]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/main.cpp
end-of-day.
[dragonfireclient.git] / src / main.cpp
index 47840eae8d65a18798be0be58a2d534c86dae02e..176cde639e33fcf206457b637f6c4befac3eb05c 100644 (file)
@@ -23,20 +23,21 @@ NOTE: Things starting with TODO are sometimes only suggestions.
 \r
 NOTE: VBO cannot be turned on for fast-changing stuff because there\r
       is an apparanet memory leak in irrlicht when using it (not sure)\r
+         - It is not a memory leak but some kind of a buffer.\r
 \r
 NOTE: iostream.imbue(std::locale("C")) is very slow\r
 NOTE: Global locale is now set at initialization\r
 \r
 SUGG: Fix address to be ipv6 compatible\r
 \r
-FIXME: When a new sector is generated, it may change the ground level\r
-       of it's and it's neighbors border that two blocks that are\r
-          above and below each other and that are generated before and\r
-          after the sector heightmap generation (order doesn't matter),\r
-          can have a small gap between each other at the border.\r
-SUGGESTION: Use same technique for sector heightmaps as what we're\r
-            using for UnlimitedHeightmap? (getting all neighbors\r
-                       when generating)\r
+NOTE: When a new sector is generated, it may change the ground level\r
+      of it's and it's neighbors border that two blocks that are\r
+         above and below each other and that are generated before and\r
+         after the sector heightmap generation (order doesn't matter),\r
+         can have a small gap between each other at the border.\r
+SUGG: Use same technique for sector heightmaps as what we're\r
+      using for UnlimitedHeightmap? (getting all neighbors\r
+         when generating)\r
 \r
 SUGG: Transfer more blocks in a single packet\r
 SUGG: A blockdata combiner class, to which blocks are added and at\r
@@ -75,13 +76,6 @@ SUGG: Split MapBlockObject serialization to to-client and to-disk
       - This will allow saving ages of rats on disk but not sending\r
            them to clients\r
 \r
-SUGG: Implement lighting using VoxelManipulator\r
-      - Would it be significantly faster?\r
-\r
-FIXME: Rats somehow go underground sometimes (you can see it in water)\r
-       - Does their position get saved to a border value or something?\r
-          - Does this happen anymore?\r
-\r
 SUGG: MovingObject::move and Player::move are basically the same.\r
       combine them.\r
 \r
@@ -90,6 +84,8 @@ SUGG: Implement a "Fast check queue" (a queue with a map for checking
       - Use it in active block queue in water flowing\r
 \r
 SUGG: Precalculate lighting translation table at runtime (at startup)\r
+      - This is not doable because it is currently hand-made and not\r
+           based on some mathematical function.\r
 \r
 SUGG: A version number to blocks, which increments when the block is\r
       modified (node add/remove, water update, lighting update)\r
@@ -105,88 +101,251 @@ SUGG: Meshes of blocks could be split into 6 meshes facing into
       different directions and then only those drawn that need to be\r
          - Also an 1-dimensional tile map would be nice probably\r
 \r
-TODO: Untie client network operations from framerate\r
-      - Needs some input queues or something\r
-         - Not really necessary?\r
+Gaming ideas:\r
+-------------\r
 \r
-TODO: Combine MapBlock's face caches to so big pieces that VBO\r
-      gets used\r
-      - That is >500 vertices\r
+- Aim for something like controlling a single dwarf in Dwarf Fortress\r
 \r
-TODO: Better dungeons\r
-TODO: Cliffs, arcs\r
+- The player could go faster by a crafting a boat, or riding an animal\r
 \r
-TODO: Startup and configuration menu\r
+- Random NPC traders. what else?\r
 \r
-TODO: There are some lighting-related todos and fixmes in\r
-      ServerMap::emergeBlock\r
+Documentation:\r
+--------------\r
 \r
-TODO: Proper handling of spawning place (try to find something that\r
-      is not in the middle of an ocean (some land to stand on at\r
-         least) and save it in map config.\r
+Build system / running:\r
+-----------------------\r
 \r
-TODO: Players to only be hidden when the client quits.\r
-TODO: - Players to be saved on disk, with inventory\r
-TODO: Players to be saved as text in map/players/<name>\r
-TODO: Player inventory to be saved on disk\r
+NOTE: The following fixme is not apparently valid, and it does work.\r
+FIXME: Graphical mode seems to segfault with Irrlicht 1.7.1 on 64-bit\r
+       systems. (Ubuntu)\r
+       - http://pastebin.no/32bo\r
+          - Might be just a bad build, too\r
+          - Doesn't affect Irrlicht 1.7.2 or 32-bit 1.7.1. (Arch/Debian)\r
+          - A similar error occurs when getTexture is called from a thread\r
+            when the texture has not been already loaded from disk:\r
+                http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?p=68830\r
+\r
+FIXME: Some network errors on Windows that cause local game to not work\r
+       - See siggjen's emails.\r
+\r
+Networking and serialization:\r
+-----------------------------\r
+\r
+TODO: Get rid of GotSplitPacketException\r
+\r
+GUI:\r
+----\r
+\r
+TODO: Add gui option to remove map\r
+\r
+TODO: Configuration menu, at least for keys\r
+\r
+Graphics:\r
+---------\r
+\r
+TODO: Optimize day/night mesh updating somehow\r
+      - create copies of all textures for all lighting values and only\r
+           change texture for material?\r
+         - Umm... the collecting of the faces is the slow part\r
+           -> what about just changing the color values of the existing\r
+                  meshbuffers? It should go quite fast.\r
+                  - This is not easy; There'd need to be a buffer somewhere\r
+                    that would contain the night and day lighting values.\r
+                        - Actually if FastFaces would be stored, they could\r
+                          hold both values\r
+\r
+FEATURE: Combine MapBlock's face caches to so big pieces that VBO\r
+      gets used\r
+      - That is >500 vertices\r
+         - This is not easy; all the MapBlocks close to the player would\r
+           still need to be drawn separately and combining the blocks\r
+               would have to happen in a background thread\r
 \r
 TODO: Make fetching sector's blocks more efficient when rendering\r
       sectors that have very large amounts of blocks (on client)\r
+         - Is this necessary at all?\r
+\r
+TODO: Flowing water animation\r
+\r
+FIXME(FIXED): The new texture stuff is slow on wine\r
+       - A basic grassy ground block takes 20-40ms\r
+       - A bit more complicated block can take 270ms\r
+         - On linux, a similar one doesn't take long at all (14ms)\r
+           - It is NOT a bad std::string implementation of MSVC.\r
+       - Can take up to 200ms? Is it when loading textures or always?\r
+       - Updating excess amount of meshes when making footprints is too\r
+         slow. It has to be fixed.\r
+         -> implement Map::updateNodeMeshes()\r
+       The fix:\r
+    * Optimize TileSpec to only contain a reference number that\r
+         is fast to compare, which refers to a cached string, or\r
+       * Make TextureSpec for using instead of strings\r
+\r
+FIXME(FIXED): A lock condition is possible:\r
+       1) MapBlock::updateMesh() is called from client asynchronously:\r
+          - AsyncProcessData() -> Map::updateMeshes()\r
+       2) Asynchronous locks m_temp_mods_mutex\r
+       3) MapBlock::updateMesh() is called from client synchronously:\r
+          - Client::step() -> Environment::step()\r
+       4) Synchronous starts waiting for m_temp_mods_mutex\r
+       5) Asynchronous calls getTexture, which starts waiting for main thread\r
+\r
+Configuration:\r
+--------------\r
 \r
 TODO: Make the video backend selectable\r
 \r
-Block object server side:\r
-      - A "near blocks" buffer, in which some nearby blocks are stored.\r
-         - For all blocks in the buffer, objects are stepped(). This\r
-           means they are active.\r
-         - TODO: A global active buffer is needed for the server\r
-         - TODO: A timestamp to blocks\r
-      - TODO: All blocks going in and out of the buffer are recorded.\r
-           - TODO: For outgoing blocks, timestamp is written.\r
-           - TODO: For incoming blocks, time difference is calculated and\r
-             objects are stepped according to it.\r
+Client:\r
+-------\r
+\r
+TODO: Untie client network operations from framerate\r
+      - Needs some input queues or something\r
+         - Not really necessary?\r
+\r
+TODO: Make morning and evening shorter\r
+\r
+TODO: Don't update all meshes always on single node changes, but\r
+      check which ones should be updated\r
+         - implement Map::updateNodeMeshes()\r
+\r
+Server:\r
+-------\r
+\r
+TODO: When player dies, throw items on map\r
+\r
+TODO: Make an option to the server to disable building and digging near\r
+      the starting position\r
+\r
+TODO: Save players with inventories to disk\r
+TODO: Players to be saved as text in map/players/<name>\r
 \r
 TODO: Copy the text of the last picked sign to inventory in creative\r
       mode\r
 \r
-TODO: Get rid of GotSplitPacketException\r
-\r
 TODO: Check what goes wrong with caching map to disk (Kray)\r
+      - Nothing?\r
 \r
-TODO: Remove LazyMeshUpdater. It is not used as supposed.\r
+TODO: When server sees that client is removing an inexistent block or\r
+      adding a block to an existent position, resend the MapBlock.\r
 \r
-TODO: TOSERVER_LEAVE\r
+Objects:\r
+--------\r
 \r
 TODO: Better handling of objects and mobs\r
       - Scripting?\r
-      - There has to be some way to do it with less spaghetti code\r
+      - There has to be some way to do it with less messy code\r
          - Make separate classes for client and server\r
            - Client should not discriminate between blocks, server should\r
            - Make other players utilize the same framework\r
                - This is also needed for objects that don't get sent to client\r
                  but are used for triggers etc\r
 \r
-TODO: Draw big amounts of torches better (that is, throw them in the\r
-      same meshbuffer (can the meshcollector class be used?))\r
-\r
-TODO: Check if the usage of Client::isFetchingBlocks() in\r
