]> git.lizzy.rs Git - minetest.git/blobdiff - src/client/clientlauncher.cpp
Drop dependency on IrrCompileConfig
[minetest.git] / src / client / clientlauncher.cpp
index 3d5d14ae72a3f4186435beaed08436e46fae8e90..15263de9bfcd54a59238f10047a5533fbd22d84b 100644 (file)
@@ -17,22 +17,27 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
-#include "mainmenumanager.h"
+#include "gui/mainmenumanager.h"
 #include "clouds.h"
 #include "server.h"
 #include "filesys.h"
-#include "guiMainMenu.h"
+#include "gui/guiMainMenu.h"
 #include "game.h"
 #include "player.h"
 #include "chat.h"
 #include "gettext.h"
 #include "profiler.h"
 #include "serverlist.h"
-#include "guiEngine.h"
+#include "gui/guiEngine.h"
 #include "fontengine.h"
 #include "clientlauncher.h"
 #include "version.h"
 #include "renderingengine.h"
+#include "network/networkexceptions.h"
+
+#if USE_SOUND
+       #include "sound_openal.h"
+#endif
 
 /* mainmenumanager.h
  */
@@ -48,27 +53,53 @@ bool isMenuActive()
 // Passed to menus to allow disconnecting and exiting
 MainGameCallback *g_gamecallback = nullptr;
 
+#if 0
+// This can be helpful for the next code cleanup
+static void dump_start_data(const GameStartData &data)
+{
+       std::cout <<
+               "\ndedicated   " << (int)data.is_dedicated_server <<
+               "\nport        " << data.socket_port <<
+               "\nworld_path  " << data.world_spec.path <<
+               "\nworld game  " << data.world_spec.gameid <<
+               "\ngame path   " << data.game_spec.path <<
+               "\nplayer name " << data.name <<
+               "\naddress     " << data.address << std::endl;
+}
+#endif
 
 ClientLauncher::~ClientLauncher()
 {
-       delete receiver;
-
        delete input;
 
+       delete receiver;
+
        delete g_fontengine;
        delete g_gamecallback;
 
-       delete RenderingEngine::get_instance();
+       delete m_rendering_engine;
+
+#if USE_SOUND
+       g_sound_manager_singleton.reset();
+#endif
 }
 
 
-bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
+bool ClientLauncher::run(GameStartData &start_data, const Settings &cmd_args)
 {
-       init_args(game_params, cmd_args);
+       /* This function is called when a client must be started.
+        * Covered cases:
+        *   - Singleplayer (address but map provided)
+        *   - Join server (no map but address provided)
+        *   - Local server (for main menu only)
+       */
+
+       init_args(start_data, cmd_args);
 
-       // List video modes if requested
-       if (list_video_modes)
-               return RenderingEngine::print_video_modes();
+#if USE_SOUND
+       if (g_settings->getBool("enable_sound"))
+               g_sound_manager_singleton = createSoundManagerSingleton();
+#endif
 
        if (!init_engine()) {
                errorstream << "Could not initialize game engine." << std::endl;
@@ -82,14 +113,12 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
                return true;
        }
 
-       video::IVideoDriver *video_driver = RenderingEngine::get_video_driver();
-       if (video_driver == NULL) {
+       if (m_rendering_engine->get_video_driver() == NULL) {
                errorstream << "Could not initialize video driver." << std::endl;
                return false;
        }
 
-       RenderingEngine::setXorgClassHint(video_driver->getExposedVideoData(), PROJECT_NAME_C);
-       RenderingEngine::get_instance()->setWindowIcon();
+       m_rendering_engine->setupTopLevelWindow(PROJECT_NAME_C);
 
        /*
                This changes the minimum allowed number of vertices in a VBO.
@@ -100,38 +129,59 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
        // Create game callback for menus
        g_gamecallback = new MainGameCallback();
 
-       RenderingEngine::get_instance()->setResizable(true);
+       m_rendering_engine->setResizable(true);
 
        init_input();
 
-       RenderingEngine::get_scene_manager()->getParameters()->
+       m_rendering_engine->get_scene_manager()->getParameters()->
                setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
 
