3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
\r
5 This program is free software; you can redistribute it and/or modify
\r
6 it under the terms of the GNU General Public License as published by
\r
7 the Free Software Foundation; either version 2 of the License, or
\r
8 (at your option) any later version.
\r
10 This program is distributed in the hope that it will be useful,
\r
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
\r
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
\r
13 GNU General Public License for more details.
\r
15 You should have received a copy of the GNU General Public License along
\r
16 with this program; if not, write to the Free Software Foundation, Inc.,
\r
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
\r
21 =============================== NOTES ==============================
\r
22 NOTE: Things starting with TODO are sometimes only suggestions.
\r
24 NOTE: iostream.imbue(std::locale("C")) is very slow
\r
25 NOTE: Global locale is now set at initialization
\r
27 NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the
\r
28 hardware buffer (it is not freed automatically)
\r
30 NOTE: A random to-do list saved here as documentation:
\r
31 A list of "active blocks" in which stuff happens. (+=done)
\r
32 + Add a never-resetted game timer to the server
\r
33 + Add a timestamp value to blocks
\r
34 + The simple rule: All blocks near some player are "active"
\r
35 - Do stuff in real time in active blocks
\r
37 - Grow grass, delete leaves without a tree
\r
38 - Spawn some mobs based on some rules
\r
39 - Transform cobble to mossy cobble near water
\r
40 - Run a custom script
\r
41 - ...And all kinds of other dynamic stuff
\r
42 + Keep track of when a block becomes active and becomes inactive
\r
43 + When a block goes inactive:
\r
44 + Store objects statically to block
\r
45 + Store timer value as the timestamp
\r
46 + When a block goes active:
\r
47 + Create active objects out of static objects
\r
48 - Simulate the results of what would have happened if it would have
\r
49 been active for all the time
\r
50 - Grow a lot of grass and so on
\r
51 + Initially it is fine to send information about every active object
\r
52 to every player. Eventually it should be modified to only send info
\r
53 about the nearest ones.
\r
54 + This was left to be done by the old system and it sends only the
\r
57 Vim conversion regexpes for moving to extended content type storage:
\r
58 %s/\(\.\|->\)d \([!=]=\)/\1getContent() \2/g
\r
59 %s/content_features(\([^.]*\)\.d)/content_features(\1)/g
\r
60 %s/\(\.\|->\)d = \([^;]*\);/\1setContent(\2);/g
\r
61 %s/\(getNodeNoExNoEmerge([^)]*)\)\.d/\1.getContent()/g
\r
62 %s/\(getNodeNoExNoEmerge(.*)\)\.d/\1.getContent()/g
\r
63 %s/\.d;/.getContent();/g
\r
64 %s/\(content_liquid\|content_flowing_liquid\|make_liquid_flowing\|content_pointable\)(\([^.]*\).d)/\1(\2.getContent())/g
\r
65 Other things to note:
\r
66 - node.d = node.param0 (only in raw serialization; use getContent() otherwise)
\r
67 - node.param = node.param1
\r
68 - node.dir = node.param2
\r
69 - content_walkable(node.d) etc should be changed to
\r
70 content_features(node).walkable etc
\r
71 - Also check for lines that store the result of getContent to a 8-bit
\r
72 variable and fix them (result of getContent() must be stored in
\r
73 content_t, which is 16-bit)
\r
75 Old, wild and random suggestions that probably won't be done:
\r
76 -------------------------------------------------------------
\r
78 SUGG: If player is on ground, mainly fetch ground-level blocks
\r
80 SUGG: Expose Connection's seqnums and ACKs to server and client.
\r
81 - This enables saving many packets and making a faster connection
\r
82 - This also enables server to check if client has received the
\r
83 most recent block sent, for example.
\r
84 SUGG: Add a sane bandwidth throttling system to Connection
\r
86 SUGG: More fine-grained control of client's dumping of blocks from
\r
88 - ...What does this mean in the first place?
\r
90 SUGG: A map editing mode (similar to dedicated server mode)
\r
92 SUGG: Transfer more blocks in a single packet
\r
93 SUGG: A blockdata combiner class, to which blocks are added and at
\r
94 destruction it sends all the stuff in as few packets as possible.
\r
95 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
\r
96 it by sending more stuff in a single packet.
\r
97 - Add a packet queue to RemoteClient, from which packets will be
\r
98 combined with object data packets
\r
99 - This is not exactly trivial: the object data packets are
\r
100 sometimes very big by themselves
\r
101 - This might not give much network performance gain though.
\r
103 SUGG: Precalculate lighting translation table at runtime (at startup)
\r
104 - This is not doable because it is currently hand-made and not
\r
105 based on some mathematical function.
\r
106 - Note: This has been changing lately
\r
108 SUGG: A version number to blocks, which increments when the block is
\r
109 modified (node add/remove, water update, lighting update)
\r
110 - This can then be used to make sure the most recent version of
\r
111 a block has been sent to client, for example
\r
113 SUGG: Make the amount of blocks sending to client and the total
\r
114 amount of blocks dynamically limited. Transferring blocks is the
\r
115 main network eater of this system, so it is the one that has
\r
116 to be throttled so that RTTs stay low.
\r
118 SUGG: Meshes of blocks could be split into 6 meshes facing into
\r
119 different directions and then only those drawn that need to be
\r
121 SUGG: Background music based on cellular automata?
\r
122 http://www.earslap.com/projectslab/otomata
\r
124 SUGG: Simple light color information to air
\r
126 SUGG: Server-side objects could be moved based on nodes to enable very
\r
127 lightweight operation and simple AI
\r
128 - Not practical; client would still need to show smooth movement.
