X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmain.cpp;h=f67d53475ad234fbc5105dc07a7bca343c471849;hb=8835433b5ef23c22b3b84045af6f97dc52883ef1;hp=8325680f253080f72757d930a9537f75285aa323;hpb=3f5bad938a3fcb601ad41924a4707476b8b87241;p=dragonfireclient.git diff --git a/src/main.cpp b/src/main.cpp index 8325680f2..f67d53475 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1,6 +1,6 @@ /* Minetest-c55 -Copyright (C) 2010 celeron55, Perttu Ahola +Copyright (C) 2010-2011 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by @@ -21,29 +21,16 @@ with this program; if not, write to the Free Software Foundation, Inc., =============================== NOTES ============================== NOTE: Things starting with TODO are sometimes only suggestions. -NOTE: VBO cannot be turned on for fast-changing stuff because there - is an apparanet memory leak in irrlicht when using it (not sure) - NOTE: iostream.imbue(std::locale("C")) is very slow NOTE: Global locale is now set at initialization -SUGG: Fix address to be ipv6 compatible - -FIXME: When a new sector is generated, it may change the ground level - of it's and it's neighbors border that two blocks that are - above and below each other and that are generated before and - after the sector heightmap generation (order doesn't matter), - can have a small gap between each other at the border. -SUGGESTION: Use same technique for sector heightmaps as what we're - using for UnlimitedHeightmap? (getting all neighbors - when generating) +NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the + hardware buffer (it is not freed automatically) -SUGG: Transfer more blocks in a single packet -SUGG: A blockdata combiner class, to which blocks are added and at - destruction it sends all the stuff in as few packets as possible. +Old, wild and random suggestions that probably won't be done: +------------------------------------------------------------- SUGG: If player is on ground, mainly fetch ground-level blocks -SUGG: Fetch stuff mainly from the viewing direction SUGG: Expose Connection's seqnums and ACKs to server and client. - This enables saving many packets and making a faster connection @@ -57,137 +44,280 @@ SUGG: More fine-grained control of client's dumping of blocks from SUGG: A map editing mode (similar to dedicated server mode) -SUGG: Add a time value to the param of footstepped grass and check it - against a global timer when a block is accessed, to make old - steps fade away. - -SUGG: Make a copy of close-range environment on client for showing - on screen, with minimal mutexes to slow down the main loop - +SUGG: Transfer more blocks in a single packet +SUGG: A blockdata combiner class, to which blocks are added and at + destruction it sends all the stuff in as few packets as possible. SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize it by sending more stuff in a single packet. - Add a packet queue to RemoteClient, from which packets will be combined with object data packets - This is not exactly trivial: the object data packets are sometimes very big by themselves + - This might not give much network performance gain though. -SUGG: Split MapBlockObject serialization to to-client and to-disk - - This will allow saving ages of rats on disk but not sending - them to clients +SUGG: Precalculate lighting translation table at runtime (at startup) + - This is not doable because it is currently hand-made and not + based on some mathematical function. + - Note: This has been changing lately -SUGG: Implement lighting using VoxelManipulator - - Would it be significantly faster? +SUGG: A version number to blocks, which increments when the block is + modified (node add/remove, water update, lighting update) + - This can then be used to make sure the most recent version of + a block has been sent to client, for example -FIXME: Rats somehow go underground sometimes (you can see it in water) - - Does their position get saved to a border value or something? - - Does this happen anymore? +SUGG: Make the amount of blocks sending to client and the total + amount of blocks dynamically limited. Transferring blocks is the + main network eater of this system, so it is the one that has + to be throttled so that RTTs stay low. -SUGG: MovingObject::move and Player::move are basically the same. - combine them. +SUGG: Meshes of blocks could be split into 6 meshes facing into + different