<<std::endl;
+                                               gamespec = commanded_gamespec;
+                                       }
+
+                                       if(!gamespec.isValid()){
+                                               error_message = L"Invalid gamespec. (world_gameid="
+                                                               +narrow_to_wide(worldspec.gameid)+L")";
+                                               errorstream<<wide_to_narrow(error_message)<<std::endl;
+                                               continue;
+                                       }
+                               }
 
-                               // Save settings
-                               g_settings->set("name", playername);
-                               g_settings->set("address", address);
-                               g_settings->set("port", itos(port));
-                               // Update configuration file
-                               if(configpath != "")
-                                       g_settings->updateConfigFile(configpath.c_str());
-                       
                                // Continue to game
                                break;
                        }
@@ -1650,7 +1497,7 @@ int main(int argc, char *argv[])
                        // Break out of menu-game loop to shut down cleanly
                        if(device->run() == false || kill == true)
                                break;
-                       
+
                        /*
                                Run game
                        */
@@ -1660,26 +1507,28 @@ int main(int argc, char *argv[])
                                input,
                                device,
                                font,
-                               map_dir,
-                               playername,
-                               password,
-                               address,
-                               port,
+                               worldspec.path,
+                               current_playername,
+                               current_password,
+                               current_address,
+                               current_port,
                                error_message,
                                configpath,
-                               chat_backend
+                               chat_backend,
+                               gamespec,
+                               simple_singleplayer_mode
                        );
 
                } //try
                catch(con::PeerNotFoundException &e)
                {
-                       errorstream<<"Connection error (timed out?)"<<std::endl;
                        error_message = L"Connection error (timed out?)";
+                       errorstream<<wide_to_narrow(error_message)<<std::endl;
                }
-               catch(SocketException &e)
+               catch(ServerError &e)
                {
-                       errorstream<<"Socket error (port already in use?)"<<std::endl;
-                       error_message = L"Socket error (port already in use?)";
+                       error_message = narrow_to_wide(e.what());
+                       errorstream<<wide_to_narrow(error_message)<<std::endl;
                }
                catch(ModError &e)
                {
@@ -1697,6 +1546,16 @@ int main(int argc, char *argv[])
                }
 #endif
 
+               // If no main menu, show error and exit
+               if(skip_main_menu)
+               {
+                       if(error_message != L""){
+                               verbosestream<<"error_message = "
+                                               <<wide_to_narrow(error_message)<<std::endl;
+                               retval = 1;
+                       }
+                       break;
+               }
        } // Menu-game loop
        
        delete input;
@@ -1708,11 +1567,31 @@ int main(int argc, char *argv[])
 
 #endif // !SERVER
        
+       // Update configuration file
+       if(configpath != "")
+               g_settings->updateConfigFile(configpath.c_str());
+       
+       // Print modified quicktune values
+       {
+               bool header_printed = false;
+               std::vector<std::string> names = getQuicktuneNames();
+               for(u32 i=0; i<names.size(); i++){
+                       QuicktuneValue val = getQuicktuneValue(names[i]);
+                       if(!val.modified)
+                               continue;
+                       if(!header_printed){
+                               dstream<<"Modified quicktune values:"<<std::endl;
+                               header_printed = true;
+                       }
+                       dstream<<names[i]<<" = "<<val.getString()<<std::endl;
+               }
+       }
+
        END_DEBUG_EXCEPTION_HANDLER(errorstream)
        
        debugstreams_deinit();
        
-       return 0;
+       return retval;
 }
 
 //END