\r
130 SUGG: Make a system for pregenerating quick information for mapblocks, so
\r
131 that the client can show them as cubes before they are actually sent
\r
134 SUGG: Erosion simulation at map generation time
\r
135 - This might be plausible if larger areas of map were pregenerated
\r
136 without lighting (which is slow)
\r
137 - Simulate water flows, which would carve out dirt fast and
\r
138 then turn stone into gravel and sand and relocate it.
\r
139 - How about relocating minerals, too? Coal and gold in
\r
140 downstream sand and gravel would be kind of cool
\r
141 - This would need a better way of handling minerals, mainly
\r
142 to have mineral content as a separate field. the first
\r
143 parameter field is free for this.
\r
144 - Simulate rock falling from cliffs when water has removed
\r
145 enough solid rock from the bottom
\r
147 SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface
\r
148 stuff as simple flags/values
\r
151 And at some point make the server send this data to the client too,
\r
152 instead of referring to the noise functions
\r
154 - Surface ground type
\r
160 - Aim for something like controlling a single dwarf in Dwarf Fortress
\r
161 - The player could go faster by a crafting a boat, or riding an animal
\r
162 - Random NPC traders. what else?
\r
167 - When furnace is destroyed, move items to player's inventory
\r
168 - Add lots of stuff
\r
170 - Growing grass, decaying leaves
\r
171 - This can be done in the active blocks I guess.
\r
172 - Lots of stuff can be done in the active blocks.
\r
173 - Uh, is there an active block list somewhere? I think not. Add it.
\r
174 - Breaking weak structures
\r
175 - This can probably be accomplished in the same way as grass
\r
176 - Player health points
\r
177 - When player dies, throw items on map (needs better item-on-map
\r
179 - Cobble to get mossy if near water
\r
180 - More slots in furnace source list, so that multiple ingredients
\r
184 - The Treasure Guard; a big monster with a hammer
\r
185 - The hammer does great damage, shakes the ground and removes a block
\r
186 - You can drop on top of it, and have some time to attack there
\r
187 before he shakes you off
\r
189 - Maybe the difficulty could come from monsters getting tougher in
\r
190 far-away places, and the player starting to need something from
\r
191 there when time goes by.
\r
192 - The player would have some of that stuff at the beginning, and
\r
193 would need new supplies of it when it runs out
\r
196 - A spread-items-on-map routine for the bomb, and for dying players
\r
199 - Proper sword swing simulation
\r
200 - Player should get damage from colliding to a wall at high speed
\r
205 Build system / running:
\r
206 -----------------------
\r
208 Networking and serialization:
\r
209 -----------------------------
\r
211 SUGG: Fix address to be ipv6 compatible
\r
219 SUGG: Combine MapBlock's face caches to so big pieces that VBO
\r
221 - That is >500 vertices
\r
222 - This is not easy; all the MapBlocks close to the player would
\r
223 still need to be drawn separately and combining the blocks
\r
224 would have to happen in a background thread
\r
226 SUGG: Make fetching sector's blocks more efficient when rendering
\r
227 sectors that have very large amounts of blocks (on client)
\r
228 - Is this necessary at all?
\r
230 SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
\r
231 animating them is easier.
\r
233 SUGG: Option for enabling proper alpha channel for textures
\r
235 TODO: Flowing water animation
\r
237 TODO: A setting for enabling bilinear filtering for textures
\r
239 TODO: Better control of draw_control.wanted_max_blocks
\r
241 TODO: Further investigate the use of GPU lighting in addition to the
\r
244 TODO: Artificial (night) light could be more yellow colored than sunlight.
\r
245 - This is technically doable.
\r
246 - Also the actual colors of the textures could be made less colorful
\r
247 in the dark but it's a bit more difficult.
\r
249 SUGG: Somehow make the night less colorful
\r
251 TODO: Occlusion culling
\r
252 - At the same time, move some of the renderMap() block choosing code
\r
253 to the same place as where the new culling happens.
\r
254 - Shoot some rays per frame and when ready, make a new list of
\r
255 blocks for usage of renderMap and give it a new pointer to it.
\r
263 TODO: Untie client network operations from framerate
\r
264 - Needs some input queues or something
\r
265 - This won't give much performance boost because calculating block
\r
266 meshes takes so long
\r
268 SUGG: Make morning and evening transition more smooth and maybe shorter
\r
270 TODO: Don't update all meshes always on single node changes, but
\r
271 check which ones should be updated
\r
272 - implement Map::updateNodeMeshes() and the usage of it
\r
273 - It will give almost always a 4x boost in mesh update performance.
\r
277 - Tool/weapon visualization
\r
279 FIXME: When disconnected to the menu, memory is not freed properly
\r
281 TODO: Investigate how much the mesh generator thread gets used when
\r
282 transferring map data
\r
287 SUGG: Make an option to the server to disable building and digging near
\r
288 the starting position
\r
290 FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
\r
292 * Fix the problem with the server constantly saving one or a few
\r
293 blocks? List the first saved block, maybe it explains.
\r
294 - It is probably caused by oscillating water
\r
295 - TODO: Investigate if this still happens (this is a very old one)
\r
296 * Make a small history check to transformLiquids to detect and log
\r
297 continuous oscillations, in such detail that they can be fixed.
