NOTE: iostream.imbue(std::locale("C")) is very slow\r
NOTE: Global locale is now set at initialization\r
\r
-SUGGESTION: add a second lighting value to the MS nibble of param of\r
- air to tell how bright the air node is when there is no sunlight.\r
- When day changes to night, these two values can be interpolated.\r
+SUGG: Fix address to be ipv6 compatible\r
\r
-TODO: Fix address to be ipv6 compatible\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
+\r
+SUGG: Transfer more blocks in a single packet\r
+SUGG: A blockdata combiner class, to which blocks are added and at\r
+ destruction it sends all the stuff in as few packets as possible.\r
+\r
+SUGG: If player is on ground, mainly fetch ground-level blocks\r
+SUGG: Fetch stuff mainly from the viewing direction\r
+\r
+SUGG: Expose Connection's seqnums and ACKs to server and client.\r
+ - This enables saving many packets and making a faster connection\r
+ - This also enables server to check if client has received the\r
+ most recent block sent, for example.\r
+SUGG: Add a sane bandwidth throttling system to Connection\r
+\r
+SUGG: More fine-grained control of client's dumping of blocks from\r
+ memory\r
+ - ...What does this mean in the first place?\r
+\r
+SUGG: A map editing mode (similar to dedicated server mode)\r
+\r
+SUGG: Add a time value to the param of footstepped grass and check it\r
+ against a global timer when a block is accessed, to make old\r
+ steps fade away.\r
+\r
+SUGG: Make a copy of close-range environment on client for showing\r
+ on screen, with minimal mutexes to slow down the main loop\r
+\r
+SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize\r
+ it by sending more stuff in a single packet.\r
+ - Add a packet queue to RemoteClient, from which packets will be\r
+ combined with object data packets\r
+ - This is not exactly trivial: the object data packets are\r
+ sometimes very big by themselves\r
+\r
+SUGG: Split MapBlockObject serialization to to-client and to-disk\r
+ - 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
+SUGG: Implement a "Fast check queue" (a queue with a map for checking\r
+ if something is already in it)\r
+ - Use it in active block queue in water flowing\r
+\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
+\r
+SUGG: Precalculate lighting translation table at runtime (at startup)\r
+\r
+SUGG: A version number to blocks, which increments when the block is\r
+ modified (node add/remove, water update, lighting update)\r
+ - This can then be used to make sure the most recent version of\r
+ a block has been sent to client\r
\r
-TODO: ESC Pause mode in which the cursor is not kept at the center of window.\r
TODO: Stop player if focus of window is taken away (go to pause mode)\r
-TODO: Optimize and fix makeFastFace or whatever it's called\r
- - Face calculation is the source of CPU usage on the client\r
-SUGGESTION: The client will calculate and send lighting changes and\r
- the server will randomly check some of them and kick the client out\r
- if it fails to calculate them right.\r
- - Actually, it could just start ignoring them and calculate them\r
- itself.\r
-SUGGESTION: Combine MapBlock's face caches to so big pieces that VBO\r
- gets used\r
- - That is >500 vertices\r
+\r
+TODO: Combine MapBlock's face caches to so big pieces that VBO\r
+ gets used\r
+ - That is >500 vertices\r
\r
TODO: Better dungeons\r
-TODO: There should be very slight natural caves also, starting from\r
- only a straightened-up cliff\r
+TODO: Cliffs, arcs\r
\r
-TODO: Changing of block with mouse wheel or something\r
TODO: Menus\r
\r
TODO: Mobs\r
avg_rtt/2 before the moment the packet is received.\r
TODO: - Scripting\r
\r
-SUGGESTION: Modify client to calculate single changes asynchronously\r
-\r
TODO: Moving players more smoothly. Calculate moving animation\r
in a way that doesn't make the player jump to the right place\r
immediately when the server sends a new position\r