directions and then only those drawn that need to be -SUGG: Implement a "Fast check queue" (a queue with a map for checking - if something is already in it) - - Use it in active block queue in water flowing +SUGG: Calculate lighting per vertex to get a lighting effect like in + bartwe's game -SUGG: Signs could be done in the same way as torches. For this, blocks - need an additional metadata field for the texts +SUGG: Background music based on cellular automata? + http://www.earslap.com/projectslab/otomata -SUGG: Precalculate lighting translation table at runtime (at startup) +SUGG: Simple light color information to air -SUGG: A version number to blocks, which increments when the block is - modified (node add/remove, water update, lighting update) - - This can then be used to make sure the most recent version of - a block has been sent to client +SUGG: Server-side objects could be moved based on nodes to enable very + lightweight operation and simple AI + - Not practical; client would still need to show smooth movement. -TODO: Combine MapBlock's face caches to so big pieces that VBO - gets used - - That is >500 vertices +SUGG: Make a system for pregenerating quick information for mapblocks, so + that the client can show them as cubes before they are actually sent + or even generated. -TODO: Better dungeons -TODO: Cliffs, arcs +Gaming ideas: +------------- -TODO: Menus +- Aim for something like controlling a single dwarf in Dwarf Fortress +- The player could go faster by a crafting a boat, or riding an animal +- Random NPC traders. what else? -TODO: Moving players more smoothly. Calculate moving animation - in a way that doesn't make the player jump to the right place - immediately when the server sends a new position +Game content: +------------- -TODO: There are some lighting-related todos and fixmes in - ServerMap::emergeBlock +- When furnace is destroyed, move items to player's inventory +- Add lots of stuff +- Glass blocks +- Growing grass, decaying leaves + - This can be done in the active blocks I guess. + - Lots of stuff can be done in the active blocks. + - Uh, is there an active block list somewhere? I think not. Add it. +- Breaking weak structures + - This can probably be accomplished in the same way as grass +- Player health points + - When player dies, throw items on map (needs better item-on-map + implementation) +- Cobble to get mossy if near water +- More slots in furnace source list, so that multiple ingredients + are possible. +- Keys to chests? -TODO: Proper handling of spawning place (try to find something that - is not in the middle of an ocean (some land to stand on at - least) and save it in map config. +- The Treasure Guard; a big monster with a hammer + - The hammer does great damage, shakes the ground and removes a block + - You can drop on top of it, and have some time to attack there + before he shakes you off -TODO: Make the amount of blocks sending to client and the total - amount of blocks dynamically limited. Transferring blocks is the - main network eater of this system, so it is the one that has - to be throttled so that RTTs stay low. +- Maybe the difficulty could come from monsters getting tougher in + far-away places, and the player starting to need something from + there when time goes by. + - The player would have some of that stuff at the beginning, and + would need new supplies of it when it runs out -TODO: Server to load starting inventory from disk +- A bomb +- A spread-items-on-map routine for the bomb, and for dying players -TODO: Players to only be hidden when the client quits. -TODO: - Players to be saved on disk, with inventory -TODO: Players to be saved as text in map/players/ +- Fighting: + - Proper sword swing simulation + - Player should get damage from colliding to a wall at high speed -TODO: Make fetching sector's blocks more efficient when rendering - sectors that have very large amounts of blocks (on client) +Documentation: +-------------- -TODO: Make the video backend selectable +Build system / running: +----------------------- -Block object server side: - - A "near blocks" buffer, in which some nearby blocks are stored. - - For all blocks in the buffer, objects are stepped(). This - means they are active. - - TODO: A global active buffer is needed for the server - - TODO: A timestamp to blocks - - TODO: All blocks going in and out of the buffer are