\r
299 FIXME: The new optimized map sending doesn't sometimes send enough blocks
\r
300 from big caves and such
\r
301 FIXME: Block send distance configuration does not take effect for some reason
\r
306 TODO: Add proper hooks to when adding and removing active blocks
\r
308 TODO: Finish the ActiveBlockModifier stuff and use it for something
\r
313 TODO: Get rid of MapBlockObjects and use only ActiveObjects
\r
314 - Skipping the MapBlockObject data is nasty - there is no "total
\r
315 length" stored; have to make a SkipMBOs function which contains
\r
316 enough of the current code to skip them properly.
\r
318 SUGG: MovingObject::move and Player::move are basically the same.
\r
320 - NOTE: This is a bit tricky because player has the sneaking ability
\r
321 - NOTE: Player::move is more up-to-date.
\r
322 - NOTE: There is a simple move implementation now in collision.{h,cpp}
\r
323 - NOTE: MovingObject will be deleted (MapBlockObject)
\r
325 TODO: Add a long step function to objects that is called with the time
\r
326 difference when block activates
\r
331 TODO: Mineral and ground material properties
\r
332 - This way mineral ground toughness can be calculated with just
\r
333 some formula, as well as tool strengths
\r
334 - There are TODOs in appropriate files: material.h, content_mapnode.h
\r
336 TODO: Flowing water to actually contain flow direction information
\r
337 - There is a space for this - it just has to be implemented.
\r
339 TODO: Consider smoothening cave floors after generating them
\r
343 TODO: Make sure server handles removing grass when a block is placed (etc)
\r
344 - The client should not do it by itself
\r
345 - NOTE: I think nobody does it currently...
\r
346 TODO: Block cube placement around player's head
\r
347 TODO: Protocol version field
\r
348 TODO: Think about using same bits for material for fences and doors, for
\r
350 TODO: Move mineral to param2, increment map serialization version, add
\r
353 TODO: Restart irrlicht completely when coming back to main menu from game.
\r
354 - This gets rid of everything that is stored in irrlicht's caches.
\r
356 TODO: Merge bahamada's audio stuff (clean patch available)
\r
358 TODO: Move content_features to mapnode_content_features.{h,cpp} or so
\r
360 Making it more portable:
\r
361 ------------------------
\r
363 Stuff to do before release:
\r
364 ---------------------------
\r
366 Fixes to the current release:
\r
367 -----------------------------
\r
369 Stuff to do after release:
\r
370 ---------------------------
\r
375 ======================================================================
\r
381 #pragma message ("Disabling unit tests")
\r
383 #warning "Disabling unit tests"
\r
385 // Disable unit tests
\r
386 #define ENABLE_TESTS 0
\r
388 // Enable unit tests
\r
389 #define ENABLE_TESTS 1
\r
393 #pragma comment(lib, "Irrlicht.lib")
\r
394 //#pragma comment(lib, "jthread.lib")
\r
395 #pragma comment(lib, "zlibwapi.lib")
\r
396 #pragma comment(lib, "Shell32.lib")
\r
397 // This would get rid of the console window
\r
398 //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
\r
401 #include <iostream>
\r
403 #include <locale.h>
\r
405 #include "common_irrlicht.h"
\r
408 #include "server.h"
\r
409 #include "constants.h"
\r
410 #include "porting.h"
\r
411 #include "gettime.h"
\r
412 #include "guiMessageMenu.h"
\r
413 #include "filesys.h"
\r
414 #include "config.h"
\r
415 #include "guiMainMenu.h"
\r
416 #include "mineral.h"
\r
417 #include "materials.h"
\r
419 #include "keycode.h"
\r
422 // This makes textures
\r
423 ITextureSource *g_texturesource = NULL;
\r
427 These are loaded from the config file.
\r
430 Settings g_settings;
\r
431 // This is located in defaultsettings.cpp
\r
432 extern void set_default_settings();
\r
435 Profiler g_profiler;
\r
445 gui::IGUIEnvironment* guienv = NULL;
\r
446 gui::IGUIStaticText *guiroot = NULL;
\r
448 MainMenuManager g_menumgr;
\r
450 bool noMenuActive()
\r
452 return (g_menumgr.menuCount() == 0);
\r
455 // Passed to menus to allow disconnecting and exiting
\r
457 MainGameCallback *g_gamecallback = NULL;
\r
464 std::ostream *dout_con_ptr = &dummyout;
\r
465 std::ostream *derr_con_ptr = &dstream_no_stderr;
\r
466 //std::ostream *dout_con_ptr = &dstream_no_stderr;
\r
467 //std::ostream *derr_con_ptr = &dstream_no_stderr;
\r
468 //std::ostream *dout_con_ptr = &dstream;
\r
469 //std::ostream *derr_con_ptr = &dstream;
\r
472 std::ostream *dout_server_ptr = &dstream;
\r
473 std::ostream *derr_server_ptr = &dstream;
\r
476 std::ostream *dout_client_ptr = &dstream;
\r
477 std::ostream *derr_client_ptr = &dstream;
\r
480 gettime.h implementation
\r
483 // A small helper class
\r
487 virtual u32 getTime() = 0;
\r
490 // A precise irrlicht one
\r
491 class IrrlichtTimeGetter: public TimeGetter
\r
494 IrrlichtTimeGetter(IrrlichtDevice *device):
\r
499 if(m_device == NULL)
\r
501 return m_device->getTimer()->getRealTime();
\r
504 IrrlichtDevice *m_device;
\r