-       guienv = RenderingEngine::get_gui_env();
-       skin = RenderingEngine::get_gui_env()->getSkin();
+       guienv = m_rendering_engine->get_gui_env();
+       skin = guienv->getSkin();
        skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255, 255, 255, 255));
        skin->setColor(gui::EGDC_3D_LIGHT, video::SColor(0, 0, 0, 0));
        skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255, 30, 30, 30));
        skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255, 0, 0, 0));
        skin->setColor(gui::EGDC_HIGH_LIGHT, video::SColor(255, 70, 120, 50));
        skin->setColor(gui::EGDC_HIGH_LIGHT_TEXT, video::SColor(255, 255, 255, 255));
-
-       g_fontengine = new FontEngine(g_settings, guienv);
+#ifdef HAVE_TOUCHSCREENGUI
+       float density = RenderingEngine::getDisplayDensity();
+       skin->setSize(gui::EGDS_CHECK_BOX_WIDTH, (s32)(17.0f * density));
+       skin->setSize(gui::EGDS_SCROLLBAR_SIZE, (s32)(14.0f * density));
+       skin->setSize(gui::EGDS_WINDOW_BUTTON_WIDTH, (s32)(15.0f * density));
+       if (density > 1.5f) {
+               std::string sprite_path = porting::path_user + "/textures/base/pack/";
+               if (density > 3.5f)
+                       sprite_path.append("checkbox_64.png");
+               else if (density > 2.0f)
+                       sprite_path.append("checkbox_32.png");
+               else
+                       sprite_path.append("checkbox_16.png");
+               // Texture dimensions should be a power of 2
+               gui::IGUISpriteBank *sprites = skin->getSpriteBank();
+               video::IVideoDriver *driver = m_rendering_engine->get_video_driver();
+               video::ITexture *sprite_texture = driver->getTexture(sprite_path.c_str());
+               if (sprite_texture) {
+                       s32 sprite_id = sprites->addTextureAsSprite(sprite_texture);
+                       if (sprite_id != -1)
+                               skin->setIcon(gui::EGDI_CHECK_BOX_CHECKED, sprite_id);
+               }
+       }
+#endif
+       g_fontengine = new FontEngine(guienv);
        FATAL_ERROR_IF(g_fontengine == NULL, "Font engine creation failed.");
 
-#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
        // Irrlicht 1.8 input colours
        skin->setColor(gui::EGDC_EDITABLE, video::SColor(255, 128, 128, 128));
        skin->setColor(gui::EGDC_FOCUSED_EDITABLE, video::SColor(255, 96, 134, 49));
-#endif
 
        // Create the menu clouds
        if (!g_menucloudsmgr)
-               g_menucloudsmgr = RenderingEngine::get_scene_manager()->createNewSceneManager();
+               g_menucloudsmgr = m_rendering_engine->get_scene_manager()->createNewSceneManager();
        if (!g_menuclouds)
                g_menuclouds = new Clouds(g_menucloudsmgr, -1, rand());
        g_menuclouds->setHeight(100.0f);
-       g_menuclouds->update(v3f(0, 0, 0), video::SColor(255, 200, 200, 255));
+       g_menuclouds->update(v3f(0, 0, 0), video::SColor(255, 240, 240, 255));
        scene::ICameraSceneNode* camera;
        camera = g_menucloudsmgr->addCameraSceneNode(NULL, v3f(0, 0, 0), v3f(0, 60, 100));
        camera->setFarValue(10000);
@@ -155,11 +205,11 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
        bool retval = true;
        bool *kill = porting::signal_handler_killstatus();
 
-       while (RenderingEngine::run() && !*kill &&
+       while (m_rendering_engine->run() && !*kill &&
                !g_gamecallback->shutdown_requested) {
                // Set the window caption
                const wchar_t *text = wgettext("Main Menu");
-               RenderingEngine::get_raw_device()->
+               m_rendering_engine->get_raw_device()->
                        setWindowCaption((utf8_to_wide(PROJECT_NAME_C) +
                        L" " + utf8_to_wide(g_version_hash) +
                        L" [" + text + L"]").c_str());
@@ -167,18 +217,18 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
 
                try {   // This is used for catching disconnects
 
-                       RenderingEngine::get_gui_env()->clear();
+                       m_rendering_engine->get_gui_env()->clear();
 