recorded. - - TODO: For outgoing blocks, timestamp is written. - - TODO: For incoming blocks, time difference is calculated and - objects are stepped according to it. +Networking and serialization: +----------------------------- -TODO: Copy the text of the last picked sign to inventory in creative - mode +SUGG: Fix address to be ipv6 compatible -TODO: Untie client network operations from framerate - - Needs some input queues or something +User Interface: +--------------- -TODO: Get rid of GotSplitPacketException +Graphics: +--------- -TODO: Check what goes wrong with caching map to disk (Kray) +SUGG: Combine MapBlock's face caches to so big pieces that VBO + can be used + - That is >500 vertices + - This is not easy; all the MapBlocks close to the player would + still need to be drawn separately and combining the blocks + would have to happen in a background thread -TODO: Remove LazyMeshUpdater. It is not used as supposed. +SUGG: Make fetching sector's blocks more efficient when rendering + sectors that have very large amounts of blocks (on client) + - Is this necessary at all? -TODO: TOSERVER_LEAVE +TODO: Flowing water animation -TODO: Better handling of objects and mobs - - Update brightness according to day-night blended light of node - in position - - Scripting? +SUGG: Draw cubes in inventory directly with 3D drawing commands, so that + animating them is easier. -Doing now: -====================================================================== +SUGG: Option for enabling proper alpha channel for textures +TODO: A setting for enabling bilinear filtering for textures -TODO: Get rid of g_irrlicht for server build +TODO: Better control of draw_control.wanted_max_blocks -TODO: Implement getGlobalTime for server build - - It is needed for controlling the time used for flowing water +TODO: Block mesh generator to tile properly on smooth lighting -====================================================================== +Configuration: +-------------- -*/ +Client: +------- -/* - Setting this to 1 enables a special camera mode that forces - the renderers to think that the camera statically points from - the starting place to a static direction. +TODO: Untie client network operations from framerate + - Needs some input queues or something + - This won't give much performance boost because calculating block + meshes takes so long + +SUGG: Make morning and evening transition more smooth and maybe shorter + +TODO: Don't update all meshes always on single node changes, but + check which ones should be updated + - implement Map::updateNodeMeshes() and the usage of it + - It will give almost always a 4x boost in mesh update performance. + +- A weapon engine + +- Tool/weapon visualization + +FIXME: When disconnected to the menu, memory is not freed properly + +Server: +------- + +SUGG: Make an option to the server to disable building and digging near + the starting position + +FIXME: Server sometimes goes into some infinite PeerNotFoundException loop + +* Fix the problem with the server constantly saving one or a few + blocks? List the first saved block, maybe it explains. + - It is probably caused by oscillating water +* Make a small history check to transformLiquids to detect and log + continuous oscillations, in such detail that they can be fixed. + +FIXME: The new optimized map sending doesn't sometimes send enough blocks + from big caves and such + +Environment: +------------ + +TODO: A list of "active blocks" in which stuff happens. + + Add a never-resetted game timer to the server + + Add a timestamp value to blocks + + The simple rule: All blocks near some player are "active" + - Do stuff in real time in active blocks + + Handle objects + TODO: Make proper hooks in here + - Grow grass, delete leaves without a tree + - Spawn some mobs based on some rules + - Transform cobble to mossy cobble near water + - Run a custom script + - ...And all kinds of other dynamic stuff + + Keep track of when a block becomes active and becomes inactive + + When a block goes inactive: + + Store objects statically to block + + Store timer value as the timestamp + + When a block goes active: + + Create active objects out of static objects + TODO: Make proper hooks in here + - Simulate the results of what would have happened if it would have + been active for all the time + - Grow a lot of grass and so on + + Initially it is fine to send information about