506 // Not so precise one which works without irrlicht
\r
507 class SimpleTimeGetter: public TimeGetter
\r
512 return porting::getTimeMs();
\r
516 // A pointer to a global instance of the time getter
\r
518 TimeGetter *g_timegetter = NULL;
\r
522 if(g_timegetter == NULL)
\r
524 return g_timegetter->getTime();
\r
528 Event handler for Irrlicht
\r
530 NOTE: Everything possible should be moved out from here,
\r
531 probably to InputHandler and the_game
\r
534 class MyEventReceiver : public IEventReceiver
\r
537 // This is the one method that we have to implement
\r
538 virtual bool OnEvent(const SEvent& event)
\r
541 React to nothing here if a menu is active
\r
543 if(noMenuActive() == false)
\r
548 // Remember whether each key is down or up
\r
549 if(event.EventType == irr::EET_KEY_INPUT_EVENT)
\r
551 keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
\r
553 if(event.KeyInput.PressedDown)
\r
554 keyWasDown[event.KeyInput.Key] = true;
\r
557 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
\r
559 if(noMenuActive() == false)
\r
561 left_active = false;
\r
562 middle_active = false;
\r
563 right_active = false;
\r
567 //dstream<<"MyEventReceiver: mouse input"<<std::endl;
\r
568 left_active = event.MouseInput.isLeftPressed();
\r
569 middle_active = event.MouseInput.isMiddlePressed();
\r
570 right_active = event.MouseInput.isRightPressed();
\r
572 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
\r
574 leftclicked = true;
\r
576 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
\r
578 rightclicked = true;
\r
580 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
\r
582 leftreleased = true;
\r
584 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
\r
586 rightreleased = true;
\r
588 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
\r
590 mouse_wheel += event.MouseInput.Wheel;
\r
598 bool IsKeyDown(EKEY_CODE keyCode) const
\r
600 return keyIsDown[keyCode];
\r
603 // Checks whether a key was down and resets the state
\r
604 bool WasKeyDown(EKEY_CODE keyCode)
\r
606 bool b = keyWasDown[keyCode];
\r
607 keyWasDown[keyCode] = false;
\r
611 s32 getMouseWheel()
\r
613 s32 a = mouse_wheel;
\r
620 for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)
\r
622 keyIsDown[i] = false;
\r
623 keyWasDown[i] = false;
\r
626 leftclicked = false;
\r
627 rightclicked = false;
\r
628 leftreleased = false;
\r
629 rightreleased = false;
\r
631 left_active = false;
\r
632 middle_active = false;
\r
633 right_active = false;
\r
646 bool rightreleased;
\r
649 bool middle_active;
\r
655 IrrlichtDevice *m_device;
\r
657 // The current state of keys
\r
658 bool keyIsDown[KEY_KEY_CODES_COUNT];
\r
659 // Whether a key has been pressed or not
\r
660 bool keyWasDown[KEY_KEY_CODES_COUNT];
\r
664 Separated input handler
\r
667 class RealInputHandler : public InputHandler
\r
670 RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
\r
672 m_receiver(receiver)
\r
675 virtual bool isKeyDown(EKEY_CODE keyCode)
\r
677 return m_receiver->IsKeyDown(keyCode);
\r
679 virtual bool wasKeyDown(EKEY_CODE keyCode)
\r
681 return m_receiver->WasKeyDown(keyCode);
\r
683 virtual v2s32 getMousePos()
\r
685 return m_device->getCursorControl()->getPosition();
\r
687 virtual void setMousePos(s32 x, s32 y)
\r
689 m_device->getCursorControl()->setPosition(x, y);
\r
692 virtual bool getLeftState()
\r
694 return m_receiver->left_active;
\r
696 virtual bool getRightState()
\r
698 return m_receiver->right_active;
\r
701 virtual bool getLeftClicked()
\r
703 return m_receiver->leftclicked;
\r
705 virtual bool getRightClicked()
\r
707 return m_receiver->rightclicked;
\r
709 virtual void resetLeftClicked()
\r
711 m_receiver->leftclicked = false;
\r
713 virtual void resetRightClicked()
\r
715 m_receiver->rightclicked = false;
\r
718 virtual bool getLeftReleased()
\r
720 return m_receiver->leftreleased;
\r
722 virtual bool getRightReleased()
\r
724 return m_receiver->rightreleased;
\r
726 virtual void resetLeftReleased()
\r
728 m_receiver->leftreleased = false;
\r
730 virtual void resetRightReleased()
\r
732 m_receiver->rightreleased = false;
\r
735 virtual s32 getMouseWheel()
\r
737 return m_receiver->getMouseWheel();
\r
742 m_receiver->clearInput();
\r
745 IrrlichtDevice *m_device;
\r
746 MyEventReceiver *m_receiver;
\r
749 class RandomInputHandler : public InputHandler
\r
752 RandomInputHandler()
\r
756 leftclicked = false;
\r
757 rightclicked = false;
\r
758 leftreleased = false;
\r
759 rightreleased = false;
\r
760 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
\r
761 keydown[i] = false;
\r
763 virtual bool isKeyDown(EKEY_CODE keyCode)
\r
765 return keydown[keyCode];
\r
767 virtual bool wasKeyDown(EKEY_CODE keyCode)
\r
771 virtual v2s32 getMousePos()
\r
775 virtual void setMousePos(s32 x, s32 y)
\r
777 mousepos = v2s32(x,y);
\r
780 virtual bool getLeftState()
\r
784 virtual bool getRightState()
\r
789 virtual bool getLeftClicked()
\r
791 return leftclicked;
\r
793 virtual bool getRightClicked()
\r