-      updateViewingRange() actually does something\r
-\r
-TODO: Make an option to the server to disable building and digging near\r
-      the starting position\r
-\r
+TODO: There has to be some better way to handle static objects than to\r
+      send them all the time. This affects signs and item objects.\r
 SUGG: Signs could be done in the same way as torches. For this, blocks\r
       need an additional metadata field for the texts\r
          - This is also needed for item container chests\r
-TODO: There has to be some better way to handle static objects than to\r
-      send them all the time. This affects signs and item objects.\r
 \r
-Doing now:\r
-======================================================================\r
+Block object server side:\r
+      - A "near blocks" buffer, in which some nearby blocks are stored.\r
+         - For all blocks in the buffer, objects are stepped(). This\r
+           means they are active.\r
+         - TODO: A global active buffer is needed for the server\r
+         - TODO: A timestamp to blocks\r
+      - TODO: All blocks going in and out of the buffer are recorded.\r
+           - TODO: For outgoing blocks, timestamp is written.\r
+           - TODO: For incoming blocks, time difference is calculated and\r
+             objects are stepped according to it.\r
 \r
-TODO: Tool capability table: Which materials, at what speed, how much\r
-      wearing\r
-TODO: Transferring of the table from server to client\r
+Map:\r
+----\r
+\r
+NOTE: There are some lighting-related todos and fixmes in\r
+      ServerMap::emergeBlock. And there always will be. 8)\r
+\r
+TODO: Mineral and ground material properties\r
+      - This way mineral ground toughness can be calculated with just\r
+           some formula, as well as tool strengths\r
+\r
+TODO: Change AttributeList to split the area into smaller sections so\r
+      that searching won't be as heavy.\r
+\r
+TODO: Remove HMParams\r
+\r
+TODO: Flowing water to actually contain flow direction information\r
+\r
+TODO: Remove duplicate lighting implementation from Map (leave\r
+      VoxelManipulator, which is faster)\r
+\r
+FEATURE: Map generator version 2\r
+       - Create surface areas based on central points; a given point's\r
+         area type is given by the nearest central point\r
+         - Separate points for heightmap, caves, plants and minerals?\r
+         - Flat land, mountains, forest, jungle\r
+    - Cliffs, arcs\r
+       - There could be a certain height (to which mountains only reach)\r
+         where some minerals are found\r
+       - Create a system that allows a huge amount of different "map\r
+         generator modules/filters"\r
+\r
+FEATURE: The map could be generated procedually:\r
+      - This would need the map to be generated in larger pieces\r
+           - How large? How do they connect to each other?\r
+               - It has to be split vertically also\r
+               - Lighting would not have to be necessarily calculated until\r
+                 the blocks are actually needed - it would be quite fast\r
+               - Something like 64*64*16 MapBlocks?\r
+                 - No, MapSectors. And as much as it is efficient to do,\r
+                   64x64 might be too much.\r
+        - FIXME: This is currently halfway done and the generator is\r
+                 fairly broken\r
+      * Make the stone level with a heightmap\r
+         * Carve out stuff in the stone\r
+         * Dump dirt all around, and simulate it falling off steep\r
+           places\r
+         * Erosion simulation at map generation time\r
+               - Simulate water flows, which would carve out dirt fast and\r
+                 then turn stone into gravel and sand and relocate it.\r
+               - How about relocating minerals, too? Coal and gold in\r
+                 downstream sand and gravel would be kind of cool\r
+                 - This would need a better way of handling minerals, mainly\r
+                   to have mineral content as a separate field. the first\r
+                       parameter field is free for this.\r
+               - Simulate rock falling from cliffs when water has removed\r
+                 enough solid rock from the bottom\r
+\r
+Doing now:\r
+----------\r
+# maybe done\r
+* not done\r
+\r
+* Remove all kinds of systems that are made redundant by the new map\r
+  generator\r
+  - Sector heightmaps? At least they should be made redundant.\r
+  - Sector objects\r
+* Do something about AttributeDatabase/List being too slow\r
+* Save chunk metadata on disk\r
+* Change water side textures so that buggy water doesn't look bad\r
+* Make server find the spawning place from the real map data, not from\r
+  the heightmap\r
+* only_from_disk doesn't work that well anymore\r
+* Make the generator to run in background and not blocking block\r
+  placement and transfer\r
+* Fix the strange mineral occurences\r
+* When the map is generated and a place is found for the player, the\r
+  first chunk is actually still volatile and will have stuff still\r
+  changed after spawning, which creates a lot of glitches.\r
+  - This is partly fixed by now allowing only 2-sector deeep\r
+    modification of volatile chunks. But it should still be fixed?\r
+  - How about checking that the neighbors are fully generated too and\r
+    generate them when the middle piece is needed\r
+       - This is very slow\r
+  - How about just enabling changed_blocks properly\r
+    - This is probably a good idea\r
+    - The server has to make sure the spawn point is not at the\r
+         changing borders of a chunk\r
+* Add some kind of erosion and other stuff that now is possible\r
 \r
 ======================================================================\r
 \r
@@ -202,7 +361,7 @@ TODO: Transferring of the table from server to client
 */\r
 #define FIELD_OF_VIEW_TEST 0\r
 \r
-#ifdef UNITTEST_DISABLE\r
+#ifdef NDEBUG\r
        #ifdef _WIN32\r
                #pragma message ("Disabling unit tests")\r
        #else\r
@@ -217,8 +376,9 @@ TODO: Transferring of the table from server to client
 \r
 #ifdef _MSC_VER\r
 #pragma comment(lib, "Irrlicht.lib")\r
-#pragma comment(lib, "jthread.lib")\r
+//#pragma comment(lib, "jthread.lib")\r
 #pragma comment(lib, "zlibwapi.lib")\r
+#pragma comment(lib, "Shell32.lib")\r
 // This would get rid of the console window\r
 //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
 #endif\r
@@ -248,28 +408,14 @@ TODO: Transferring of the table from server to client
 #include "guiTextInputMenu.h"\r
 #include "materials.h"\r
 #include "guiMessageMenu.h"\r
+#include "filesys.h"\r
+#include "config.h"\r
+#include "guiMainMenu.h"\r
+#include "mineral.h"\r
 \r
 IrrlichtWrapper *g_irrlicht;\r
 \r
-// All range-related stuff below is locked behind this\r
-JMutex g_range_mutex;\r
-\r
-// Blocks are viewed in this range from the player\r
-s16 g_viewing_range_nodes = 60;\r
-//s16 g_viewing_range_nodes = 0;\r
-\r
-// This is updated by the client's fetchBlocks routine\r
-//s16 g_actual_viewing_range_nodes = VIEWING_RANGE_NODES_DEFAULT;\r
-\r
-// If true, the preceding value has no meaning and all blocks\r
-// already existing in memory are drawn\r
-bool g_viewing_range_all = false;\r
-\r
-// This is the freetime ratio imposed by the dynamic viewing\r
-// range changing code.\r
-// It is controlled by the main loop to the smallest value that\r
-// inhibits glitches (dtime jitter) in the main loop.\r
-//float g_freetime_ratio = FREETIME_RATIO_MAX;\r
+MapDrawControl draw_control;\r
 \r
 /*\r
        Settings.\r
@@ -290,15 +436,87 @@ Client *g_client = NULL;
 /*\r
        GUI Stuff\r
 */\r
+\r
 gui::IGUIEnvironment* guienv = NULL;\r
 gui::IGUIStaticText *guiroot = NULL;\r
-int g_active_menu_count = 0;\r
+\r
+class MainMenuManager : public IMenuManager\r
+{\r
+public:\r
+       virtual void createdMenu(GUIModalMenu *menu)\r
+       {\r
+               for(core::list<GUIModalMenu*>::Iterator\r
+                               i = m_stack.begin();\r
+                               i != m_stack.end(); i++)\r
+               {\r
+                       assert(*i != menu);\r
+               }\r
+\r
+               if(m_stack.size() != 0)\r
+                       (*m_stack.getLast())->setVisible(false);\r
+               m_stack.push_back(menu);\r
+       }\r
+\r
+       virtual void deletingMenu(GUIModalMenu *menu)\r
+       {\r
+               // Remove all entries if there are duplicates\r
+               bool removed_entry;\r
+               do{\r
+                       removed_entry = false;\r
+                       for(core::list<GUIModalMenu*>::Iterator\r
+                                       i = m_stack.begin();\r
+                                       i != m_stack.end(); i++)\r
+                       {\r
+                               if(*i == menu)\r
+                               {\r
+                                       m_stack.erase(i);\r
+                                       removed_entry = true;\r
+                                       break;\r
+                               }\r
+                       }\r
+               }while(removed_entry);\r
+\r
+               /*core::list<GUIModalMenu*>::Iterator i = m_stack.getLast();\r
+               assert(*i == menu);\r
+               m_stack.erase(i);*/\r
+               \r
+               if(m_stack.size() != 0)\r
+                       (*m_stack.getLast())->setVisible(true);\r
+       }\r
+\r
+       u32 menuCount()\r
+       {\r
+               return m_stack.size();\r
+       }\r
+\r
+       core::list<GUIModalMenu*> m_stack;\r
+};\r
+\r
+MainMenuManager g_menumgr;\r
 \r
 bool noMenuActive()\r
 {\r
-       return (g_active_menu_count == 0);\r
+       return (g_menumgr.menuCount() == 0);\r
 }\r
 \r
+bool g_disconnect_requested = false;\r
+\r
+class MainGameCallback : public IGameCallback\r
+{\r
+public:\r
+       virtual void exitToOS()\r
+       {\r
+               g_device->closeDevice();\r
+       }\r
+\r
+       virtual void disconnect()\r
+       {\r
+               g_disconnect_requested = true;\r
+       }\r
+};\r
+\r
+MainGameCallback g_gamecallback;\r
+\r
 // Inventory actions from the menu are buffered here before sending\r
 Queue<InventoryAction*> inventory_action_queue;\r
 // This is a copy of the inventory that the client's environment has\r