every active object + to every player. Eventually it should be modified to only send info + about the nearest ones. + + This was left to be done by the old system and it sends only the + nearest ones. + +Objects: +-------- + +TODO: Get rid of MapBlockObjects and use only ActiveObjects + - Skipping the MapBlockObject data is nasty - there is no "total + length" stored; have to make a SkipMBOs function which contains + enough of the current code to skip them properly. + +SUGG: MovingObject::move and Player::move are basically the same. + combine them. + - NOTE: Player::move is more up-to-date. + - NOTE: There is a simple move implementation now in collision.{h,cpp} + - NOTE: MovingObject will be deleted (MapBlockObject) + +Map: +---- + +TODO: Mineral and ground material properties + - This way mineral ground toughness can be calculated with just + some formula, as well as tool strengths + +TODO: Flowing water to actually contain flow direction information + - There is a space for this - it just has to be implemented. + +SUGG: Erosion simulation at map generation time + - Simulate water flows, which would carve out dirt fast and + then turn stone into gravel and sand and relocate it. + - How about relocating minerals, too? Coal and gold in + downstream sand and gravel would be kind of cool + - This would need a better way of handling minerals, mainly + to have mineral content as a separate field. the first + parameter field is free for this. + - Simulate rock falling from cliffs when water has removed + enough solid rock from the bottom + +SUGG: Try out the notch way of generating maps, that is, make bunches + of low-res 3d noise and interpolate linearly. + +Mapgen v2: +* Possibly add some kind of erosion and other stuff +* Better water generation (spread it to underwater caverns but don't + fill dungeons that don't touch big water masses) +* When generating a chunk and the neighboring chunk doesn't have mud + and stuff yet and the ground is fairly flat, the mud will flow to + the other chunk making nasty straight walls when the other chunk + is generated. Fix it. Maybe just a special case if the ground is + flat? + +Misc. stuff: +------------ +* Move digging property stuff from material.{h,cpp} to mapnode.cpp + - ...Or maybe move content_features to material.{h,cpp}? + +Making it more portable: +------------------------ + +Stuff to do before release: +--------------------------- +- Player default privileges and default password +- Chat privilege +- Some simple block-based dynamic stuff in the world (finish the + ActiveBlockModifier stuff) +- Protocol version field +- Consider getting some textures from cisoun's texture pack +- Add a long step function to objects that is called with the time + difference when block activates + +====================================================================== - This allows one to move around with the player and see what - is actually drawn behind solid things and behind the player. */ -#define FIELD_OF_VIEW_TEST 0 -#ifdef UNITTEST_DISABLE +#ifdef NDEBUG #ifdef _WIN32 #pragma message ("Disabling unit tests") #else @@ -201,64 +331,42 @@ TODO: Implement getGlobalTime for server build #endif #ifdef _MSC_VER -#pragma comment(lib, "Irrlicht.lib") -#pragma comment(lib, "jthread.lib") -#pragma comment(lib, "zlibwapi.lib") -// This would get rid of the console window -//#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup") -#endif - -#ifdef _WIN32 - #define WIN32_LEAN_AND_MEAN - #include - #define sleep_ms(x) Sleep(x) -#else - #include - #define sleep_ms(x) usleep(x*1000) + #pragma comment(lib, "Irrlicht.lib") + //#pragma comment(lib, "jthread.lib") + #pragma comment(lib, "zlibwapi.lib") + #pragma comment(lib, "Shell32.lib") + // This would get rid of the console window + //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup") #endif #include #include -#include +//#include #include +#include "main.h" #include "common_irrlicht.h" #include "debug.h" -#include "map.h" -#include "player.h" -#include "main.h" +//#include "map.h" +//#include "player.h" #include "test.h" -#include "environment.h" #include "server.h" -#include "client.h" -#include "serialization.h" +//#include "client.h" #include "constants.h" -#include "strfnd.h" #include "porting.h" -#include "guiPauseMenu.h" -#include "irrlichtwrapper.h" #include "gettime.h" - -IrrlichtWrapper *g_irrlicht; - -// All range-related