795 return rightclicked;
\r
797 virtual void resetLeftClicked()
\r
799 leftclicked = false;
\r
801 virtual void resetRightClicked()
\r
803 rightclicked = false;
\r
806 virtual bool getLeftReleased()
\r
808 return leftreleased;
\r
810 virtual bool getRightReleased()
\r
812 return rightreleased;
\r
814 virtual void resetLeftReleased()
\r
816 leftreleased = false;
\r
818 virtual void resetRightReleased()
\r
820 rightreleased = false;
\r
823 virtual s32 getMouseWheel()
\r
828 virtual void step(float dtime)
\r
831 static float counter1 = 0;
\r
835 counter1 = 0.1*Rand(1, 40);
\r
836 keydown[getKeySetting("keymap_jump")] =
\r
837 !keydown[getKeySetting("keymap_jump")];
\r
841 static float counter1 = 0;
\r
845 counter1 = 0.1*Rand(1, 40);
\r
846 keydown[getKeySetting("keymap_special1")] =
\r
847 !keydown[getKeySetting("keymap_special1")];
\r
851 static float counter1 = 0;
\r
855 counter1 = 0.1*Rand(1, 40);
\r
856 keydown[getKeySetting("keymap_forward")] =
\r
857 !keydown[getKeySetting("keymap_forward")];
\r
861 static float counter1 = 0;
\r
865 counter1 = 0.1*Rand(1, 40);
\r
866 keydown[getKeySetting("keymap_left")] =
\r
867 !keydown[getKeySetting("keymap_left")];
\r
871 static float counter1 = 0;
\r
875 counter1 = 0.1*Rand(1, 20);
\r
876 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
\r
880 static float counter1 = 0;
\r
884 counter1 = 0.1*Rand(1, 30);
\r
885 leftdown = !leftdown;
\r
887 leftclicked = true;
\r
889 leftreleased = true;
\r
893 static float counter1 = 0;
\r
897 counter1 = 0.1*Rand(1, 15);
\r
898 rightdown = !rightdown;
\r
900 rightclicked = true;
\r
902 rightreleased = true;
\r
905 mousepos += mousespeed;
\r
908 s32 Rand(s32 min, s32 max)
\r
910 return (myrand()%(max-min+1))+min;
\r
913 bool keydown[KEY_KEY_CODES_COUNT];
\r
921 bool rightreleased;
\r
924 // These are defined global so that they're not optimized too much.
\r
925 // Can't change them to volatile.
\r
930 std::string tempstring;
\r
931 std::string tempstring2;
\r
936 dstream<<"The following test should take around 20ms."<<std::endl;
\r
937 TimeTaker timer("Testing std::string speed");
\r
938 const u32 jj = 10000;
\r
939 for(u32 j=0; j<jj; j++)
\r
944 for(u32 i=0; i<ii; i++){
\r
945 tempstring2 += "asd";
\r
947 for(u32 i=0; i<ii+1; i++){
\r
948 tempstring += "asd";
\r
949 if(tempstring == tempstring2)
\r
955 dstream<<"All of the following tests should take around 100ms each."
\r
959 TimeTaker timer("Testing floating-point conversion speed");
\r
961 for(u32 i=0; i<4000000; i++){
\r
968 TimeTaker timer("Testing floating-point vector speed");
\r
970 tempv3f1 = v3f(1,2,3);
\r
971 tempv3f2 = v3f(4,5,6);
\r
972 for(u32 i=0; i<10000000; i++){
\r
973 tempf += tempv3f1.dotProduct(tempv3f2);
\r
974 tempv3f2 += v3f(7,8,9);
\r
979 TimeTaker timer("Testing core::map speed");
\r
981 core::map<v2s16, f32> map1;
\r
984 for(s16 y=0; y<ii; y++){
\r
985 for(s16 x=0; x<ii; x++){
\r
986 map1.insert(v2s16(x,y), tempf);
\r
990 for(s16 y=ii-1; y>=0; y--){
\r
991 for(s16 x=0; x<ii; x++){
\r
992 tempf = map1[v2s16(x,y)];
\r
998 dstream<<"Around 5000/ms should do well here."<<std::endl;
\r
999 TimeTaker timer("Testing mutex speed");
\r
1012 // Do at least 10ms
\r
1013 while(timer.getTime() < 10);
\r
1015 u32 dtime = timer.stop();
\r
1016 u32 per_ms = n / dtime;
\r
1017 std::cout<<"Done. "<<dtime<<"ms, "
\r
1018 <<per_ms<<"/ms"<<std::endl;
\r
1022 void drawMenuBackground(video::IVideoDriver* driver)
\r
1024 core::dimension2d<u32> screensize = driver->getScreenSize();
\r
1026 video::ITexture *bgtexture =
\r
1027 driver->getTexture(getTexturePath("mud.png").c_str());
\r
1030 s32 texturesize = 128;
\r
1031 s32 tiled_y = screensize.Height / texturesize + 1;
\r
1032 s32 tiled_x = screensize.Width / texturesize + 1;
\r
1034 for(s32 y=0; y<tiled_y; y++)
\r
1035 for(s32 x=0; x<tiled_x; x++)
\r
1037 core::rect<s32> rect(0,0,texturesize,texturesize);
\r
1038 rect += v2s32(x*texturesize, y*texturesize);
\r
1039 driver->draw2DImage(bgtexture, rect,
\r
1040 core::rect<s32>(core::position2d<s32>(0,0),
\r
1041 core::dimension2di(bgtexture->getSize())),
\r
1042 NULL, NULL, true);
\r
1046 video::ITexture *logotexture =
\r
1047 driver->getTexture(getTexturePath("menulogo.png").c_str());
\r
1050 v2s32 logosize(logotexture->getOriginalSize().Width,
\r
1051 logotexture->getOriginalSize().Height);
\r
1054 video::SColor bgcolor(255,50,50,50);
\r
1055 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
\r
1056 screensize.Width, screensize.Height);
\r
1057 driver->draw2DRectangle(bgcolor, bgrect, NULL);
\r
1059 core::rect<s32> rect(0,0,logosize.X,logosize.Y);
\r
1060 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
\r
1061 rect -= v2s32(logosize.X/2, 0);
\r
1062 driver->draw2DImage(logotexture, rect,
\r
1063 core::rect<s32>(core::position2d<s32>(0,0),
\r
1064 core::dimension2di(logotexture->getSize())),
\r
1065 NULL, NULL, true);
\r
1069 int main(int argc, char *argv[])
\r
1075 // Set locale. This is for forcing '.' as the decimal point.