@@ -416,8 +634,8 @@ class MyEventReceiver : public IEventReceiver
                                                dstream<<DTIME<<"MyEventReceiver: "\r
                                                                <<"Launching pause menu"<<std::endl;\r
                                                // It will delete itself by itself\r
-                                               (new GUIPauseMenu(guienv, guiroot, -1, g_device,\r
-                                                               &g_active_menu_count))->drop();\r
+                                               (new GUIPauseMenu(guienv, guiroot, -1, &g_gamecallback,\r
+                                                               &g_menumgr))->drop();\r
                                                return true;\r
                                        }\r
                                        if(event.KeyInput.Key == irr::KEY_KEY_I)\r
@@ -426,7 +644,7 @@ class MyEventReceiver : public IEventReceiver
                                                                <<"Launching inventory"<<std::endl;\r
                                                (new GUIInventoryMenu(guienv, guiroot, -1,\r
                                                                &local_inventory, &inventory_action_queue,\r
-                                                               &g_active_menu_count))->drop();\r
+                                                               &g_menumgr))->drop();\r
                                                return true;\r
                                        }\r
                                        if(event.KeyInput.Key == irr::KEY_KEY_T)\r
@@ -434,7 +652,7 @@ class MyEventReceiver : public IEventReceiver
                                                TextDest *dest = new TextDestChat(g_client);\r
 \r
                                                (new GUITextInputMenu(guienv, guiroot, -1,\r
-                                                               &g_active_menu_count, dest,\r
+                                                               &g_menumgr, dest,\r
                                                                L""))->drop();\r
                                        }\r
                                }\r
@@ -453,15 +671,14 @@ class MyEventReceiver : public IEventReceiver
                                // Viewing range selection\r
                                if(event.KeyInput.Key == irr::KEY_KEY_R)\r
                                {\r
-                                       JMutexAutoLock lock(g_range_mutex);\r
-                                       if(g_viewing_range_all)\r
+                                       if(draw_control.range_all)\r
                                        {\r
-                                               g_viewing_range_all = false;\r
+                                               draw_control.range_all = false;\r
                                                dstream<<DTIME<<"Disabled full viewing range"<<std::endl;\r
                                        }\r
                                        else\r
                                        {\r
-                                               g_viewing_range_all = true;\r
+                                               draw_control.range_all = true;\r
                                                dstream<<DTIME<<"Enabled full viewing range"<<std::endl;\r
                                        }\r
                                }\r
@@ -837,7 +1054,7 @@ class RandomInputHandler : public InputHandler
 \r
        s32 Rand(s32 min, s32 max)\r
        {\r
-               return (rand()%(max-min+1))+min;\r
+               return (myrand()%(max-min+1))+min;\r
        }\r
 private:\r
        bool keydown[KEY_KEY_CODES_COUNT];\r
@@ -847,90 +1064,135 @@ class RandomInputHandler : public InputHandler
        bool rightclicked;\r
 };\r
 \r
-void updateViewingRange(f32 frametime, Client *client)\r
+void updateViewingRange(f32 frametime_in, Client *client)\r
 {\r
-       // Range_all messes up frametime_avg\r
-       if(g_viewing_range_all == true)\r
+       if(draw_control.range_all == true)\r
                return;\r
-\r
-       float wanted_fps = g_settings.getFloat("wanted_fps");\r
        \r
-       // Initialize to the target value\r
-       static float frametime_avg = 1.0/wanted_fps;\r
-       //frametime_avg = frametime_avg * 0.9 + frametime * 0.1;\r
-       frametime_avg = frametime_avg * 0.7 + frametime * 0.3;\r
+       static f32 added_frametime = 0;\r
+       static s16 added_frames = 0;\r
+\r
+       added_frametime += frametime_in;\r
+       added_frames += 1;\r
 \r
+       // Actually this counter kind of sucks because frametime is busytime\r
        static f32 counter = 0;\r
-       if(counter > 0){\r
-               counter -= frametime;\r
+       counter -= frametime_in;\r
+       if(counter > 0)\r
                return;\r
-       }\r
-       //counter = 1.0; //seconds\r
-       counter = 0.5; //seconds\r
-\r
-       //float freetime_ratio = 0.2;\r
-       //float freetime_ratio = 0.4;\r
-       float freetime_ratio = FREETIME_RATIO;\r
-\r
-       float frametime_wanted = (1.0/(wanted_fps/(1.0-freetime_ratio)));\r
-\r
-       float fraction = sqrt(frametime_avg / frametime_wanted);\r
+       //counter = 0.1;\r
+       counter = 0.2;\r
 \r
-       /*float fraction = sqrt(frametime_avg / frametime_wanted) / 2.0\r
-                       + frametime_avg / frametime_wanted / 2.0;*/\r
+       /*dstream<<__FUNCTION_NAME\r
+                       <<": Collected "<<added_frames<<" frames, total of "\r
+                       <<added_frametime<<"s."<<std::endl;*/\r
        \r
-       //float fraction = frametime_avg / frametime_wanted;\r
-\r
-       static bool fraction_is_good = false;\r
+       /*dstream<<"draw_control.blocks_drawn="\r
+                       <<draw_control.blocks_drawn\r
+                       <<", draw_control.blocks_would_have_drawn="\r
+                       <<draw_control.blocks_would_have_drawn\r
+                       <<std::endl;*/\r
        \r
-       //float fraction_good_threshold = 0.1;\r
-       //float fraction_bad_threshold = 0.25;\r
-       float fraction_good_threshold = 0.075;\r
-       float fraction_bad_threshold = 0.125;\r
-       float fraction_limit;\r
-       // Use high limit if fraction is good AND the fraction would\r
-       // lower the range. We want to keep the range fairly high.\r
-       if(fraction_is_good && fraction > 1.0)\r
-               fraction_limit = fraction_bad_threshold;\r
-       else\r
-               fraction_limit = fraction_good_threshold;\r
-\r
-       if(fabs(fraction - 1.0) < fraction_limit)\r
+       float range_min = g_settings.getS16("viewing_range_nodes_min");\r
+       float range_max = g_settings.getS16("viewing_range_nodes_max");\r
+       \r
+       draw_control.wanted_min_range = range_min;\r
+       draw_control.wanted_max_blocks = (1.2*draw_control.blocks_drawn)+1;\r
+       \r
+       float block_draw_ratio = 1.0;\r
+       if(draw_control.blocks_would_have_drawn != 0)\r
        {\r
-               fraction_is_good = true;\r
-               return;\r
+               block_draw_ratio = (float)draw_control.blocks_drawn\r
+                       / (float)draw_control.blocks_would_have_drawn;\r
        }\r
-       else\r
+\r
+       // Calculate the average frametime in the case that all wanted\r
+       // blocks had been drawn\r
+       f32 frametime = added_frametime / added_frames / block_draw_ratio;\r
+       \r
+       added_frametime = 0.0;\r
+       added_frames = 0;\r
+       \r
+       float wanted_fps = g_settings.getFloat("wanted_fps");\r
+       float wanted_frametime = 1.0 / wanted_fps;\r
+       \r
+       f32 wanted_frametime_change = wanted_frametime - frametime;\r
+       //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;\r
+       \r
+       // If needed frametime change is very small, just return\r
+       if(fabs(wanted_frametime_change) < wanted_frametime*0.2)\r
        {\r
-               fraction_is_good = false;\r
+               //dstream<<"ignoring small wanted_frametime_change"<<std::endl;\r
+               return;\r
        }\r
 \r
-       //dstream<<"frametime_avg="<<frametime_avg<<std::endl;\r
-       //dstream<<"frametime_wanted="<<frametime_wanted<<std::endl;\r
-       /*dstream<<"fetching="<<client->isFetchingBlocks()\r
-                       <<" faction = "<<fraction<<std::endl;*/\r
+       float range = draw_control.wanted_range;\r
+       float new_range = range;\r
 \r
-       JMutexAutoLock lock(g_range_mutex);\r
+       static s16 range_old = 0;\r
+       static f32 frametime_old = 0;\r
        \r
-       s16 viewing_range_nodes_min = g_settings.getS16("viewing_range_nodes_min");\r
-       s16 viewing_range_nodes_max = g_settings.getS16("viewing_range_nodes_max");\r
+       float d_range = range - range_old;\r
+       f32 d_frametime = frametime - frametime_old;\r
+       // A sane default of 30ms per 50 nodes of range\r
+       static f32 time_per_range = 30. / 50;\r
+       if(d_range != 0)\r
+       {\r
+               time_per_range = d_frametime / d_range;\r
+       }\r
+       \r
+       // The minimum allowed calculated frametime-range derivative:\r
+       // Practically this sets the maximum speed of changing the range.\r
+       // The lower this value, the higher the maximum changing speed.\r
+       // A low value here results in wobbly range (0.001)\r
+       // A high value here results in slow changing range (0.0025)\r
+       // SUGG: This could be dynamically adjusted so that when\r
+       //       the camera is turning, this is lower\r
+       //float min_time_per_range = 0.0015;\r
+       float min_time_per_range = 0.0010;\r
+       //float min_time_per_range = 0.05 / range;\r
+       if(time_per_range < min_time_per_range)\r
+       {\r
+               time_per_range = min_time_per_range;\r
+               //dstream<<"time_per_range="<<time_per_range<<" (min)"<<std::endl;\r
+       }\r
+       else\r
+       {\r
+               //dstream<<"time_per_range="<<time_per_range<<std::endl;\r
+       }\r
 \r
-       s16 n = (float)g_viewing_range_nodes / fraction;\r
-       if(n < viewing_range_nodes_min)\r
-               n = viewing_range_nodes_min;\r
-       if(n > viewing_range_nodes_max)\r