TODO: There are some lighting-related todos and fixmes in\r
ServerMap::emergeBlock\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
-\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
-SUGG: Set server to automatically find a good spawning place in some\r
- place where there is water and land.\r
- - Map to have a getWalkableNear(p)\r
- - Is this a good idea? It's part of the game to find a good place.\r
-\r
-TODO: Transfer more blocks in a single packet\r
-SUGG: A blockdata combiner class, to which blocks are added and at\r
- destruction it sends all the stuff in as few packets as possible.\r
-\r
-SUGG: If player is on ground, mainly fetch ground-level blocks\r
-SUGG: Fetch stuff mainly from the viewing direction\r
-\r
-SUGG: Expose Connection's seqnums and ACKs to server and client.\r
- - This enables saving many packets and making a faster connection\r
- - This also enables server to check if client has received the\r
- most recent block sent, for example.\r
-TODO: Add a sane bandwidth throttling system to Connection\r
-\r
-SUGG: More fine-grained control of client's dumping of blocks from\r
- memory\r
- - ...What does this mean in the first place?\r
\r
TODO: Make the amount of blocks sending to client and the total\r
amount of blocks dynamically limited. Transferring blocks is the\r
\r
TODO: Server to load starting inventory from disk\r
\r
-TODO: PLayers to only be hidden when the client quits.\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
\r
-SUGG: A map editing mode (similar to dedicated server mode)\r
-\r
TODO: Make fetching sector's blocks more efficient when rendering\r
sectors that have very large amounts of blocks (on client)\r
\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, a timestamp is written.\r
- - TODO: For incoming blocks, the time difference is calculated and\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
-TODO: A timestamp to blocks\r
-\r
-SUGG: Add a time value to the param of footstepped grass and check it\r
- against a global timer when a block is accessed, to make old\r
- steps fade away.\r
\r
TODO: Add config parameters for server's sending and generating distance\r
\r
TODO: Untie client network operations from framerate\r
- Needs some input queues or something\r
\r
-SUGG: Make a copy of close-range environment on client for showing\r
- on screen, with minimal mutexes to slow down the main loop\r
-\r
-SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize\r
- it by sending more stuff in a single packet.\r
- - Add a packet queue to RemoteClient, from which packets will be\r
- combined with object data packets\r
- - This is not exactly trivial: the object data packets are\r
- sometimes very big by themselves\r
-\r
-SUGG: Split MapBlockObject serialization to to-client and to-disk\r
- - This will allow saving ages of rats on disk but not sending\r
- them to clients\r
-\r
TODO: Get rid of GotSplitPacketException\r
\r
-SUGG: Implement lighting using VoxelManipulator\r
- - Would it be significantly faster?\r
-\r
TODO: Check what goes wrong with caching map to disk (Kray)\r
\r
TODO: Remove LazyMeshUpdater. It is not used as supposed.\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
+TODO: Node cracking animation when digging\r
+ - TODO: A way to generate new textures by combining textures\r
+ - TODO: Mesh update to fetch cracked faces from the former\r
\r
-SUGG: MovingObject::move and Player::move are basically the same.\r
- combine them.\r
+TODO: Add server unused sector deletion settings to settings\r
\r
-SUGG: Implement a "Fast check queue" (a queue with a map for checking\r
- if something is already in it)\r
- - Use it in active block queue in water flowing\r
-\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
+TODO: TOSERVER_LEAVE\r
\r
Doing now:\r
======================================================================\r
\r
-TODO: A mapper to map contents to tile names (for each side)\r
-\r