\r
1076 std::locale::global(std::locale("C"));
\r
1077 // This enables printing all characters in bitmap font
\r
1078 setlocale(LC_CTYPE, "en_US");
\r
1081 Parse command line
\r
1084 // List all allowed options
\r
1085 core::map<std::string, ValueSpec> allowed_options;
\r
1086 allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));
\r
1087 allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
\r
1088 "Run server directly"));
\r
1089 allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
\r
1090 "Load configuration from specified file"));
\r
1091 allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));
\r
1092 allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));
\r
1093 allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));
\r
1094 allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));
\r
1095 allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));
\r
1096 allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));
\r
1098 allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));
\r
1100 allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));
\r
1102 Settings cmd_args;
\r
1104 bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
\r
1106 if(ret == false || cmd_args.getFlag("help"))
\r
1108 dstream<<"Allowed options:"<<std::endl;
\r
1109 for(core::map<std::string, ValueSpec>::Iterator
\r
1110 i = allowed_options.getIterator();
\r
1111 i.atEnd() == false; i++)
\r
1113 dstream<<" --"<<i.getNode()->getKey();
\r
1114 if(i.getNode()->getValue().type == VALUETYPE_FLAG)
\r
1119 dstream<<" <value>";
\r
1121 dstream<<std::endl;
\r
1123 if(i.getNode()->getValue().help != NULL)
\r
1125 dstream<<" "<<i.getNode()->getValue().help
\r
1130 return cmd_args.getFlag("help") ? 0 : 1;
\r
1134 Low-level initialization
\r
1137 bool disable_stderr = false;
\r
1139 if(cmd_args.getFlag("dstream-on-stderr") == false)
\r
1140 disable_stderr = true;
\r
1143 porting::signal_handler_init();
\r
1144 bool &kill = *porting::signal_handler_killstatus();
\r
1146 // Initialize porting::path_data and porting::path_userdata
\r
1147 porting::initializePaths();
\r
1149 // Create user data directory
\r
1150 fs::CreateDir(porting::path_userdata);
\r
1152 // Initialize debug streams
\r
1153 #ifdef RUN_IN_PLACE
\r
1154 std::string debugfile = DEBUGFILE;
\r
1156 std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;
\r
1158 debugstreams_init(disable_stderr, debugfile.c_str());
\r
1159 // Initialize debug stacks
\r
1160 debug_stacks_init();
\r
1162 DSTACK(__FUNCTION_NAME);
\r
1164 // Init material properties table
\r
1165 //initializeMaterialProperties();
\r
1168 BEGIN_DEBUG_EXCEPTION_HANDLER
\r
1170 // Print startup message
\r
1171 dstream<<DTIME<<"minetest-c55"
\r
1172 " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
\r
1173 <<", "<<BUILD_INFO
\r
1177 Basic initialization
\r
1180 // Initialize default settings
\r
1181 set_default_settings();
\r
1183 // Initialize sockets
\r
1185 atexit(sockets_cleanup);
\r
1191 // Path of configuration file in use
\r
1192 std::string configpath = "";
\r
1194 if(cmd_args.exists("config"))
\r
1196 bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());
\r
1199 dstream<<"Could not read configuration from \""
\r
1200 <<cmd_args.get("config")<<"\""<<std::endl;
\r
1203 configpath = cmd_args.get("config");
\r
1207 core::array<std::string> filenames;
\r
1208 filenames.push_back(porting::path_userdata + "/minetest.conf");
\r
1209 #ifdef RUN_IN_PLACE
\r
1210 filenames.push_back(porting::path_userdata + "/../minetest.conf");
\r
1213 for(u32 i=0; i<filenames.size(); i++)
\r
1215 bool r = g_settings.readConfigFile(filenames[i].c_str());
\r
1218 configpath = filenames[i];
\r
1223 // If no path found, use the first one (menu creates the file)
\r
1224 if(configpath == "")
\r
1225 configpath = filenames[0];
\r
1228 // Initialize random seed
\r
1233 Pre-initialize some stuff with a dummy irrlicht wrapper.
\r
1235 These are needed for unit tests at least.
\r
1238 // Initial call with g_texturesource not set.