-               n = viewing_range_nodes_max;\r
+       f32 wanted_range_change = wanted_frametime_change / time_per_range;\r
+       // Dampen the change a bit to kill oscillations\r
+       //wanted_range_change *= 0.9;\r
+       //wanted_range_change *= 0.75;\r
+       wanted_range_change *= 0.5;\r
+       //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;\r
 \r
-       bool can_change = true;\r
+       // If needed range change is very small, just return\r
+       if(fabs(wanted_range_change) < 0.001)\r
+       {\r
+               //dstream<<"ignoring small wanted_range_change"<<std::endl;\r
+               return;\r
+       }\r
 \r
-       if(client->isFetchingBlocks() == true && n > g_viewing_range_nodes)\r
-               can_change = false;\r
+       new_range += wanted_range_change;\r
+       //dstream<<"new_range="<<new_range/*<<std::endl*/;\r
        \r
-       if(can_change)\r
-               g_viewing_range_nodes = n;\r
+       //float new_range_unclamped = new_range;\r
+       if(new_range < range_min)\r
+               new_range = range_min;\r
+       if(new_range > range_max)\r
+               new_range = range_max;\r
+       \r
+       /*if(new_range != new_range_unclamped)\r
+               dstream<<", clamped to "<<new_range<<std::endl;\r
+       else\r
+               dstream<<std::endl;*/\r
 \r
-       /*dstream<<"g_viewing_range_nodes = "\r
-                       <<g_viewing_range_nodes<<std::endl;*/\r
+       draw_control.wanted_range = new_range;\r
+\r
+       range_old = new_range;\r
+       frametime_old = frametime;\r
 }\r
 \r
 class GUIQuickInventory : public IEventReceiver\r
@@ -967,6 +1229,18 @@ class GUIQuickInventory : public IEventReceiver
                }\r
        }\r
 \r
+       ~GUIQuickInventory()\r
+       {\r
+               for(u32 i=0; i<m_texts.size(); i++)\r
+               {\r
+                       m_texts[i]->remove();\r
+               }\r
+               for(u32 i=0; i<m_images.size(); i++)\r
+               {\r
+                       m_images[i]->remove();\r
+               }\r
+       }\r
+\r
        virtual bool OnEvent(const SEvent& event)\r
        {\r
                return false;\r
@@ -1047,29 +1321,106 @@ struct ChatLine
        std::wstring text;\r
 };\r
 \r
-int main(int argc, char *argv[])\r
+// These are defined global so that they're not optimized too much.\r
+// Can't change them to volatile.\r
+s16 temp16;\r
+f32 tempf;\r
+v3f tempv3f1;\r
+v3f tempv3f2;\r
+std::string tempstring;\r
+std::string tempstring2;\r
+\r
+void SpeedTests()\r
 {\r
-       /*\r
-               Low-level initialization\r
-       */\r
+       {\r
+               dstream<<"The following test should take around 20ms."<<std::endl;\r
+               TimeTaker timer("Testing std::string speed");\r
+               const u32 jj = 10000;\r
+               for(u32 j=0; j<jj; j++)\r
+               {\r
+                       tempstring = "";\r
+                       tempstring2 = "";\r
+                       const u32 ii = 10;\r
+                       for(u32 i=0; i<ii; i++){\r
+                               tempstring2 += "asd";\r
+                       }\r
+                       for(u32 i=0; i<ii+1; i++){\r
+                               tempstring += "asd";\r
+                               if(tempstring == tempstring2)\r
+                                       break;\r
+                       }\r
+               }\r
+       }\r
+       \r
+       dstream<<"All of the following tests should take around 100ms each."\r
+                       <<std::endl;\r
 \r
-       bool disable_stderr = false;\r
-#ifdef _WIN32\r
-       disable_stderr = true;\r
-#endif\r
+       {\r
+               TimeTaker timer("Testing floating-point conversion speed");\r
+               tempf = 0.001;\r
+               for(u32 i=0; i<4000000; i++){\r
+                       temp16 += tempf;\r
+                       tempf += 0.001;\r
+               }\r
+       }\r
+       \r
+       {\r
+               TimeTaker timer("Testing floating-point vector speed");\r
 \r
-       // Initialize debug streams\r
-       debugstreams_init(disable_stderr, DEBUGFILE);\r
-       // Initialize debug stacks\r
-       debug_stacks_init();\r
+               tempv3f1 = v3f(1,2,3);\r
+               tempv3f2 = v3f(4,5,6);\r
+               for(u32 i=0; i<10000000; i++){\r
+                       tempf += tempv3f1.dotProduct(tempv3f2);\r
+                       tempv3f2 += v3f(7,8,9);\r
+               }\r
+       }\r
 \r
-       DSTACK(__FUNCTION_NAME);\r
-       \r
-       initializeMaterialProperties();\r
+       {\r
+               TimeTaker timer("Testing core::map speed");\r
+               \r
+               core::map<v2s16, f32> map1;\r
+               tempf = -324;\r
+               const s16 ii=300;\r
+               for(s16 y=0; y<ii; y++){\r
+                       for(s16 x=0; x<ii; x++){\r
+                               map1.insert(v2s16(x,y), tempf);\r
+                               tempf += 1;\r
+                       }\r
+               }\r
+               for(s16 y=ii-1; y>=0; y--){\r
+                       for(s16 x=0; x<ii; x++){\r
+                               tempf = map1[v2s16(x,y)];\r
+                       }\r
+               }\r
+       }\r
 \r
-       try\r
        {\r
-       \r
+               dstream<<"Around 5000/ms should do well here."<<std::endl;\r
+               TimeTaker timer("Testing mutex speed");\r
+               \r
+               JMutex m;\r
+               m.Init();\r
+               u32 n = 0;\r
+               u32 i = 0;\r
+               do{\r
+                       n += 10000;\r
+                       for(; i<n; i++){\r
+                               m.Lock();\r
+                               m.Unlock();\r
+                       }\r
+               }\r
+               // Do at least 10ms\r
+               while(timer.getTime() < 10);\r
+\r
+               u32 dtime = timer.stop();\r
+               u32 per_ms = n / dtime;\r
+               std::cout<<"Done. "<<dtime<<"ms, "\r
+                               <<per_ms<<"/ms"<<std::endl;\r
+       }\r
+}\r
+\r
+int main(int argc, char *argv[])\r
+{\r
        /*\r
                Parse command line\r
        */\r
@@ -1086,6 +1437,11 @@ int main(int argc, char *argv[])
        allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));\r
        allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));\r
        allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));\r
+       allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));\r
+#ifdef _WIN32\r
+       allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));\r
+#endif\r
+       allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));\r
 \r
        Settings cmd_args;\r
        \r
@@ -1117,21 +1473,47 @@ int main(int argc, char *argv[])
 \r
                return cmd_args.getFlag("help") ? 0 : 1;\r
        }\r
-\r
-\r
+       \r
        /*\r
-               Basic initialization\r
+               Low-level initialization\r
        */\r
 \r
-       // Initialize default settings\r
-       set_default_settings();\r
+       bool disable_stderr = false;\r
+#ifdef _WIN32\r
+       if(cmd_args.getFlag("dstream-on-stderr") == false)\r
+               disable_stderr = true;\r
+#endif\r
+\r
+       // Initialize debug streams\r
+       debugstreams_init(disable_stderr, DEBUGFILE);\r
+       // Initialize debug stacks\r
+       debug_stacks_init();\r
+\r
+       DSTACK(__FUNCTION_NAME);\r
+\r
+       porting::initializePaths();\r
+       // Create user data directory\r
+       fs::CreateDir(porting::path_userdata);\r
        \r
+       // C-style stuff initialization\r
+       initializeMaterialProperties();\r
+\r
+       // Debug handler\r
+       BEGIN_DEBUG_EXCEPTION_HANDLER\r
+\r
        // Print startup message\r
        dstream<<DTIME<<"minetest-c55"\r
                        " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
-                       <<", ENABLE_TESTS="<<ENABLE_TESTS\r
+                       <<", "<<BUILD_INFO\r
                        <<std::endl;\r
        \r
+       /*\r
+               Basic initialization\r
+       */\r
+\r
+       // Initialize default settings\r
+       set_default_settings();\r
+       \r
        // Set locale. This is for forcing '.' as the decimal point.\r
        std::locale::global(std::locale("C"));\r
        // This enables printing all characters in bitmap font\r
@@ -1165,15 +1547,15 @@ int main(int argc, char *argv[])
        }\r
        else\r
        {\r
-               const char *filenames[2] =\r
-               {\r
-                       "../minetest.conf",\r
-                       "../../minetest.conf"\r
-               };\r
+               core::array<std::string> filenames;\r
+               filenames.push_back(porting::path_userdata + "/minetest.conf");\r
+#ifdef RUN_IN_PLACE\r
+               filenames.push_back(porting::path_userdata + "/../minetest.conf");\r
+#endif\r
 \r
-               for(u32 i=0; i<2; i++)\r
+               for(u32 i=0; i<filenames.size(); i++)\r
                {\r
-                       bool r = g_settings.readConfigFile(filenames[i]);\r
+                       bool r = g_settings.readConfigFile(filenames[i].c_str());\r
                        if(r)\r
                        {\r
                                configpath = filenames[i];\r
@@ -1184,6 +1566,17 @@ int main(int argc, char *argv[])
 \r
        // Initialize random seed\r
        srand(time(0));\r
+       mysrand(time(0));\r
+\r
+       /*\r
+               Pre-initialize some stuff with a dummy irrlicht wrapper.\r
+\r
+               These are needed for unit tests at least.\r
+       */\r
+       \r
+       IIrrlichtWrapper irrlicht_dummy;\r
+\r
+       init_mapnode(&irrlicht_dummy);\r
 \r
        /*\r
                Run unit tests\r
@@ -1194,149 +1587,76 @@ int main(int argc, char *argv[])
                run_tests();\r
        }\r
        \r
-       /*\r
-               Global range mutex\r
-       */\r
-       g_range_mutex.Init();\r
-       assert(g_range_mutex.IsInitialized());\r
-\r
        // Read map parameters from settings\r
 \r
        HMParams hm_params;\r
-       hm_params.blocksize = g_settings.getU16("heightmap_blocksize");\r
+       /*hm_params.blocksize = g_settings.getU16("heightmap_blocksize");\r