======================================================================\r
\r
*/\r
#include <fstream>\r
#include <time.h>\r
#include <jmutexautolock.h>\r
+#include <locale.h>\r
#include "common_irrlicht.h"\r
#include "debug.h"\r
#include "map.h"\r
#include "constants.h"\r
#include "strfnd.h"\r
#include "porting.h"\r
-#include <locale.h>\r
+#include "guiPauseMenu.h"\r
\r
IrrlichtDevice *g_device = NULL;\r
\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
// Sets default settings\r
void set_default_settings()\r
{\r
- g_settings.set("dedicated_server", "");\r
-\r
// Client stuff\r
- g_settings.set("wanted_fps", "30");\r
- g_settings.set("fps_max", "60");\r
- g_settings.set("viewing_range_nodes_max", "300");\r
- g_settings.set("viewing_range_nodes_min", "50");\r
- g_settings.set("screenW", "");\r
- g_settings.set("screenH", "");\r
- g_settings.set("host_game", "");\r
- g_settings.set("port", "");\r
- g_settings.set("address", "");\r
- g_settings.set("name", "");\r
- g_settings.set("random_input", "false");\r
- g_settings.set("client_delete_unused_sectors_timeout", "1200");\r
- g_settings.set("max_block_send_distance", "8");\r
- g_settings.set("max_block_generate_distance", "6");\r
+ g_settings.setDefault("wanted_fps", "30");\r
+ g_settings.setDefault("fps_max", "60");\r
+ g_settings.setDefault("viewing_range_nodes_max", "300");\r
+ g_settings.setDefault("viewing_range_nodes_min", "35");\r
+ g_settings.setDefault("screenW", "");\r
+ g_settings.setDefault("screenH", "");\r
+ g_settings.setDefault("host_game", "");\r
+ g_settings.setDefault("port", "");\r
+ g_settings.setDefault("address", "");\r
+ g_settings.setDefault("name", "");\r
+ g_settings.setDefault("random_input", "false");\r
+ g_settings.setDefault("client_delete_unused_sectors_timeout", "1200");\r
+ g_settings.setDefault("enable_fog", "true");\r
\r
// Server stuff\r
- g_settings.set("creative_mode", "false");\r
- g_settings.set("heightmap_blocksize", "32");\r
- g_settings.set("height_randmax", "constant 50.0");\r
- g_settings.set("height_randfactor", "constant 0.6");\r
- g_settings.set("height_base", "linear 0 0 0");\r
- g_settings.set("plants_amount", "1.0");\r
- g_settings.set("ravines_amount", "1.0");\r
- g_settings.set("objectdata_interval", "0.2");\r
- g_settings.set("active_object_range", "2");\r
- g_settings.set("max_simultaneous_block_sends_per_client", "1");\r
- g_settings.set("max_simultaneous_block_sends_server_total", "4");\r
- g_settings.set("disable_water_climb", "true");\r
- g_settings.set("endless_water", "true");\r
+ g_settings.setDefault("creative_mode", "false");\r
+ g_settings.setDefault("heightmap_blocksize", "32");\r
+ g_settings.setDefault("height_randmax", "constant 50.0");\r
+ g_settings.setDefault("height_randfactor", "constant 0.6");\r
+ g_settings.setDefault("height_base", "linear 0 0 0");\r
+ g_settings.setDefault("plants_amount", "1.0");\r
+ g_settings.setDefault("ravines_amount", "1.0");\r
+ g_settings.setDefault("objectdata_interval", "0.2");\r
+ g_settings.setDefault("active_object_range", "2");\r
+ g_settings.setDefault("max_simultaneous_block_sends_per_client", "1");\r
+ g_settings.setDefault("max_simultaneous_block_sends_server_total", "4");\r
+ g_settings.setDefault("disable_water_climb", "true");\r
+ g_settings.setDefault("endless_water", "true");\r
+ g_settings.setDefault("max_block_send_distance", "5");\r
+ g_settings.setDefault("max_block_generate_distance", "4");\r
}\r
\r
/*\r
\r
if(event.KeyInput.Key == irr::KEY_ESCAPE)\r
{\r
+ //TODO: Not used anymore?\r
if(g_game_focused == true)\r
{\r
dstream<<DTIME<<"ESC pressed"<<std::endl;\r
\r
if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
{\r
+ left_active = event.MouseInput.isLeftPressed();\r
+ middle_active = event.MouseInput.isMiddlePressed();\r
+ right_active = event.MouseInput.isRightPressed();\r
+\r
if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
{\r
leftclicked = true;\r
{\r
rightclicked = true;\r
}\r