\r
1245 if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
\r
1246 || cmd_args.getFlag("enable-unittests") == true)
\r
1251 /*for(s16 y=-100; y<100; y++)
\r
1252 for(s16 x=-100; x<100; x++)
\r
1254 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
\r
1264 if(cmd_args.exists("port"))
\r
1265 port = cmd_args.getU16("port");
\r
1266 else if(g_settings.exists("port"))
\r
1267 port = g_settings.getU16("port");
\r
1272 std::string map_dir = porting::path_userdata+"/world";
\r
1273 if(cmd_args.exists("map-dir"))
\r
1274 map_dir = cmd_args.get("map-dir");
\r
1275 else if(g_settings.exists("map-dir"))
\r
1276 map_dir = g_settings.get("map-dir");
\r
1278 // Run dedicated server if asked to
\r
1279 if(cmd_args.getFlag("server"))
\r
1281 DSTACK("Dedicated server branch");
\r
1283 // Create time getter
\r
1284 g_timegetter = new SimpleTimeGetter();
\r
1287 Server server(map_dir.c_str());
\r
1288 server.start(port);
\r
1291 dedicated_server_loop(server, kill);
\r
1301 // Address to connect to
\r
1302 std::string address = "";
\r
1304 if(cmd_args.exists("address"))
\r
1306 address = cmd_args.get("address");
\r
1310 address = g_settings.get("address");
\r
1313 std::string playername = g_settings.get("name");
\r
1316 Device initialization
\r
1319 // Resolution selection
\r
1321 bool fullscreen = false;
\r
1322 u16 screenW = g_settings.getU16("screenW");
\r
1323 u16 screenH = g_settings.getU16("screenH");
\r
1325 // Determine driver
\r
1327 video::E_DRIVER_TYPE driverType;
\r
1329 std::string driverstring = g_settings.get("video_driver");
\r
1331 if(driverstring == "null")
\r
1332 driverType = video::EDT_NULL;
\r
1333 else if(driverstring == "software")
\r
1334 driverType = video::EDT_SOFTWARE;
\r
1335 else if(driverstring == "burningsvideo")
\r
1336 driverType = video::EDT_BURNINGSVIDEO;
\r
1337 else if(driverstring == "direct3d8")
\r
1338 driverType = video::EDT_DIRECT3D8;
\r
1339 else if(driverstring == "direct3d9")
\r
1340 driverType = video::EDT_DIRECT3D9;
\r
1341 else if(driverstring == "opengl")
\r
1342 driverType = video::EDT_OPENGL;
\r
1345 dstream<<"WARNING: Invalid video_driver specified; defaulting "
\r
1346 "to opengl"<<std::endl;
\r
1347 driverType = video::EDT_OPENGL;
\r
1351 Create device and exit if creation failed
\r
1354 MyEventReceiver receiver;
\r
1356 IrrlichtDevice *device;
\r
1357 device = createDevice(driverType,
\r
1358 core::dimension2d<u32>(screenW, screenH),
\r
1359 16, fullscreen, false, false, &receiver);
\r
1362 return 1; // could not create selected driver.
\r
1364 // Set device in game parameters
\r
1367 // Create time getter
\r
1368 g_timegetter = new IrrlichtTimeGetter(device);
\r
1370 // Create game callback for menus
\r
1371 g_gamecallback = new MainGameCallback(device);
\r
1373 // Create texture source
\r
1374 g_texturesource = new TextureSource(device);
\r
1377 Speed tests (done after irrlicht is loaded to get timer)
\r
1379 if(cmd_args.getFlag("speedtests"))
\r
1381 dstream<<"Running speed tests"<<std::endl;
\r
1386 device->setResizable(true);
\r
1388 bool random_input = g_settings.getBool("random_input")
\r
1389 || cmd_args.getFlag("random-input");
\r
1390 InputHandler *input = NULL;
\r
1392 input = new RandomInputHandler();
\r
1394 input = new RealInputHandler(device, &receiver);
\r
1397 Continue initialization
\r
1400 //video::IVideoDriver* driver = device->getVideoDriver();
\r
1403 This changes the minimum allowed number of vertices in a VBO.
\r
1406 //driver->setMinHardwareBufferVertexCount(50);
\r
1408 scene::ISceneManager* smgr = device->getSceneManager();
\r
1410 guienv = device->getGUIEnvironment();
\r
1411 gui::IGUISkin* skin = guienv->getSkin();
\r
1412 gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
\r
1414 skin->setFont(font);
\r
1416 dstream<<"WARNING: Font file was not found."
\r
1417 " Using default font."<<std::endl;
\r
1418 // If font was not found, this will get us one
\r
1419 font = skin->getFont();
\r
1422 u32 text_height = font->getDimension(L"Hello, world!").Height;
\r
1423 dstream<<"text_height="<<text_height<<std::endl;
\r
1425 //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
\r
1426 skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
\r
1427 //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
\r
1428 //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
\r
1429 skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
\r
1430 skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
\r
1433 Preload some textures and stuff
\r
1436 init_mapnode(); // Second call with g_texturesource set
\r
1444 If an error occurs, this is set to something and the
\r
1445 menu-game loop is restarted. It is then displayed before
\r
1448 std::wstring error_message = L"";
\r
1450 // The password entered during the menu screen,
\r
1451 std::string password;
\r
1456 while(device->run() && kill == false)
\r
1459 // This is used for catching disconnects
\r
1464 Clear everything from the GUIEnvironment
\r
1469 We need some kind of a root node to be able to add
\r
1470 custom gui elements directly on the screen.