        hm_params.randmax = g_settings.get("height_randmax");\r
        hm_params.randfactor = g_settings.get("height_randfactor");\r
-       hm_params.base = g_settings.get("height_base");\r
+       hm_params.base = g_settings.get("height_base");*/\r
 \r
        MapParams map_params;\r
        map_params.plants_amount = g_settings.getFloat("plants_amount");\r
        map_params.ravines_amount = g_settings.getFloat("ravines_amount");\r
 \r
        /*\r
-               Ask some stuff\r
+               Some parameters\r
        */\r
 \r
-       std::cout<<std::endl<<std::endl;\r
-       \r
-       std::cout\r
-       <<"        .__               __                   __   "<<std::endl\r
-       <<"  _____ |__| ____   _____/  |_  ____   _______/  |_ "<<std::endl\r
-       <<" /     \\|  |/    \\_/ __ \\   __\\/ __ \\ /  ___/\\   __\\"<<std::endl\r
-       <<"|  Y Y  \\  |   |  \\  ___/|  | \\  ___/ \\___ \\  |  |  "<<std::endl\r
-       <<"|__|_|  /__|___|  /\\___  >__|  \\___  >____  > |__|  "<<std::endl\r
-       <<"      \\/        \\/     \\/          \\/     \\/        "<<std::endl\r
-       <<std::endl;\r
-\r
-       std::cout<<std::endl;\r
-       //char templine[100];\r
-       \r
-       // Port?\r
+       // Port\r
        u16 port = 30000;\r
        if(cmd_args.exists("port"))\r
-       {\r
                port = cmd_args.getU16("port");\r
-       }\r
-       else\r
-       {\r
-               port = g_settings.getU16Ask("port", "Port", 30000);\r
-               std::cout<<"-> "<<port<<std::endl;\r
-       }\r
+       else if(cmd_args.exists("port"))\r
+               port = g_settings.getU16("port");\r
+       \r
+       // Map directory\r
+       std::string map_dir = porting::path_userdata+"/map";\r
+       if(cmd_args.exists("map-dir"))\r
+               map_dir = cmd_args.get("map-dir");\r
+       else if(g_settings.exists("map-dir"))\r
+               map_dir = g_settings.get("map-dir");\r
        \r
+       // Run dedicated server if asked to\r
        if(cmd_args.getFlag("server"))\r
        {\r
                DSTACK("Dedicated server branch");\r
-               \r
-               std::cout<<std::endl;\r
-               std::cout<<"========================"<<std::endl;\r
-               std::cout<<"Running dedicated server"<<std::endl;\r
-               std::cout<<"========================"<<std::endl;\r
-               std::cout<<std::endl;\r
 \r
-               Server server("../map", hm_params, map_params);\r
+               // Create server\r
+               Server server(map_dir.c_str(), hm_params, map_params);\r
                server.start(port);\r
-       \r
-               for(;;)\r
-               {\r
-                       // This is kind of a hack but can be done like this\r
-                       // because server.step() is very light\r
-                       sleep_ms(30);\r
-                       server.step(0.030);\r
-\r
-                       static int counter = 0;\r
-                       counter--;\r
-                       if(counter <= 0)\r
-                       {\r
-                               counter = 10;\r
-\r
-                               core::list<PlayerInfo> list = server.getPlayerInfo();\r
-                               core::list<PlayerInfo>::Iterator i;\r
-                               static u32 sum_old = 0;\r
-                               u32 sum = PIChecksum(list);\r
-                               if(sum != sum_old)\r
-                               {\r
-                                       std::cout<<DTIME<<"Player info:"<<std::endl;\r
-                                       for(i=list.begin(); i!=list.end(); i++)\r
-                                       {\r
-                                               i->PrintLine(&std::cout);\r
-                                       }\r
-                               }\r
-                               sum_old = sum;\r
-                       }\r
-               }\r
+               \r
+               // Run server\r
+               dedicated_server_loop(server);\r
 \r
                return 0;\r
        }\r
 \r
-       bool hosting = false;\r
-       char connect_name[100] = "";\r
-\r
-       if(cmd_args.exists("address"))\r
-       {\r
-               snprintf(connect_name, 100, "%s", cmd_args.get("address").c_str());\r
-       }\r
-       else if(is_yes(g_settings.get("host_game")) == false)\r
-       {\r
-               if(g_settings.get("address") != "")\r
-               {\r
-                       std::cout<<g_settings.get("address")<<std::endl;\r
-                       snprintf(connect_name, 100, "%s", g_settings.get("address").c_str());\r
-               }\r
-               else\r
-               {\r
-                       std::cout<<"Address to connect to [empty = host a game]: ";\r
-                       std::cin.getline(connect_name, 100);\r
-               }\r
-       }\r
-       \r
-       if(connect_name[0] == 0){\r
-               snprintf(connect_name, 100, "127.0.0.1");\r
-               hosting = true;\r
-       }\r
+       /*\r
+               More parameters\r
+       */\r
        \r
-       if(hosting)\r
-               std::cout<<"> Hosting game"<<std::endl;\r
-       else\r
-               std::cout<<"> Connecting to "<<connect_name<<std::endl;\r
+       // Address to connect to\r
+       std::string address = "";\r
        \r
-       char playername[PLAYERNAME_SIZE] = "";\r
-       if(g_settings.get("name") != "")\r
+       if(cmd_args.exists("address"))\r
        {\r
-               snprintf(playername, PLAYERNAME_SIZE, "%s", g_settings.get("name").c_str());\r
+               address = cmd_args.get("address");\r
        }\r
        else\r
        {\r
-               std::cout<<"Name of player: ";\r
-               std::cin.getline(playername, PLAYERNAME_SIZE);\r
+               address = g_settings.get("address");\r
        }\r
-       std::cout<<"-> \""<<playername<<"\""<<std::endl;\r
+       \r
+       std::string playername = g_settings.get("name");\r
 \r
        /*\r
                Resolution selection\r
        */\r
        \r
        bool fullscreen = false;\r
-       u16 screenW = atoi(g_settings.get("screenW").c_str());\r
-       u16 screenH = atoi(g_settings.get("screenH").c_str());\r
+       u16 screenW = g_settings.getU16("screenW");\r
+       u16 screenH = g_settings.getU16("screenH");\r
 \r
        //\r
 \r
@@ -1345,10 +1665,11 @@ int main(int argc, char *argv[])
        video::E_DRIVER_TYPE driverType;\r
 \r
 #ifdef _WIN32\r
-       //driverType = video::EDT_DIRECT3D9; // Doesn't seem to work\r
+       //driverType = video::EDT_DIRECT3D9;\r
        driverType = video::EDT_OPENGL;\r
 #else\r
        driverType = video::EDT_OPENGL;\r
+       //driverType = video::EDT_BURNINGSVIDEO;\r
 #endif\r
 \r
        // create device and exit if creation failed\r
@@ -1364,7 +1685,15 @@ int main(int argc, char *argv[])
        g_device = device;\r
        g_irrlicht = new IrrlichtWrapper(device);\r
 \r
-       //g_device = device;\r
+       /*\r
+               Speed tests (done after irrlicht is loaded to get timer)\r
+       */\r
+       if(cmd_args.getFlag("speedtests"))\r
+       {\r
+               dstream<<"Running speed tests"<<std::endl;\r
+               SpeedTests();\r
+               return 0;\r
+       }\r
        \r
        device->setResizable(true);\r
 \r
@@ -1384,16 +1713,22 @@ int main(int argc, char *argv[])
        /*\r
                This changes the minimum allowed number of vertices in a VBO\r
        */\r
-       //driver->setMinHardwareBufferVertexCount(1);\r
+       //driver->setMinHardwareBufferVertexCount(50);\r
 \r
        scene::ISceneManager* smgr = device->getSceneManager();\r
        \r
        guienv = device->getGUIEnvironment();\r
        gui::IGUISkin* skin = guienv->getSkin();\r
-       gui::IGUIFont* font = guienv->getFont("../data/fontlucida.png");\r
+       gui::IGUIFont* font = guienv->getFont(porting::getDataPath("fontlucida.png").c_str());\r
        if(font)\r
                skin->setFont(font);\r
-       \r
+       else\r
+               dstream<<"WARNING: Font file was not found."\r
+                               " Using default font."<<std::endl;\r
+       // If font was not found, this will get us one\r
+       font = skin->getFont();\r
+       assert(font);\r
+\r
        u32 text_height = font->getDimension(L"Hello, world!").Height;\r
        dstream<<"text_height="<<text_height<<std::endl;\r
 \r
@@ -1404,6 +1739,184 @@ int main(int argc, char *argv[])
        skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));\r
        skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
        \r
+       /*\r
+               Preload some textures and stuff\r
+       */\r
+\r
+       init_content_inventory_texture_paths();\r
+       init_mapnode(g_irrlicht);\r
+       init_mineral(g_irrlicht);\r
+\r
+       /*\r
+               GUI stuff\r
+       */\r
+\r
+       /*\r
+               We need some kind of a root node to be able to add\r
+               custom gui elements directly on the screen.\r
+               Otherwise they won't be automatically drawn.\r
+       */\r
+       guiroot = guienv->addStaticText(L"",\r
+                       core::rect<s32>(0, 0, 10000, 10000));\r
+       \r
+       // First line of debug text\r
+       gui::IGUIStaticText *guitext = guienv->addStaticText(\r
+                       L"",\r
+                       core::rect<s32>(5, 5, 795, 5+text_height),\r
+                       false, false);\r
+       // Second line of debug text\r
+       gui::IGUIStaticText *guitext2 = guienv->addStaticText(\r
+                       L"",\r
+                       core::rect<s32>(5, 5+(text_height+5)*1, 795, (5+text_height)*2),\r
+                       false, false);\r
+       \r
+       // At the middle of the screen\r
+       // Object infos are shown in this\r
+       gui::IGUIStaticText *guitext_info = guienv->addStaticText(\r
+                       L"",\r
+                       core::rect<s32>(100, 70, 100+400, 70+(text_height+5)),\r
+                       false, false);\r
+       \r
+       // Chat text\r
+       gui::IGUIStaticText *guitext_chat = guienv->addStaticText(\r
+                       L"",\r
+                       core::rect<s32>(0,0,0,0),\r
+                       false, true);\r