+ if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)\r
+ {\r
+ leftreleased = true;\r
+ }\r
+ if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)\r
+ {\r
+ rightreleased = true;\r
+ }\r
if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
{\r
/*dstream<<"event.MouseInput.Wheel="\r
keyIsDown[i] = false;\r
leftclicked = false;\r
rightclicked = false;\r
+ leftreleased = false;\r
+ rightreleased = false;\r
+\r
+ left_active = false;\r
+ middle_active = false;\r
+ right_active = false;\r
}\r
\r
bool leftclicked;\r
bool rightclicked;\r
+ bool leftreleased;\r
+ bool rightreleased;\r
+\r
+ bool left_active;\r
+ bool middle_active;\r
+ bool right_active;\r
+\r
private:\r
// We use this array to store the current state of each key\r
bool keyIsDown[KEY_KEY_CODES_COUNT];\r
virtual ~InputHandler()\r
{\r
}\r
+\r
virtual bool isKeyDown(EKEY_CODE keyCode) = 0;\r
+\r
virtual v2s32 getMousePos() = 0;\r
virtual void setMousePos(s32 x, s32 y) = 0;\r
+\r
+ virtual bool getLeftState() = 0;\r
+ virtual bool getRightState() = 0;\r
+\r
virtual bool getLeftClicked() = 0;\r
virtual bool getRightClicked() = 0;\r
virtual void resetLeftClicked() = 0;\r
virtual void resetRightClicked() = 0;\r
+\r
+ virtual bool getLeftReleased() = 0;\r
+ virtual bool getRightReleased() = 0;\r
+ virtual void resetLeftReleased() = 0;\r
+ virtual void resetRightReleased() = 0;\r
\r
virtual void step(float dtime) {};\r
\r
m_device->getCursorControl()->setPosition(x, y);\r
}\r
\r
+ virtual bool getLeftState()\r
+ {\r
+ return m_receiver->left_active;\r
+ }\r
+ virtual bool getRightState()\r
+ {\r
+ return m_receiver->right_active;\r
+ }\r
+ \r
virtual bool getLeftClicked()\r
{\r
if(g_game_focused == false)\r
m_receiver->rightclicked = false;\r
}\r
\r
+ virtual bool getLeftReleased()\r
+ {\r
+ if(g_game_focused == false)\r
+ return false;\r
+ return m_receiver->leftreleased;\r
+ }\r
+ virtual bool getRightReleased()\r
+ {\r
+ if(g_game_focused == false)\r
+ return false;\r
+ return m_receiver->rightreleased;\r
+ }\r
+ virtual void resetLeftReleased()\r
+ {\r
+ m_receiver->leftreleased = false;\r
+ }\r
+ virtual void resetRightReleased()\r
+ {\r
+ m_receiver->rightreleased = false;\r
+ }\r
+\r
void clear()\r
{\r
resetRightClicked();\r
mousepos = v2s32(x,y);\r
}\r
\r
+ virtual bool getLeftState()\r
+ {\r
+ return false;\r
+ }\r
+ virtual bool getRightState()\r
+ {\r
+ return false;\r
+ }\r
+\r
virtual bool getLeftClicked()\r
{\r
return leftclicked;\r
rightclicked = false;\r
}\r
\r
+ virtual bool getLeftReleased()\r
+ {\r
+ return false;\r
+ }\r
+ virtual bool getRightReleased()\r
+ {\r
+ return false;\r
+ }\r
+ virtual void resetLeftReleased()\r
+ {\r
+ }\r
+ virtual void resetRightReleased()\r
+ {\r
+ }\r
+\r
virtual void step(float dtime)\r
{\r
{\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 * 0.9 + frametime * 0.1;\r
+ frametime_avg = frametime_avg * 0.7 + frametime * 0.3;\r
\r
static f32 counter = 0;\r
if(counter > 0){\r
\r
float fraction = sqrt(frametime_avg / frametime_wanted);\r
\r
+ /*float fraction = sqrt(frametime_avg / frametime_wanted) / 2.0\r
+ + frametime_avg / frametime_wanted / 2.0;*/\r
+ \r
+ //float fraction = frametime_avg / frametime_wanted;\r
+\r
static bool fraction_is_good = false;\r
\r
float fraction_good_threshold = 0.1;\r
- float fraction_bad_threshold = 0.25;\r
+ //float fraction_bad_threshold = 0.25;\r
+ float fraction_bad_threshold = 0.1;\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
try\r
{\r
\r
+ /*\r
+ Parse command line\r
+ */\r
+ \r
+ // List all allowed options\r
+ core::map<std::string, ValueSpec> allowed_options;\r
+ allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));\r
+ allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,\r
+ "Run server directly"));\r
+ allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,\r
+ "Load configuration from specified file"));\r
+ allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));\r
+ allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));\r
+ allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));\r
+ allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));\r
+ allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));\r
+\r
+ Settings cmd_args;\r
+ \r
+ bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);\r
+\r
+ if(ret == false || cmd_args.getFlag("help"))\r
+ {\r
+ dstream<<"Allowed options:"<<std::endl;\r
+ for(core::map<std::string, ValueSpec>::Iterator\r
+ i = allowed_options.getIterator();\r
+ i.atEnd() == false; i++)\r
+ {\r
+ dstream<<" --"<<i.getNode()->getKey();\r
+ if(i.getNode()->getValue().type == VALUETYPE_FLAG)\r
+ {\r
+ }\r
+ else\r
+ {\r
+ dstream<<" <value>";\r
+ }\r
+ dstream<<std::endl;\r
+\r
+ if(i.getNode()->getValue().help != NULL)\r
+ {\r
+ dstream<<" "<<i.getNode()->getValue().help\r
+ <<std::endl;\r
+ }\r
+ }\r
+\r
+ return cmd_args.getFlag("help") ? 0 : 1;\r
+ }\r
+\r
+\r
/*\r
Basic initialization\r
*/\r
// Initialize timestamp mutex\r
g_timestamp_mutex.Init();\r
\r
- /*\r
- Run unit tests\r
- */\r
- if(ENABLE_TESTS)\r
- {\r
- run_tests();\r
- }\r
- \r
/*\r
Initialization\r
*/\r
\r
- // Read config file\r
+ /*\r
+ Read config file\r
+ */\r
+ \r
+ // Path of configuration file in use\r
+ std::string configpath = "";\r
\r
- if(argc >= 2)\r
+ if(cmd_args.exists("config"))\r
{\r
- g_settings.readConfigFile(argv[1]);\r
+ bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());\r
+ if(r == false)\r
+ {\r
+ dstream<<"Could not read configuration from \""\r
+ <<cmd_args.get("config")<<"\""<<std::endl;\r
+ return 1;\r
+ }\r
+ configpath = cmd_args.get("config");\r
}\r
else\r
{\r
{\r
bool r = g_settings.readConfigFile(filenames[i]);\r
if(r)\r
+ {\r
+ configpath = filenames[i];\r
break;\r
+ }\r
}\r
}\r
\r
// Initialize random seed\r
srand(time(0));\r
\r
+ /*\r
+ Run unit tests\r
+ */\r
+ if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)\r
+ || cmd_args.getFlag("enable-unittests") == true)\r
+ {\r
+ run_tests();\r
+ }\r
+ \r
+ /*\r
+ Global range mutex\r
+ */\r
g_range_mutex.Init();\r
assert(g_range_mutex.IsInitialized());\r
\r
std::cout<<std::endl;\r
char templine[100];\r
\r
- // Dedicated?\r
- bool dedicated = g_settings.getBoolAsk\r
- ("dedicated_server", "Dedicated server?", false);\r
- std::cout<<"dedicated = "<<dedicated<<std::endl;\r
- \r
// Port?\r
- u16 port = g_settings.getU16Ask("port", "Port", 30000);\r
- std::cout<<"-> "<<port<<std::endl;\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
\r
- if(dedicated)\r
+ if(cmd_args.getFlag("server"))\r
{\r
DSTACK("Dedicated server branch");\r
\r
bool hosting = false;\r
char connect_name[100] = "";\r
\r
- std::cout<<"Address to connect to [empty = host a game]: ";\r
- if(g_settings.get("address") != "" && is_yes(g_settings.get("host_game")) == false)\r
+ if(cmd_args.exists("address"))\r
+ {\r
+ snprintf(connect_name, 100, "%s", cmd_args.get("address").c_str());\r
+ }\r
+ else if(g_settings.get("address") != "" && is_yes(g_settings.get("host_game")) == false)\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
\r
if(hosting)\r
- std::cout<<"-> hosting"<<std::endl;\r
+ std::cout<<"> Hosting game"<<std::endl;\r
else\r
- std::cout<<"-> "<<connect_name<<std::endl;\r
+ std::cout<<"> Connecting to "<<connect_name<<std::endl;\r
\r
char playername[PLAYERNAME_SIZE] = "";\r
if(g_settings.get("name") != "")\r
\r
device->setResizable(true);\r
\r
- if(g_settings.getBool("random_input"))\r
+ bool random_input = g_settings.getBool("random_input")\r
+ || cmd_args.getFlag("random-input");\r
+ if(random_input)\r
g_input = new RandomInputHandler();\r
else\r
g_input = new RealInputHandler(device, &receiver);\r
//driver->setMinHardwareBufferVertexCount(1);\r
\r
scene::ISceneManager* smgr = device->getSceneManager();\r
+ \r
+ // Pause menu\r
+ guiPauseMenu pauseMenu(device, &receiver);\r
\r
gui::IGUIEnvironment* guienv = device->getGUIEnvironment();\r
gui::IGUISkin* skin = guienv->getSkin();\r