                        /*
                                We need some kind of a root node to be able to add
                                custom gui elements directly on the screen.
                                Otherwise they won't be automatically drawn.
                        */
-                       guiroot = RenderingEngine::get_gui_env()->addStaticText(L"",
+                       guiroot = m_rendering_engine->get_gui_env()->addStaticText(L"",
                                core::rect<s32>(0, 0, 10000, 10000));
 
                        bool game_has_run = launch_game(error_message, reconnect_requested,
-                               game_params, cmd_args);
+                               start_data, cmd_args);
 
                        // Reset the reconnect_requested flag
                        reconnect_requested = false;
@@ -197,50 +247,29 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
                        }
 
                        // Break out of menu-game loop to shut down cleanly
-                       if (!RenderingEngine::get_raw_device()->run() || *kill) {
+                       if (!m_rendering_engine->run() || *kill) {
                                if (!g_settings_path.empty())
                                        g_settings->updateConfigFile(g_settings_path.c_str());
                                break;
                        }
 
-                       if (current_playername.length() > PLAYERNAME_SIZE-1) {
-                               error_message = gettext("Player name too long.");
-                               playername = current_playername.substr(0, PLAYERNAME_SIZE-1);
-                               g_settings->set("name", playername);
-                               continue;
-                       }
-
-                       RenderingEngine::get_video_driver()->setTextureCreationFlag(
+                       m_rendering_engine->get_video_driver()->setTextureCreationFlag(
                                        video::ETCF_CREATE_MIP_MAPS, g_settings->getBool("mip_map"));
 
 #ifdef HAVE_TOUCHSCREENGUI
-                       receiver->m_touchscreengui = new TouchScreenGUI(device, receiver);
+                       receiver->m_touchscreengui = new TouchScreenGUI(m_rendering_engine->get_raw_device(), receiver);
                        g_touchscreengui = receiver->m_touchscreengui;
 #endif
 
                        the_game(
                                kill,
-                               random_input,
                                input,
-                               worldspec.path,
-                               current_playername,
-                               current_password,
-                               current_address,
-                               current_port,
+                               m_rendering_engine,
+                               start_data,
                                error_message,
                                chat_backend,
-                               &reconnect_requested,
-                               gamespec,
-                               simple_singleplayer_mode
+                               &reconnect_requested
                        );
-                       RenderingEngine::get_scene_manager()->clear();
-
-#ifdef HAVE_TOUCHSCREENGUI
-                       delete g_touchscreengui;
-                       g_touchscreengui = NULL;
-                       receiver->m_touchscreengui = NULL;
-#endif
-
                } //try
                catch (con::PeerNotFoundException &e) {
                        error_message = gettext("Connection error (timed out?)");
@@ -256,6 +285,14 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
                }
 #endif
 
+               m_rendering_engine->get_scene_manager()->clear();
+
+#ifdef HAVE_TOUCHSCREENGUI
+               delete g_touchscreengui;
+               g_touchscreengui = NULL;
+               receiver->m_touchscreengui = NULL;
+#endif
+
                // If no main menu, show error and exit
                if (skip_main_menu) {
                        if (!error_message.empty()) {
@@ -273,30 +310,24 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
        return retval;
 }
 
-void ClientLauncher::init_args(GameParams &game_params, const Settings &cmd_args)
+void ClientLauncher::init_args(GameStartData &start_data, const Settings &cmd_args)
 {
-
        skip_main_menu = cmd_args.getFlag("go");
 
-       // FIXME: This is confusing (but correct)
-
-       /* If world_path is set then override it unless skipping the main menu using
-        * the --go command line param. Else, give preference to the address
-        * supplied on the command line
-        */
-       address = g_settings->get("address");
-       if (!game_params.world_path.empty() && !skip_main_menu)
-               address = "";
-       else if (cmd_args.exists("address"))
-               address = cmd_args.get("address");
+       start_data.address = g_settings->get("address");
+       if (cmd_args.exists("address")) {
+               // Join a remote server
+               start_data.address = cmd_args.get("address");
+               start_data.world_path.clear();
+               start_data.name = g_settings->get("name");
+       }
+       if (!start_data.world_path.empty()) {
+               // Start a singleplayer instance
+               start_data.address = "";
+       }
 