+       guitext_chat->setBackgroundColor(video::SColor(96,0,0,0));\r
+       core::list<ChatLine> chat_lines;\r
+       \r
+       /*\r
+               If an error occurs, this is set to something and the\r
+               menu-game loop is restarted. It is then displayed before\r
+               the menu.\r
+       */\r
+       std::wstring error_message = L"";\r
+       \r
+       /*\r
+               Menu-game loop\r
+       */\r
+       while(g_device->run())\r
+       {\r
+       \r
+       // This is used for catching disconnects\r
+       try\r
+       {\r
+       \r
+       /*\r
+               Out-of-game menu loop.\r
+\r
+               Loop quits when menu returns proper parameters.\r
+       */\r
+       for(;;)\r
+       {\r
+               // Cursor can be non-visible when coming from the game\r
+               device->getCursorControl()->setVisible(true);\r
+               // Some stuff are left to scene manager when coming from the game\r
+               // (map at least?)\r
+               smgr->clear();\r
+               // Reset or hide the debug gui texts\r
+               guitext->setText(L"Minetest-c55");\r
+               guitext2->setVisible(false);\r
+               guitext_info->setVisible(false);\r
+               guitext_chat->setVisible(false);\r
+               \r
+               // Initialize menu data\r
+               MainMenuData menudata;\r
+               menudata.address = narrow_to_wide(address);\r
+               menudata.name = narrow_to_wide(playername);\r
+               menudata.port = narrow_to_wide(itos(port));\r
+               menudata.creative_mode = g_settings.getBool("creative_mode");\r
+\r
+               GUIMainMenu *menu =\r
+                               new GUIMainMenu(guienv, guiroot, -1, \r
+                                       &g_menumgr, &menudata, &g_gamecallback);\r
+               menu->allowFocusRemoval(true);\r
+\r
+               if(error_message != L"")\r
+               {\r
+                       GUIMessageMenu *menu2 =\r
+                                       new GUIMessageMenu(guienv, guiroot, -1, \r
+                                               &g_menumgr, error_message.c_str());\r
+                       menu2->drop();\r
+                       error_message = L"";\r
+               }\r
+\r
+               video::IVideoDriver* driver = g_device->getVideoDriver();\r
+               \r
+               dstream<<"Created main menu"<<std::endl;\r
+\r
+               while(g_device->run())\r
+               {\r
+                       // Run global IrrlichtWrapper's main thread processing stuff\r
+                       g_irrlicht->Run();\r
+                       \r
+                       if(menu->getStatus() == true)\r
+                               break;\r
+\r
+                       //driver->beginScene(true, true, video::SColor(255,0,0,0));\r
+                       driver->beginScene(true, true, video::SColor(255,128,128,128));\r
+                       guienv->drawAll();\r
+                       driver->endScene();\r
+               }\r
+               \r
+               // Break out of menu-game loop to shut down cleanly\r
+               if(g_device->run() == false)\r
+                       break;\r
+               \r
+               dstream<<"Dropping main menu"<<std::endl;\r
+\r
+               menu->drop();\r
+               \r
+               // Delete map if requested\r
+               if(menudata.delete_map)\r
+               {\r
+                       bool r = fs::RecursiveDeleteContent(map_dir);\r
+                       if(r == false)\r
+                               error_message = L"Delete failed";\r
+                       continue;\r
+               }\r
+\r
+               playername = wide_to_narrow(menudata.name);\r
+               address = wide_to_narrow(menudata.address);\r
+               port = stoi(wide_to_narrow(menudata.port));\r
+               g_settings.set("creative_mode", itos(menudata.creative_mode));\r
+               \r
+               // Check for valid parameters, restart menu if invalid.\r
+               if(playername == "")\r
+               {\r
+                       error_message = L"Name required.";\r
+                       continue;\r
+               }\r
+               \r
+               // Save settings\r
+               g_settings.set("name", playername);\r
+               g_settings.set("address", address);\r
+               g_settings.set("port", itos(port));\r
+               // Update configuration file\r
+               if(configpath != "")\r
+                       g_settings.updateConfigFile(configpath.c_str());\r
+       \r
+               // Continue to game\r
+               break;\r
+       }\r
+       \r
+       // Break out of menu-game loop to shut down cleanly\r
+       if(g_device->run() == false)\r
+               break;\r
+\r
+       /*\r
+               Make a scope here so that the client and the server and other\r
+               stuff gets removed when disconnected or the irrlicht device\r
+               is removed.\r
+       */\r
+       {\r
+\r
+       // This is set to true at the end of the scope\r
+       g_irrlicht->Shutdown(false);\r
+\r
+       /*\r
+               Draw "Loading" screen\r
+       */\r
        const wchar_t *text = L"Loading and connecting...";\r
        core::vector2d<s32> center(screenW/2, screenH/2);\r
        core::vector2d<s32> textsize(300, text_height);\r
@@ -1417,26 +1930,15 @@ int main(int argc, char *argv[])
        guienv->drawAll();\r
        driver->endScene();\r
 \r
-       /*\r
-               Preload some textures\r
-       */\r
-\r
-       tile_materials_preload(g_irrlicht);\r
-\r
-       /*\r
-               Make a scope here for the client so that it gets removed\r
-               before the irrlicht device\r
-       */\r
-       {\r
-\r
        std::cout<<DTIME<<"Creating server and client"<<std::endl;\r
        \r
        /*\r
-               Create server\r
+               Create server.\r
+               SharedPtr will delete it when it goes out of scope.\r
        */\r
        SharedPtr<Server> server;\r
-       if(hosting){\r
-               server = new Server("../map", hm_params, map_params);\r
+       if(address == ""){\r
+               server = new Server(map_dir, hm_params, map_params);\r
                server->start(port);\r
        }\r
        \r
@@ -1444,21 +1946,24 @@ int main(int argc, char *argv[])
                Create client\r
        */\r
 \r
-       Client client(device, playername,\r
-                       g_range_mutex,\r
-                       g_viewing_range_nodes,\r
-                       g_viewing_range_all);\r
+       Client client(device, playername.c_str(), draw_control);\r
                        \r
        g_client = &client;\r
        \r
        Address connect_address(0,0,0,0, port);\r
        try{\r
-               connect_address.Resolve(connect_name);\r
+               if(address == "")\r
+                       connect_address.Resolve("localhost");\r
+               else\r
+                       connect_address.Resolve(address.c_str());\r
        }\r
        catch(ResolveError &e)\r
        {\r
                std::cout<<DTIME<<"Couldn't resolve address"<<std::endl;\r
-               return 0;\r
+               //return 0;\r
+               error_message = L"Couldn't resolve address";\r
+               gui_loadingtext->remove();\r
+               continue;\r
        }\r
        \r
        std::cout<<DTIME<<"Connecting to server..."<<std::endl;\r
@@ -1467,17 +1972,29 @@ int main(int argc, char *argv[])
        try{\r
                while(client.connectedAndInitialized() == false)\r
                {\r
+                       // Update screen\r
+                       driver->beginScene(true, true, video::SColor(255,0,0,0));\r
+                       guienv->drawAll();\r
+                       driver->endScene();\r
+\r
+                       // Update client and server\r
+\r
                        client.step(0.1);\r
-                       if(server != NULL){\r
+\r
+                       if(server != NULL)\r
                                server->step(0.1);\r
-                       }\r
+                       \r
+                       // Delay a bit\r
                        sleep_ms(100);\r
                }\r
        }\r
        catch(con::PeerNotFoundException &e)\r
        {\r
                std::cout<<DTIME<<"Timed out."<<std::endl;\r
-               return 0;\r
+               //return 0;\r
+               error_message = L"Connection timed out.";\r
+               gui_loadingtext->remove();\r
+               continue;\r
        }\r
 \r
        /*\r
@@ -1485,12 +2002,12 @@ int main(int argc, char *argv[])
        */\r
        /*scene::ISceneNode* skybox;\r
        skybox = smgr->addSkyBoxSceneNode(\r
-               driver->getTexture("../data/skybox2.png"),\r
-               driver->getTexture("../data/skybox3.png"),\r
-               driver->getTexture("../data/skybox1.png"),\r
-               driver->getTexture("../data/skybox1.png"),\r
-               driver->getTexture("../data/skybox1.png"),\r
-               driver->getTexture("../data/skybox1.png"));*/\r
+               driver->getTexture(porting::getDataPath("skybox2.png").c_str()),\r
+               driver->getTexture(porting::getDataPath("skybox3.png").c_str()),\r
+               driver->getTexture(porting::getDataPath("skybox1.png").c_str()),\r
+               driver->getTexture(porting::getDataPath("skybox1.png").c_str()),\r
+               driver->getTexture(porting::getDataPath("skybox1.png").c_str()),\r
+               driver->getTexture(porting::getDataPath("skybox1.png").c_str()));*/\r
        \r
        /*\r
                Create the camera node\r
@@ -1529,52 +2046,23 @@ int main(int argc, char *argv[])
        GUIQuickInventory *quick_inventory = new GUIQuickInventory\r
                        (guienv, NULL, v2s32(10, 70), 5, &local_inventory);\r
        \r
-       /*\r
-               We need some kind of a root node to be able to add\r
-               custom elements directly on the screen.\r
-               Otherwise they won't be automatically drawn.\r
-       */\r
-       guiroot = guienv->addStaticText(L"",\r
-                       core::rect<s32>(0, 0, 10000, 10000));\r
-       \r