guienv->drawAll();\r
driver->endScene();\r
\r
- /*\r
- Initialize material array\r
- */\r
-\r
- /*//video::SMaterial g_materials[MATERIALS_COUNT];\r
- for(u16 i=0; i<MATERIALS_COUNT; i++)\r
- {\r
- g_materials[i].Lighting = false;\r
- g_materials[i].BackfaceCulling = false;\r
-\r
- const char *filename = g_content_filenames[i];\r
- if(filename != NULL){\r
- video::ITexture *t = driver->getTexture(filename);\r
- if(t == NULL){\r
- std::cout<<DTIME<<"Texture could not be loaded: \""\r
- <<filename<<"\""<<std::endl;\r
- return 1;\r
- }\r
- g_materials[i].setTexture(0, driver->getTexture(filename));\r
- }\r
- //g_materials[i].setFlag(video::EMF_TEXTURE_WRAP, video::ETC_REPEAT);\r
- g_materials[i].setFlag(video::EMF_BILINEAR_FILTER, false);\r
- //g_materials[i].setFlag(video::EMF_ANISOTROPIC_FILTER, false);\r
- //g_materials[i].setFlag(video::EMF_FOG_ENABLE, true);\r
- }\r
-\r
- g_materials[CONTENT_WATER].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;\r
- //g_materials[CONTENT_WATER].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;\r
- g_materials[CONTENT_OCEAN].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;\r
- */\r
-\r
- /*g_mesh_materials[0].setTexture(0, driver->getTexture("../data/water.png"));\r
- g_mesh_materials[1].setTexture(0, driver->getTexture("../data/grass.png"));\r
- g_mesh_materials[2].setTexture(0, driver->getTexture("../data/stone.png"));\r
- for(u32 i=0; i<3; i++)\r
- {\r
- g_mesh_materials[i].Lighting = false;\r
- g_mesh_materials[i].BackfaceCulling = false;\r
- g_mesh_materials[i].setFlag(video::EMF_BILINEAR_FILTER, false);\r
- g_mesh_materials[i].setFlag(video::EMF_FOG_ENABLE, true);\r
- }*/\r
-\r
/*\r
Preload some random textures that are used in threads\r
*/\r
Create client\r
*/\r
\r
- Client client(device, playername);\r
+ Client client(device, playername,\r
+ g_range_mutex,\r
+ g_viewing_range_nodes,\r
+ g_viewing_range_all);\r
\r
Address connect_address(0,0,0,0, port);\r
try{\r
/*\r
Create skybox\r
*/\r
- scene::ISceneNode* skybox;\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("../data/skybox1.png"));*/\r
\r
/*\r
Create the camera node\r
// Just so big a value that everything rendered is visible\r
camera->setFarValue(100000*BS);\r
\r
- /*//f32 range = BS*HEIGHTMAP_RANGE_NODES*0.9;\r
- f32 range = BS*HEIGHTMAP_RANGE_NODES*0.9;\r
- \r
- camera->setFarValue(range);\r
- \r
- driver->setFog(\r
- skycolor,\r
- video::EFT_FOG_LINEAR,\r
- range*0.8,\r
- range,\r
- 0.01,\r
- false,\r
- false\r
- );*/\r
- \r
f32 camera_yaw = 0; // "right/left"\r
f32 camera_pitch = 0; // "up/down"\r
+\r
+ /*\r
+ Move into game\r
+ */\r
\r
gui_loadingtext->remove();\r
\r
+ pauseMenu.setVisible(true);\r
+\r
/*\r
Add some gui stuff\r
*/\r
// First line of debug text\r
gui::IGUIStaticText *guitext = guienv->addStaticText(\r
L"Minetest-c55",\r
- core::rect<s32>(5, 5, 5+600, 5+textsize.Y),\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, 5+600, (5+textsize.Y)*2),\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
Some statistics are collected in these\r
*/\r
u32 drawtime = 0;\r
+ u32 beginscenetime = 0;\r
u32 scenetime = 0;\r
u32 endscenetime = 0;\r
\r
//gui::IGUIWindow* input_window = NULL;\r
gui::IGUIStaticText* input_guitext = NULL;\r
\r
+ /*\r
+ Digging animation\r
+ */\r
+ //f32 \r
+\r
/*\r
Main loop\r
*/\r
\r
while(device->run())\r
{\r
+ /*\r
+ Random calculations\r
+ */\r
+ v2u32 screensize = driver->getScreenSize();\r
+ core::vector2d<s32> displaycenter(screensize.X/2,screensize.Y/2);\r
+\r
// Hilight boxes collected during the loop and displayed\r
core::list< core::aabbox3d<f32> > hilightboxes;\r
\r
/*\r
Special keys\r
*/\r
- if(g_esc_pressed)\r
+ /*if(g_esc_pressed)\r
{\r
break;\r
- }\r
+ }*/\r
\r
/*\r
Player speed control\r
Mouse and camera control\r
*/\r
\r
- if(device->isWindowActive() && g_game_focused)\r
+ if((device->isWindowActive() && g_game_focused && !pauseMenu.isVisible())\r
+ || random_input)\r
{\r