-       playername = g_settings->get("name");
        if (cmd_args.exists("name"))
-               playername = cmd_args.get("name");
-
-       list_video_modes = cmd_args.getFlag("videomodes");
-
-       use_freetype = g_settings->getBool("freetype");
+               start_data.name = cmd_args.get("name");
 
        random_input = g_settings->getBool("random_input")
                        || cmd_args.getFlag("random-input");
@@ -305,8 +336,8 @@ void ClientLauncher::init_args(GameParams &game_params, const Settings &cmd_args
 bool ClientLauncher::init_engine()
 {
        receiver = new MyEventReceiver();
-       new RenderingEngine(receiver);
-       return RenderingEngine::get_raw_device() != nullptr;
+       m_rendering_engine = new RenderingEngine(receiver);
+       return m_rendering_engine->get_raw_device() != nullptr;
 }
 
 void ClientLauncher::init_input()
@@ -323,7 +354,7 @@ void ClientLauncher::init_input()
                // Make sure this is called maximum once per
                // irrlicht device, otherwise it will give you
                // multiple events for the same joystick.
-               if (RenderingEngine::get_raw_device()->activateJoysticks(infos)) {
+               if (m_rendering_engine->get_raw_device()->activateJoysticks(infos)) {
                        infostream << "Joystick support enabled" << std::endl;
                        joystick_infos.reserve(infos.size());
                        for (u32 i = 0; i < infos.size(); i++) {
@@ -337,106 +368,131 @@ void ClientLauncher::init_input()
 }
 
 bool ClientLauncher::launch_game(std::string &error_message,
-               bool reconnect_requested, GameParams &game_params,
+               bool reconnect_requested, GameStartData &start_data,
                const Settings &cmd_args)
 {
-       // Initialize menu data
-       MainMenuData menudata;
-       menudata.address                         = address;
-       menudata.name                            = playername;
-       menudata.password                        = password;
-       menudata.port                            = itos(game_params.socket_port);
-       menudata.script_data.errormessage        = error_message;
-       menudata.script_data.reconnect_requested = reconnect_requested;
-
+       // Prepare and check the start data to launch a game
+       std::string error_message_lua = error_message;
        error_message.clear();
 
        if (cmd_args.exists("password"))
-               menudata.password = cmd_args.get("password");
+               start_data.password = cmd_args.get("password");
+
+       if (cmd_args.exists("password-file")) {
+               std::ifstream passfile(cmd_args.get("password-file"));
+               if (passfile.good()) {
+                       getline(passfile, start_data.password);
+               } else {
+                       error_message = gettext("Provided password file "
+                                       "failed to open: ")
+                                       + cmd_args.get("password-file");
+                       errorstream << error_message << std::endl;
+                       return false;
+               }
+       }
 
        // If a world was commanded, append and select it
-       if (!game_params.world_path.empty()) {
-               worldspec.gameid = getWorldGameId(game_params.world_path, true);
-               worldspec.name = _("[--world parameter]");
+       // This is provieded by "get_world_from_cmdline()", main.cpp
+       if (!start_data.world_path.empty()) {
+               auto &spec = start_data.world_spec;
+
+               spec.path = start_data.world_path;
+               spec.gameid = getWorldGameId(spec.path, true);
+               spec.name = _("[--world parameter]");
 
-               if (worldspec.gameid.empty()) { // Create new
-                       worldspec.gameid = g_settings->get("default_game");
-                       worldspec.name += " [new]";
+               if (spec.gameid.empty()) {      // Create new
+                       spec.gameid = g_settings->get("default_game");
+                       spec.name += " [new]";
                }
-               worldspec.path = game_params.world_path;
        }
 
        /* Show the GUI menu
         */
+       std::string server_name, server_description;
        if (!skip_main_menu) {
+               // Initialize menu data
+               // TODO: Re-use existing structs (GameStartData)
+               MainMenuData menudata;
+               menudata.address                         = start_data.address;
+               menudata.name                            = start_data.name;
+               menudata.password                        = start_data.password;
+               menudata.port                            = itos(start_data.socket_port);
+               menudata.script_data.errormessage        = std::move(error_message_lua);
+               menudata.script_data.reconnect_requested = reconnect_requested;
+
                main_menu(&menudata);
 