        // Test the text input system\r
-       /*(new GUITextInputMenu(guienv, guiroot, -1, &g_active_menu_count,\r
+       /*(new GUITextInputMenu(guienv, guiroot, -1, &g_menumgr,\r
                        NULL))->drop();*/\r
        /*GUIMessageMenu *menu =\r
                        new GUIMessageMenu(guienv, guiroot, -1, \r
-                               &g_active_menu_count,\r
+                               &g_menumgr,\r
                                L"Asd");\r
        menu->drop();*/\r
-               \r
-       // Launch pause menu\r
-       /*(new GUIPauseMenu(guienv, guiroot, -1, g_device,\r
-                       &g_active_menu_count))->drop();*/\r
-\r
-       // First line of debug text\r
-       gui::IGUIStaticText *guitext = guienv->addStaticText(\r
-                       L"Minetest-c55",\r
-                       core::rect<s32>(5, 5, 795, 5+textsize.Y),\r
-                       false, false);\r
-       // Second line of debug text\r
-       gui::IGUIStaticText *guitext2 = guienv->addStaticText(\r
-                       L"",\r
-                       core::rect<s32>(5, 5+(textsize.Y+5)*1, 795, (5+textsize.Y)*2),\r
-                       false, false);\r
        \r
-       // At the middle of the screen\r
-       // Object infos are shown in this\r
-       gui::IGUIStaticText *guitext_info = guienv->addStaticText(\r
-                       L"test",\r
-                       core::rect<s32>(100, 70, 100+400, 70+(textsize.Y+5)),\r
-                       false, false);\r
+       // Launch pause menu\r
+       (new GUIPauseMenu(guienv, guiroot, -1, &g_gamecallback,\r
+                       &g_menumgr))->drop();\r
        \r
-       // Chat text\r
-       gui::IGUIStaticText *chat_guitext = guienv->addStaticText(\r
-                       L"Chat here\nOther line\nOther line\nOther line\nOther line",\r
-                       core::rect<s32>(70, 60, 795, 150),\r
-                       false, true);\r
-       chat_guitext->setBackgroundColor(video::SColor(96,0,0,0));\r
-       core::list<ChatLine> chat_lines;\r
+       // Enable texts\r
+       guitext2->setVisible(true);\r
+       guitext_info->setVisible(true);\r
+       guitext_chat->setVisible(true);\r
        \r
        /*\r
                Some statistics are collected in these\r
@@ -1594,12 +2082,18 @@ int main(int argc, char *argv[])
        bool first_loop_after_window_activation = true;\r
 \r
        // Time is in milliseconds\r
-       // NOTE: getRealTime() without run()s causes strange problems in wine\r
-       // NOTE: Have to call run() between calls of this to update the timer\r
+       // NOTE: getRealTime() causes strange problems in wine (imprecision?)\r
+       // NOTE: So we have to use getTime() and call run()s between them\r
        u32 lasttime = device->getTimer()->getTime();\r
 \r
        while(device->run())\r
        {\r
+               if(g_disconnect_requested)\r
+               {\r
+                       g_disconnect_requested = false;\r
+                       break;\r
+               }\r
+\r
                /*\r
                        Run global IrrlichtWrapper's main thread processing stuff\r
                */\r
@@ -1696,20 +2190,6 @@ int main(int argc, char *argv[])
                                dtime_jitter1_max_fraction\r
                                                = dtime_jitter1_max_sample / (dtime_avg1+0.001);\r
                                jitter1_max = 0.0;\r
-                               \r
-                               /*\r
-                                       Control freetime ratio\r
-                               */\r
-                               /*if(dtime_jitter1_max_fraction > DTIME_JITTER_MAX_FRACTION)\r
-                               {\r
-                                       if(g_freetime_ratio < FREETIME_RATIO_MAX)\r
-                                               g_freetime_ratio += 0.01;\r
-                               }\r
-                               else\r
-                               {\r
-                                       if(g_freetime_ratio > FREETIME_RATIO_MIN)\r
-                                               g_freetime_ratio -= 0.01;\r
-                               }*/\r
                        }\r
                }\r
                \r
@@ -1842,9 +2322,11 @@ int main(int argc, char *argv[])
                v3f camera_direction = v3f(0,0,1);\r
                camera_direction.rotateYZBy(camera_pitch);\r
                camera_direction.rotateXZBy(camera_yaw);\r
-\r
-               v3f camera_position =\r
-                               player_position + v3f(0, BS+BS/2, 0);\r
+               \r
+               // This is at the height of the eyes of the current figure\r
+               //v3f camera_position = player_position + v3f(0, BS+BS/2, 0);\r
+               // This is more like in minecraft\r
+               v3f camera_position = player_position + v3f(0, BS+BS*0.625, 0);\r
 \r
                camera->setPosition(camera_position);\r
                // *100.0 helps in large map coordinates\r
@@ -1923,7 +2405,7 @@ int main(int argc, char *argv[])
                                                                narrow_to_wide(sign_object->getText());\r
 \r
                                                (new GUITextInputMenu(guienv, guiroot, -1,\r
-                                                               &g_active_menu_count, dest,\r
+                                                               &g_menumgr, dest,\r
                                                                wtext))->drop();\r
                                        }\r
                                }\r
@@ -1947,7 +2429,7 @@ int main(int argc, char *argv[])
                bool nodefound = false;\r
                v3s16 nodepos;\r
                v3s16 neighbourpos;\r
-               core::aabbox3d<f32> nodefacebox;\r
+               core::aabbox3d<f32> nodehilightbox;\r
                f32 mindistance = BS * 1001;\r
                \r
                v3s16 pos_i = floatToInt(player_position);\r
@@ -2039,7 +2521,7 @@ int main(int argc, char *argv[])
                                                nodepos = np;\r
                                                neighbourpos = np;\r
                                                mindistance = distance;\r
-                                               nodefacebox = box;\r
+                                               nodehilightbox = box;\r
                                        }\r
                                }\r
                        }\r
@@ -2082,7 +2564,16 @@ int main(int argc, char *argv[])
                                                        nodepos = np;\r
                                                        neighbourpos = np + dirs[i];\r
                                                        mindistance = distance;\r
-                                                       nodefacebox = facebox;\r
+\r
+                                                       //nodehilightbox = facebox;\r
+\r
+                                                       const float d = 0.502;\r
+                                                       core::aabbox3d<f32> nodebox\r
+                                                                       (-BS*d, -BS*d, -BS*d, BS*d, BS*d, BS*d);\r
+                                                       v3f nodepos_f = intToFloat(nodepos);\r
+                                                       nodebox.MinEdge += nodepos_f;\r
+                                                       nodebox.MaxEdge += nodepos_f;\r
+                                                       nodehilightbox = nodebox;\r
                                                }\r
                                        } // if distance < mindistance\r
                                } // for dirs\r
@@ -2097,8 +2588,12 @@ int main(int argc, char *argv[])
 \r
                        static float dig_time = 0.0;\r
                        static u16 dig_index = 0;\r
+                       \r
+                       // Visualize selection\r
 \r
-                       hilightboxes.push_back(nodefacebox);\r
+                       hilightboxes.push_back(nodehilightbox);\r
+\r
+                       // Handle digging\r
                        \r
                        if(g_input->getLeftReleased())\r
                        {\r
@@ -2184,6 +2679,7 @@ int main(int argc, char *argv[])
 \r
                                        if(dig_index < CRACK_ANIMATION_LENGTH)\r
                                        {\r
+                                               //TimeTaker timer("client.setTempMod");\r
                                                //dstream<<"dig_index="<<dig_index<<std::endl;\r
                                                client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, dig_index));\r
                                        }\r
@@ -2207,8 +2703,7 @@ int main(int argc, char *argv[])
                                                }\r
                                                // We want a slight delay to very little\r
                                                // time consuming nodes\r
-                                               //float mindelay = 0.15;\r
-                                               float mindelay = 0.20;\r
+                                               float mindelay = 0.15;\r
                                                if(nodig_delay_counter < mindelay)\r
                                                {\r
                                                        nodig_delay_counter = mindelay;\r
@@ -2257,11 +2752,18 @@ int main(int argc, char *argv[])
                camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);\r
                \r
                u32 daynight_ratio = client.getDayNightRatio();\r
-               video::SColor bgcolor = video::SColor(\r
+               /*video::SColor bgcolor = video::SColor(\r
                                255,\r
                                skycolor.getRed() * daynight_ratio / 1000,\r
                                skycolor.getGreen() * daynight_ratio / 1000,\r
-                               skycolor.getBlue() * daynight_ratio / 1000);\r
+                               skycolor.getBlue() * daynight_ratio / 1000);*/\r
+\r