- device->getCursorControl()->setVisible(false);\r
+ if(!random_input)\r
+ device->getCursorControl()->setVisible(false);\r
\r
if(first_loop_after_window_activation){\r
//std::cout<<"window active, first loop"<<std::endl;\r
first_loop_after_window_activation = false;\r
}\r
else{\r
- s32 dx = g_input->getMousePos().X - 320;\r
- s32 dy = g_input->getMousePos().Y - 240;\r
+ s32 dx = g_input->getMousePos().X - displaycenter.X;\r
+ s32 dy = g_input->getMousePos().Y - displaycenter.Y;\r
//std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;\r
camera_yaw -= dx*0.2;\r
camera_pitch += dy*0.2;\r
if(camera_pitch < -89.5) camera_pitch = -89.5;\r
if(camera_pitch > 89.5) camera_pitch = 89.5;\r
}\r
- g_input->setMousePos(320, 240);\r
+ g_input->setMousePos(displaycenter.X, displaycenter.Y);\r
}\r
else{\r
device->getCursorControl()->setVisible(true);\r
if(selected_object->getTypeId() == MAPBLOCKOBJECT_TYPE_SIGN)\r
{\r
dstream<<"Sign object right-clicked"<<std::endl;\r
-\r
+ \r
unFocusGame();\r
\r
input_guitext = guienv->addStaticText(L"",\r
\r
input_guitext->setDrawBackground(true);\r
\r
- g_text_buffer = L"";\r
- g_text_buffer_accepted = false;\r
+ if(random_input)\r
+ {\r
+ g_text_buffer = L"ASD LOL 8)";\r
+ g_text_buffer_accepted = true;\r
+ }\r
+ else\r
+ {\r
+ g_text_buffer = L"";\r
+ g_text_buffer_accepted = false;\r
+ }\r
+\r
textbuf_dest = new TextDestSign(\r
selected_object->getBlock()->getPos(),\r
selected_object->getId(),\r
}\r
else // selected_object == NULL\r
{\r
+\r
+ /*\r
+ Find out which node we are pointing at\r
+ */\r
\r
bool nodefound = false;\r
v3s16 nodepos;\r
} // regular block\r
} // for coords\r
\r
+ /*static v3s16 oldnodepos;\r
+ static bool oldnodefound = false;*/\r
+\r
if(nodefound)\r
{\r
//std::cout<<DTIME<<"nodefound == true"<<std::endl;\r
if(nodepos != nodepos_old){\r
std::cout<<DTIME<<"Pointing at ("<<nodepos.X<<","\r
<<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;\r
- nodepos_old = nodepos;\r
-\r
- /*wchar_t positiontext[20];\r
- swprintf(positiontext, 20, L"(%i,%i,%i)",\r
- nodepos.X, nodepos.Y, nodepos.Z);\r
- positiontextgui->setText(positiontext);*/\r
}\r
\r
hilightboxes.push_back(nodefacebox);\r
\r
- if(g_input->getLeftClicked())\r
+ //if(g_input->getLeftClicked())\r
+ if(g_input->getLeftClicked() ||\r
+ (g_input->getLeftState() && nodepos != nodepos_old))\r
{\r
- //std::cout<<DTIME<<"Removing node"<<std::endl;\r
- //client.removeNode(nodepos);\r
std::cout<<DTIME<<"Ground left-clicked"<<std::endl;\r
- client.clickGround(0, nodepos, neighbourpos, g_selected_item);\r
+ client.pressGround(0, nodepos, neighbourpos, g_selected_item);\r
}\r
if(g_input->getRightClicked())\r
+ /*if(g_input->getRightClicked() ||\r
+ (g_input->getRightState() && nodepos != nodepos_old))*/\r
{\r
- //std::cout<<DTIME<<"Placing node"<<std::endl;\r
- //client.addNodeFromInventory(neighbourpos, g_selected_item);\r
std::cout<<DTIME<<"Ground right-clicked"<<std::endl;\r
- client.clickGround(1, nodepos, neighbourpos, g_selected_item);\r
+ client.pressGround(1, nodepos, neighbourpos, g_selected_item);\r
}\r
+ \r
+ nodepos_old = nodepos;\r
}\r
else{\r
//std::cout<<DTIME<<"nodefound == false"<<std::endl;\r
//positiontextgui->setText(L"");\r
}\r
\r
+ /*oldnodefound = nodefound;\r
+ oldnodepos = nodepos;*/\r
+\r
} // selected_object == NULL\r
\r
g_input->resetLeftClicked();\r
g_input->resetRightClicked();\r
\r
+ if(g_input->getLeftReleased())\r
+ {\r
+ std::cout<<DTIME<<"Left released"<<std::endl;\r
+ client.stopDigging();\r
+ }\r
+ if(g_input->getRightReleased())\r
+ {\r
+ //std::cout<<DTIME<<"Right released"<<std::endl;\r
+ // Nothing here\r
+ }\r
+ \r
+ g_input->resetLeftReleased();\r
+ g_input->resetRightReleased();\r
+ \r
/*\r
Calculate stuff for drawing\r
*/\r
\r
- v2u32 screensize = driver->getScreenSize();\r
- core::vector2d<s32> displaycenter(screensize.X/2,screensize.Y/2);\r
-\r
camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);\r
+ \r
+ // Background color is choosen based on whether the player is\r