                // Skip further loading if there was an exit signal.
                if (*porting::signal_handler_killstatus())
                        return false;
 
-               address = menudata.address;
+               if (!menudata.script_data.errormessage.empty()) {
+                       /* The calling function will pass this back into this function upon the
+                        * next iteration (if any) causing it to be displayed by the GUI
+                        */
+                       error_message = menudata.script_data.errormessage;
+                       return false;
+               }
+
                int newport = stoi(menudata.port);
                if (newport != 0)
-                       game_params.socket_port = newport;
-
-               simple_singleplayer_mode = menudata.simple_singleplayer_mode;
+                       start_data.socket_port = newport;
 
+               // Update world information using main menu data
                std::vector<WorldSpec> worldspecs = getAvailableWorlds();
 
-               if (menudata.selected_world >= 0
-                               && menudata.selected_world < (int)worldspecs.size()) {
+               int world_index = menudata.selected_world;
+               if (world_index >= 0 && world_index < (int)worldspecs.size()) {
                        g_settings->set("selected_world_path",
-                                       worldspecs[menudata.selected_world].path);
-                       worldspec = worldspecs[menudata.selected_world];
+                                       worldspecs[world_index].path);
+                       start_data.world_spec = worldspecs[world_index];
                }
+
+               start_data.name = menudata.name;
+               start_data.password = menudata.password;
+               start_data.address = std::move(menudata.address);
+               start_data.allow_login_or_register = menudata.allow_login_or_register;
+               server_name = menudata.servername;
+               server_description = menudata.serverdescription;
+
+               start_data.local_server = !menudata.simple_singleplayer_mode &&
+                       start_data.address.empty();
+       } else {
+               start_data.local_server = !start_data.world_path.empty() &&
+                       start_data.address.empty() && !start_data.name.empty();
        }
 
-       if (!menudata.script_data.errormessage.empty()) {
-               /* The calling function will pass this back into this function upon the
-                * next iteration (if any) causing it to be displayed by the GUI
-                */
-               error_message = menudata.script_data.errormessage;
+       if (!m_rendering_engine->run())
                return false;
-       }
 
-       if (menudata.name.empty() && !simple_singleplayer_mode) {
+       if (!start_data.isSinglePlayer() && start_data.name.empty()) {
                error_message = gettext("Please choose a name!");
                errorstream << error_message << std::endl;
                return false;
        }
 
-       playername = menudata.name;
-       password = menudata.password;
-
-       current_playername = playername;
-       current_password   = password;
-       current_address    = address;
-       current_port       = game_params.socket_port;
-
        // If using simple singleplayer mode, override
-       if (simple_singleplayer_mode) {
-               assert(!skip_main_menu);
-               current_playername = "singleplayer";
-               current_password = "";
-               current_address = "";
-               current_port = myrand_range(49152, 65535);
+       if (start_data.isSinglePlayer()) {
+               start_data.name = "singleplayer";
+               start_data.password = "";
+               start_data.socket_port = myrand_range(49152, 65535);
        } else {
-               g_settings->set("name", playername);
-               if (!address.empty()) {
-                       ServerListSpec server;
-                       server["name"] = menudata.servername;
-                       server["address"] = menudata.address;
-                       server["port"] = menudata.port;
-                       server["description"] = menudata.serverdescription;
-                       ServerList::insert(server);
-               }
+               g_settings->set("name", start_data.name);
        }
 
+       if (start_data.name.length() > PLAYERNAME_SIZE - 1) {
+               error_message = gettext("Player name too long.");
+               start_data.name.resize(PLAYERNAME_SIZE);
+               g_settings->set("name", start_data.name);
+               return false;
+       }
+
+       auto &worldspec = start_data.world_spec;
        infostream << "Selected world: " << worldspec.name
                   << " [" << worldspec.path << "]" << std::endl;
 
-       if (current_address.empty()) { // If local game
+       if (start_data.address.empty()) {
+               // For singleplayer and local server
                if (worldspec.path.empty()) {
                        error_message = gettext("No world selected and no address "
                                        "provided. Nothing to do.");
@@ -452,10 +508,10 @@ bool ClientLauncher::launch_game(std::string &error_message,
                }
 