stuff below is locked behind this -JMutex g_range_mutex; - -// Blocks are viewed in this range from the player -s16 g_viewing_range_nodes = 60; -//s16 g_viewing_range_nodes = 0; - -// This is updated by the client's fetchBlocks routine -//s16 g_actual_viewing_range_nodes = VIEWING_RANGE_NODES_DEFAULT; - -// If true, the preceding value has no meaning and all blocks -// already existing in memory are drawn -bool g_viewing_range_all = false; - -// This is the freetime ratio imposed by the dynamic viewing -// range changing code. -// It is controlled by the main loop to the smallest value that -// inhibits glitches (dtime jitter) in the main loop. -//float g_freetime_ratio = FREETIME_RATIO_MAX; +#include "guiMessageMenu.h" +#include "filesys.h" +#include "config.h" +#include "guiMainMenu.h" +#include "mineral.h" +//#include "noise.h" +//#include "tile.h" +#include "materials.h" +#include "game.h" +#include "keycode.h" + +// This makes textures +ITextureSource *g_texturesource = NULL; /* Settings. @@ -266,23 +374,30 @@ bool g_viewing_range_all = false; */ Settings g_settings; - +// This is located in defaultsettings.cpp extern void set_default_settings(); /* Random stuff */ -//u16 g_selected_material = 0; -u16 g_selected_item = 0; +/* + GUI Stuff +*/ + +gui::IGUIEnvironment* guienv = NULL; +gui::IGUIStaticText *guiroot = NULL; + +MainMenuManager g_menumgr; -bool g_esc_pressed = false; +bool noMenuActive() +{ + return (g_menumgr.menuCount() == 0); +} -std::wstring g_text_buffer; -bool g_text_buffer_accepted = false; +// Passed to menus to allow disconnecting and exiting -// When true, the mouse and keyboard are grabbed -bool g_game_focused = true; +MainGameCallback *g_gamecallback = NULL; /* Debug streams @@ -308,146 +423,97 @@ std::ostream *derr_client_ptr = &dstream; gettime.h implementation */ +// A small helper class +class TimeGetter +{ +public: + TimeGetter(IrrlichtDevice *device): + m_device(device) + {} + u32 getTime() + { + if(m_device == NULL) + return 0; + return m_device->getTimer()->getRealTime(); + } +private: + IrrlichtDevice *m_device; +}; + +// A pointer to a global instance of the time getter +TimeGetter *g_timegetter = NULL; + u32 getTimeMs() { - /* - Use irrlicht because it is more precise than porting.h's - getTimeMs() - */ - if(g_irrlicht == NULL) + if(g_timegetter == NULL) return 0; - return g_irrlicht->getTime(); + return g_timegetter->getTime(); } +/* + Event handler for Irrlicht + + NOTE: Everything possible should be moved out from here, + probably to InputHandler and the_game +*/ + class MyEventReceiver : public IEventReceiver { public: // This is the one method that we have to implement virtual bool OnEvent(const SEvent& event) { + /* + React to nothing here if a menu is active + */ + if(noMenuActive() == false) + { + return false; + } + // Remember whether each key is down or up if(event.EventType == irr::EET_KEY_INPUT_EVENT) { keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown; if(event.KeyInput.PressedDown) + keyWasDown[event.KeyInput.Key] = true; + } + + if(event.EventType == irr::EET_MOUSE_INPUT_EVENT) + { + if(noMenuActive() == false) { - //dstream<<"Pressed key: "<<(char)event.KeyInput.Key< 0) - g_text_buffer = g_text_buffer.substr - (0, g_text_buffer.size()-1); - } - else - { - wchar_t wc = event.KeyInput.Char; - if(wc != 0) - g_text_buffer += wc; - } - } - - if(event.KeyInput.Key == irr::KEY_ESCAPE) - { - //TODO: Not used anymore? - if(g_game_focused == true) - { - dstream< 0){ - counter -= frametime; - return; +void SpeedTests() +{ + { + dstream<<"The following test should take around 20ms."< 1.0) - fraction_limit = fraction_bad_threshold; - else - fraction_limit = fraction_good_threshold; + dstream<<"All of the following tests should take around 100ms each." + < viewing_range_nodes_max) - n = viewing_range_nodes_max; - - bool can_change = true; - - if(client->isFetchingBlocks() == true && n > g_viewing_range_nodes) - can_change = false; - if(can_change) - g_viewing_range_nodes = n; - - /*dstream<<"g_viewing_range_nodes = " - < imgsize(0,0,48,48); - core::rect textsize(0,0,48,16); - v2s32 spacing(0, 64); - for(s32 i=0; iaddImage( - imgsize + pos + spacing*i - )); - m_images[i]->setScaleImage(true); - m_texts.push_back(env->addStaticText( - L"", - textsize + pos + spacing*i, - false, false - )); - m_texts[i]->setBackgroundColor( - video::SColor(128,0,0,0)); - m_texts[i]->setTextAlignment( - gui::EGUIA_CENTER, - gui::EGUIA_UPPERLEFT); + TimeTaker