+               u8 l = decode_light((daynight_ratio * LIGHT_SUN) / 1000);\r
+               video::SColor bgcolor = video::SColor(\r
+                               255,\r
+                               skycolor.getRed() * l / 255,\r
+                               skycolor.getGreen() * l / 255,\r
+                               skycolor.getBlue() * l / 255);\r
 \r
                /*\r
                        Fog\r
@@ -2269,8 +2771,8 @@ int main(int argc, char *argv[])
                \r
                if(g_settings.getBool("enable_fog") == true)\r
                {\r
-                       f32 range = g_viewing_range_nodes * BS;\r
-                       if(g_viewing_range_all)\r
+                       f32 range = draw_control.wanted_range * BS;\r
+                       if(draw_control.range_all)\r
                                range = 100000*BS;\r
 \r
                        driver->setFog(\r
@@ -2295,13 +2797,13 @@ int main(int argc, char *argv[])
                        wchar_t temptext[150];\r
 \r
                        static float drawtime_avg = 0;\r
-                       drawtime_avg = drawtime_avg * 0.98 + (float)drawtime*0.02;\r
+                       drawtime_avg = drawtime_avg * 0.95 + (float)drawtime*0.05;\r
                        static float beginscenetime_avg = 0;\r
-                       beginscenetime_avg = beginscenetime_avg * 0.98 + (float)beginscenetime*0.02;\r
+                       beginscenetime_avg = beginscenetime_avg * 0.95 + (float)beginscenetime*0.05;\r
                        static float scenetime_avg = 0;\r
-                       scenetime_avg = scenetime_avg * 0.98 + (float)scenetime*0.02;\r
+                       scenetime_avg = scenetime_avg * 0.95 + (float)scenetime*0.05;\r
                        static float endscenetime_avg = 0;\r
-                       endscenetime_avg = endscenetime_avg * 0.98 + (float)endscenetime*0.02;\r
+                       endscenetime_avg = endscenetime_avg * 0.95 + (float)endscenetime*0.05;\r
                        \r
                        swprintf(temptext, 150, L"Minetest-c55 ("\r
                                        L"F: item=%i"\r
@@ -2309,7 +2811,7 @@ int main(int argc, char *argv[])
                                        L")"\r
                                        L" drawtime=%.0f, beginscenetime=%.0f, scenetime=%.0f, endscenetime=%.0f",\r
                                        g_selected_item,\r
-                                       g_viewing_range_all,\r
+                                       draw_control.range_all,\r
                                        drawtime_avg,\r
                                        beginscenetime_avg,\r
                                        scenetime_avg,\r
@@ -2324,13 +2826,15 @@ int main(int argc, char *argv[])
                        swprintf(temptext, 150,\r
                                        L"(% .1f, % .1f, % .1f)"\r
                                        L" (% .3f < btime_jitter < % .3f"\r
-                                       L", dtime_jitter = % .1f %%)",\r
+                                       L", dtime_jitter = % .1f %%"\r
+                                       L", v_range = %.1f)",\r
                                        player_position.X/BS,\r
                                        player_position.Y/BS,\r
                                        player_position.Z/BS,\r
                                        busytime_jitter1_min_sample,\r
                                        busytime_jitter1_max_sample,\r
-                                       dtime_jitter1_max_fraction * 100.0\r
+                                       dtime_jitter1_max_fraction * 100.0,\r
+                                       draw_control.wanted_range\r
                                        );\r
 \r
                        guitext2->setText(temptext);\r
@@ -2349,23 +2853,36 @@ int main(int argc, char *argv[])
                        while(client.getChatMessage(message))\r
                        {\r
                                chat_lines.push_back(ChatLine(message));\r
-                               if(chat_lines.size() > 5)\r
+                               /*if(chat_lines.size() > 6)\r
                                {\r
                                        core::list<ChatLine>::Iterator\r
                                                        i = chat_lines.begin();\r
                                        chat_lines.erase(i);\r
-                               }\r
+                               }*/\r
                        }\r
                        // Append them to form the whole static text and throw\r
                        // it to the gui element\r
                        std::wstring whole;\r
+                       // This will correspond to the line number counted from\r
+                       // top to bottom, from size-1 to 0\r
+                       s16 line_number = chat_lines.size();\r
+                       // Count of messages to be removed from the top\r
                        u16 to_be_removed_count = 0;\r
                        for(core::list<ChatLine>::Iterator\r
                                        i = chat_lines.begin();\r
                                        i != chat_lines.end(); i++)\r
                        {\r
+                               // After this, line number is valid for this loop\r
+                               line_number--;\r
+                               // Increment age\r
                                (*i).age += dtime;\r
-                               if((*i).age > 300.0)\r
+                               /*\r
+                                       This results in a maximum age of 60*6 to the\r
+                                       lowermost line and a maximum of 6 lines\r
+                               */\r
+                               float allowed_age = (6-line_number) * 60.0;\r
+\r
+                               if((*i).age > allowed_age)\r
                                {\r
                                        to_be_removed_count++;\r
                                        continue;\r
@@ -2378,7 +2895,7 @@ int main(int argc, char *argv[])
                                                it = chat_lines.begin();\r
                                chat_lines.erase(it);\r
                        }\r
-                       chat_guitext->setText(whole.c_str());\r
+                       guitext_chat->setText(whole.c_str());\r
                        // Update gui element size and position\r
                        core::rect<s32> rect(\r
                                        10,\r
@@ -2386,12 +2903,12 @@ int main(int argc, char *argv[])
                                        screensize.X - 10,\r
                                        screensize.Y - 10\r
                        );\r
-                       chat_guitext->setRelativePosition(rect);\r
+                       guitext_chat->setRelativePosition(rect);\r
 \r
                        if(chat_lines.size() == 0)\r
-                               chat_guitext->setVisible(false);\r
+                               guitext_chat->setVisible(false);\r
                        else\r
-                               chat_guitext->setVisible(true);\r
+                               guitext_chat->setVisible(true);\r
                }\r
 \r
                /*\r
@@ -2453,7 +2970,8 @@ int main(int argc, char *argv[])
                //TimeTaker //timer10("//timer10");\r
                \r
                video::SMaterial m;\r
-               m.Thickness = 10;\r
+               //m.Thickness = 10;\r
+               m.Thickness = 3;\r
                m.Lighting = false;\r
                driver->setMaterial(m);\r
 \r
@@ -2526,7 +3044,24 @@ int main(int argc, char *argv[])
 \r
        delete quick_inventory;\r
 \r
-       } // client is deleted at this point\r
+       /*\r
+               Disable texture fetches and other stuff that is queued\r
+               to be processed by the main loop.\r
+\r
+               This has to be done before client goes out of scope.\r
+       */\r
+       g_irrlicht->Shutdown(true);\r
+\r
+       } // client and server are deleted at this point\r
+\r
+       } //try\r
+       catch(con::PeerNotFoundException &e)\r
+       {\r
+               dstream<<DTIME<<"Connection timed out."<<std::endl;\r
+               error_message = L"Connection timed out.";\r
+       }\r
+\r
+       } // Menu-game loop\r
        \r
        delete g_input;\r
 \r
@@ -2543,46 +3078,8 @@ int main(int argc, char *argv[])
                g_settings.updateConfigFile(configpath.c_str());\r
        }*/\r
 \r
-       } //try\r
-       catch(con::PeerNotFoundException &e)\r
-       {\r
-               dstream<<DTIME<<"Connection timed out."<<std::endl;\r
-               \r
-               /*if(g_device)\r
-               {\r
-                       GUIMessageMenu *menu =\r
-                                       new GUIMessageMenu(guienv, guiroot, -1, \r
-                                               &g_active_menu_count,\r
-                                               L"Connection timed out");\r
-\r
-                       video::IVideoDriver* driver = g_device->getVideoDriver();\r
-                       \r
-                       dstream<<"Created menu"<<std::endl;\r
-\r
-                       while(g_device->run() && menu->getStatus() == false)\r
-                       {\r
-                               driver->beginScene(true, true, video::SColor(255,0,0,0));\r
-                               guienv->drawAll();\r
-                               driver->endScene();\r
-                       }\r
-                       \r
-                       dstream<<"Dropping menu"<<std::endl;\r
-\r
-                       menu->drop();\r
-               }*/\r
-       }\r
-#if CATCH_UNHANDLED_EXCEPTIONS\r
-       /*\r
-               This is what has to be done in every thread to get suitable debug info\r
-       */\r
-       catch(std::exception &e)\r
-       {\r
-               dstream<<std::endl<<DTIME<<"An unhandled exception occurred: "\r
-                               <<e.what()<<std::endl;\r
-               assert(0);\r
-       }\r
-#endif\r
-\r
+       END_DEBUG_EXCEPTION_HANDLER\r
+       \r
        debugstreams_deinit();\r
        \r
        return 0;\r