                // Load gamespec for required game
-               gamespec = findWorldSubgame(worldspec.path);
-               if (!gamespec.isValid() && !game_params.game_spec.isValid()) {
-                       error_message = gettext("Could not find or load game \"")
-                                       + worldspec.gameid + "\"";
+               start_data.game_spec = findWorldSubgame(worldspec.path);
+               if (!start_data.game_spec.isValid()) {
+                       error_message = gettext("Could not find or load game")
+                                       + worldspec.gameid;
                        errorstream << error_message << std::endl;
                        return false;
                }
@@ -463,15 +519,7 @@ bool ClientLauncher::launch_game(std::string &error_message,
                if (porting::signal_handler_killstatus())
                        return true;
 
-               if (game_params.game_spec.isValid() &&
-                               game_params.game_spec.id != worldspec.gameid) {
-                       warningstream << "Overriding gamespec from \""
-                                   << worldspec.gameid << "\" to \""
-                                   << game_params.game_spec.id << "\"" << std::endl;
-                       gamespec = game_params.game_spec;
-               }
-
-               if (!gamespec.isValid()) {
+               if (!start_data.game_spec.isValid()) {
                        error_message = gettext("Invalid gamespec.");
                        error_message += " (world.gameid=" + worldspec.gameid + ")";
                        errorstream << error_message << std::endl;
@@ -479,36 +527,40 @@ bool ClientLauncher::launch_game(std::string &error_message,
                }
        }
 
+       start_data.world_path = start_data.world_spec.path;
        return true;
 }
 
 void ClientLauncher::main_menu(MainMenuData *menudata)
 {
        bool *kill = porting::signal_handler_killstatus();
-       video::IVideoDriver *driver = RenderingEngine::get_video_driver();
+       video::IVideoDriver *driver = m_rendering_engine->get_video_driver();
 
        infostream << "Waiting for other menus" << std::endl;
-       while (RenderingEngine::get_raw_device()->run() && !*kill) {
+       while (m_rendering_engine->run() && !*kill) {
                if (!isMenuActive())
                        break;
                driver->beginScene(true, true, video::SColor(255, 128, 128, 128));
-               RenderingEngine::get_gui_env()->drawAll();
+               m_rendering_engine->get_gui_env()->drawAll();
                driver->endScene();
                // On some computers framerate doesn't seem to be automatically limited
                sleep_ms(25);
        }
        infostream << "Waited for other menus" << std::endl;
 
-       // Cursor can be non-visible when coming from the game
 #ifndef ANDROID
-       RenderingEngine::get_raw_device()->getCursorControl()->setVisible(true);
+       // Cursor can be non-visible when coming from the game
+       m_rendering_engine->get_raw_device()->getCursorControl()->setVisible(true);
+
+       // Set absolute mouse mode
+       m_rendering_engine->get_raw_device()->getCursorControl()->setRelativeMode(false);
 #endif
 
        /* show main menu */
-       GUIEngine mymenu(&input->joystick, guiroot, &g_menumgr, menudata, *kill);
+       GUIEngine mymenu(&input->joystick, guiroot, m_rendering_engine, &g_menumgr, menudata, *kill);
 
        /* leave scene manager in a clean state */
-       RenderingEngine::get_scene_manager()->clear();
+       m_rendering_engine->get_scene_manager()->clear();
 }
 
 void ClientLauncher::speed_tests()
@@ -516,6 +568,8 @@ void ClientLauncher::speed_tests()
        // volatile to avoid some potential compiler optimisations
        volatile static s16 temp16;
        volatile static f32 tempf;
+       // Silence compiler warning
+       (void)temp16;
        static v3f tempv3f1;
        static v3f tempv3f2;
        static std::string tempstring;
@@ -531,8 +585,8 @@ void ClientLauncher::speed_tests()
                TimeTaker timer("Testing std::string speed");
                const u32 jj = 10000;
                for (u32 j = 0; j < jj; j++) {
-                       tempstring = "";
-                       tempstring2 = "";
+                       tempstring.clear();
+                       tempstring2.clear();
                        const u32 ii = 10;
                        for (u32 i = 0; i < ii; i++) {
                                tempstring2 += "asd";