+ // much beyond the initial ground level\r
+ /*video::SColor bgcolor;\r
+ v3s16 p0 = Map::floatToInt(player_position);\r
+ // Does this make short random delays?\r
+ // NOTE: no need for this, sky doesn't show underground with\r
+ // enough range\r
+ bool is_underground = client.isNodeUnderground(p0);\r
+ //bool is_underground = false;\r
+ if(is_underground == false)\r
+ bgcolor = video::SColor(255,90,140,200);\r
+ else\r
+ bgcolor = video::SColor(255,0,0,0);*/\r
+ \r
+ //video::SColor bgcolor = video::SColor(255,90,140,200);\r
+ //video::SColor bgcolor = skycolor;\r
+ \r
+ //s32 daynight_i = client.getDayNightIndex();\r
+ //video::SColor bgcolor = skycolor[daynight_i];\r
+\r
+ u32 daynight_ratio = client.getDayNightRatio();\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
+\r
+ /*\r
+ Fog\r
+ */\r
+ \r
+ if(g_settings.getBool("enable_fog") == true)\r
+ {\r
+ f32 range = g_viewing_range_nodes * BS;\r
+ if(g_viewing_range_all)\r
+ range = 100000*BS;\r
+\r
+ driver->setFog(\r
+ bgcolor,\r
+ video::EFT_FOG_LINEAR,\r
+ range*0.6,\r
+ range,\r
+ 0.01,\r
+ false, // pixel fog\r
+ false // range fog\r
+ );\r
+ }\r
+\r
\r
/*\r
Update gui stuff (0ms)\r
//TimeTaker guiupdatetimer("Gui updating", device);\r
\r
{\r
- wchar_t temptext[100];\r
+ wchar_t temptext[150];\r
\r
static float drawtime_avg = 0;\r
drawtime_avg = drawtime_avg * 0.98 + (float)drawtime*0.02;\r
+ static float beginscenetime_avg = 0;\r
+ beginscenetime_avg = beginscenetime_avg * 0.98 + (float)beginscenetime*0.02;\r
static float scenetime_avg = 0;\r
scenetime_avg = scenetime_avg * 0.98 + (float)scenetime*0.02;\r
static float endscenetime_avg = 0;\r
endscenetime_avg = endscenetime_avg * 0.98 + (float)endscenetime*0.02;\r
\r
- swprintf(temptext, 100, L"Minetest-c55 ("\r
+ swprintf(temptext, 150, L"Minetest-c55 ("\r
L"F: item=%i"\r
L", R: range_all=%i"\r
L")"\r
- L" drawtime=%.0f, scenetime=%.0f, endscenetime=%.0f",\r
+ L" drawtime=%.0f, beginscenetime=%.0f, scenetime=%.0f, endscenetime=%.0f",\r
g_selected_item,\r
g_viewing_range_all,\r
drawtime_avg,\r
+ beginscenetime_avg,\r
scenetime_avg,\r
endscenetime_avg\r
);\r
}\r
\r
{\r
- wchar_t temptext[100];\r
- /*swprintf(temptext, 100,\r
- L"("\r
- L"% .3f < btime_jitter < % .3f"\r
- L", dtime_jitter = % .1f %%"\r
- //L", ftime_ratio = % .3f"\r
- L")",\r
- busytime_jitter1_min_sample,\r
- busytime_jitter1_max_sample,\r
- dtime_jitter1_max_fraction * 100.0\r
- //g_freetime_ratio\r
- );*/\r
- swprintf(temptext, 100,\r
+ wchar_t temptext[150];\r
+ swprintf(temptext, 150,\r
L"(% .1f, % .1f, % .1f)"\r
L" (% .3f < btime_jitter < % .3f"\r
L", dtime_jitter = % .1f %%)",\r
\r
TimeTaker drawtimer("Drawing", device);\r
\r
- /*\r
- Background color is choosen based on whether the player is\r
- much beyond the initial ground level\r
- */\r
- /*video::SColor bgcolor;\r
- v3s16 p0 = Map::floatToInt(player_position);\r
- // Does this make short random delays?\r
- // NOTE: no need for this, sky doesn't show underground with\r
- // enough range\r
- bool is_underground = client.isNodeUnderground(p0);\r
- //bool is_underground = false;\r
- if(is_underground == false)\r
- bgcolor = video::SColor(255,90,140,200);\r
- else\r
- bgcolor = video::SColor(255,0,0,0);*/\r
- \r
- //video::SColor bgcolor = video::SColor(255,90,140,200);\r
- video::SColor bgcolor = skycolor;\r
\r
- // 0ms\r
+ {\r
+ TimeTaker timer("beginScene", device);\r
driver->beginScene(true, true, bgcolor);\r
+ //driver->beginScene(false, true, bgcolor);\r
+ beginscenetime = timer.stop(true);\r
+ }\r
\r
//timer3.stop();\r
\r
device->yield();*/\r
}\r
\r
+ delete quick_inventory;\r
+\r
} // client is deleted at this point\r
\r
delete g_input;\r
In the end, delete the Irrlicht device.\r
*/\r
device->drop();\r
+ \r
+ /*\r
+ Update configuration file\r
+ */\r
+ if(configpath != "")\r
+ {\r
+ g_settings.updateConfigFile(configpath.c_str());\r
+ }\r
\r
} //try\r
catch(con::PeerNotFoundException &e)\r