\r
1471 Otherwise they won't be automatically drawn.
\r
1473 guiroot = guienv->addStaticText(L"",
\r
1474 core::rect<s32>(0, 0, 10000, 10000));
\r
1477 Out-of-game menu loop.
\r
1479 Loop quits when menu returns proper parameters.
\r
1481 while(kill == false)
\r
1483 // Cursor can be non-visible when coming from the game
\r
1484 device->getCursorControl()->setVisible(true);
\r
1485 // Some stuff are left to scene manager when coming from the game
\r
1486 // (map at least?)
\r
1488 // Reset or hide the debug gui texts
\r
1489 /*guitext->setText(L"Minetest-c55");
\r
1490 guitext2->setVisible(false);
\r
1491 guitext_info->setVisible(false);
\r
1492 guitext_chat->setVisible(false);*/
\r
1494 // Initialize menu data
\r
1495 MainMenuData menudata;
\r
1496 menudata.address = narrow_to_wide(address);
\r
1497 menudata.name = narrow_to_wide(playername);
\r
1498 menudata.port = narrow_to_wide(itos(port));
\r
1499 menudata.fancy_trees = g_settings.getBool("new_style_leaves");
\r
1500 menudata.smooth_lighting = g_settings.getBool("smooth_lighting");
\r
1501 menudata.creative_mode = g_settings.getBool("creative_mode");
\r
1502 menudata.enable_damage = g_settings.getBool("enable_damage");
\r
1504 GUIMainMenu *menu =
\r
1505 new GUIMainMenu(guienv, guiroot, -1,
\r
1506 &g_menumgr, &menudata, g_gamecallback);
\r
1507 menu->allowFocusRemoval(true);
\r
1509 if(error_message != L"")
\r
1511 dstream<<"WARNING: error_message = "
\r
1512 <<wide_to_narrow(error_message)<<std::endl;
\r
1514 GUIMessageMenu *menu2 =
\r
1515 new GUIMessageMenu(guienv, guiroot, -1,
\r
1516 &g_menumgr, error_message.c_str());
\r
1518 error_message = L"";
\r
1521 video::IVideoDriver* driver = device->getVideoDriver();
\r
1523 dstream<<"Created main menu"<<std::endl;
\r
1525 while(device->run() && kill == false)
\r
1527 if(menu->getStatus() == true)
\r
1530 //driver->beginScene(true, true, video::SColor(255,0,0,0));
\r
1531 driver->beginScene(true, true, video::SColor(255,128,128,128));
\r
1533 drawMenuBackground(driver);
\r
1535 guienv->drawAll();
\r
1537 driver->endScene();
\r
1539 // On some computers framerate doesn't seem to be
\r
1540 // automatically limited
\r
1544 // Break out of menu-game loop to shut down cleanly
\r
1545 if(device->run() == false || kill == true)
\r
1548 dstream<<"Dropping main menu"<<std::endl;
\r
1552 // Delete map if requested
\r
1553 if(menudata.delete_map)
\r
1555 bool r = fs::RecursiveDeleteContent(map_dir);
\r
1557 error_message = L"Delete failed";
\r
1561 playername = wide_to_narrow(menudata.name);
\r
1563 password = translatePassword(playername, menudata.password);
\r
1565 address = wide_to_narrow(menudata.address);
\r
1566 int newport = stoi(wide_to_narrow(menudata.port));
\r
1569 g_settings.set("new_style_leaves", itos(menudata.fancy_trees));
\r
1570 g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));
\r
1571 g_settings.set("creative_mode", itos(menudata.creative_mode));
\r
1572 g_settings.set("enable_damage", itos(menudata.enable_damage));
\r
1574 // NOTE: These are now checked server side; no need to do it
\r
1575 // here, so let's not do it here.
\r
1576 /*// Check for valid parameters, restart menu if invalid.
\r
1577 if(playername == "")
\r
1579 error_message = L"Name required.";
\r
1582 // Check that name has only valid chars
\r
1583 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
\r
1585 error_message = L"Characters allowed: "
\r
1586 +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
\r
1591 g_settings.set("name", playername);
\r
1592 g_settings.set("address", address);
\r
1593 g_settings.set("port", itos(port));
\r
1594 // Update configuration file
\r
1595 if(configpath != "")
\r
1596 g_settings.updateConfigFile(configpath.c_str());
\r
1598 // Continue to game
\r
1602 // Break out of menu-game loop to shut down cleanly
\r
1603 if(device->run() == false)
\r
1606 // Initialize mapnode again to enable changed graphics settings
\r
1627 catch(con::PeerNotFoundException &e)
\r
1629 dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;
\r
1630 error_message = L"Connection error (timed out?)";
\r
1632 catch(SocketException &e)
\r
1634 dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;
\r
1635 error_message = L"Socket error (port already in use?)";
\r
1638 catch(std::exception &e)
\r
1640 std::string narrow_message = "Some exception, what()=\"";
\r
1641 narrow_message += e.what();
\r
1642 narrow_message += "\"";
\r
1643 dstream<<DTIME<<narrow_message<<std::endl;
\r
1644 error_message = narrow_to_wide(narrow_message);
\r
1648 } // Menu-game loop
\r
1653 In the end, delete the Irrlicht device.
\r
1657 END_DEBUG_EXCEPTION_HANDLER
\r
1659 debugstreams_deinit();
\r