timer("Testing floating-point vector speed"); + + tempv3f1 = v3f(1,2,3); + tempv3f2 = v3f(4,5,6); + for(u32 i=0; i<10000000; i++){ + tempf += tempv3f1.dotProduct(tempv3f2); + tempv3f2 += v3f(7,8,9); } } - virtual bool OnEvent(const SEvent& event) { - return false; + TimeTaker timer("Testing core::map speed"); + + core::map map1; + tempf = -324; + const s16 ii=300; + for(s16 y=0; y=0; y--){ + for(s16 x=0; x screensize = driver->getScreenSize(); + + video::ITexture *bgtexture = + driver->getTexture(getTexturePath("mud.png").c_str()); + if(bgtexture) { - s32 start = 0; - - start = m_selection - m_itemcount / 2; - - for(s32 i=0; i (s32)m_inventory->getSize() - 1) - j -= m_inventory->getSize(); - if(j < 0) - j += m_inventory->getSize(); - - InventoryItem *item = m_inventory->getItem(j); - // Null items - if(item == NULL) - { - m_images[i]->setImage(NULL); - - wchar_t t[10]; - if(m_selection == j) - swprintf(t, 10, L"<-"); - else - swprintf(t, 10, L""); - m_texts[i]->setText(t); - - // The next ifs will segfault with a NULL pointer - continue; - } - - - m_images[i]->setImage(item->getImage()); - - wchar_t t[10]; - if(m_selection == j) - swprintf(t, 10, SWPRINTF_CHARSTRING L" <-", item->getText().c_str()); - else - swprintf(t, 10, SWPRINTF_CHARSTRING, item->getText().c_str()); - m_texts[i]->setText(t); + core::rect rect(0,0,texturesize,texturesize); + rect += v2s32(x*texturesize, y*texturesize); + driver->draw2DImage(bgtexture, rect, + core::rect(core::position2d(0,0), + core::dimension2di(bgtexture->getSize())), + NULL, NULL, true); } } - -private: - s32 m_itemcount; - core::array m_texts; - core::array m_images; - Inventory *m_inventory; - s32 m_selection; -}; + + video::ITexture *logotexture = + driver->getTexture(getTexturePath("menulogo.png").c_str()); + if(logotexture) + { + v2s32 logosize(logotexture->getOriginalSize().Width, + logotexture->getOriginalSize().Height); + logosize *= 4; + + video::SColor bgcolor(255,50,50,50); + core::rect bgrect(0, screensize.Height-logosize.Y-20, + screensize.Width, screensize.Height); + driver->draw2DRectangle(bgcolor, bgrect, NULL); + + core::rect rect(0,0,logosize.X,logosize.Y); + rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y); + rect -= v2s32(logosize.X/2, 0); + driver->draw2DImage(logotexture, rect, + core::rect(core::position2d(0,0), + core::dimension2di(logotexture->getSize())), + NULL, NULL, true); + } +} int main(int argc, char *argv[]) { - /* - Low-level initialization - */ - - bool disable_stderr = false; -#ifdef _WIN32 - disable_stderr = true; -#endif - - // Initialize debug streams - debugstreams_init(disable_stderr, DEBUGFILE); - // Initialize debug stacks - debug_stacks_init(); - - DSTACK(__FUNCTION_NAME); - - try - { - /* Parse command line */ @@ -998,6 +1010,11 @@ int main(int argc, char *argv[]) allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG)); allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG)); allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG)); + allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING)); +#ifdef _WIN32 + allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG)); +#endif + allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG)); Settings cmd_args; @@ -1029,21 +1046,50 @@ int main(int argc, char *argv[]) return cmd_args.getFlag("help") ? 0 : 1; } - - + /* - Basic initialization + Low-level initialization */ - // Initialize default settings - set_default_settings(); + bool disable_stderr = false; +#ifdef _WIN32 + if(cmd_args.getFlag("dstream-on-stderr") == false) + disable_stderr = true; +#endif + + // Initialize debug streams + debugstreams_init(disable_stderr, DEBUGFILE); + // Initialize debug stacks + debug_stacks_init(); + + DSTACK(__FUNCTION_NAME); + + porting::signal_handler_init(); + bool &kill = *porting::signal_handler_killstatus(); + + porting::initializePaths(); + // Create user data directory + fs::CreateDir(porting::path_userdata); + // C-style stuff initialization + initializeMaterialProperties(); + + // Debug handler + BEGIN_DEBUG_EXCEPTION_HANDLER + // Print startup message dstream< filenames; + filenames.push_back(porting::path_userdata + "/minetest.conf"); +#ifdef RUN_IN_PLACE + filenames.push_back(porting::path_userdata + "/../minetest.conf"); +#endif - for(u32 i=0; i<2; i++) + for(u32 i=0; i__| \\___ >____ > |__| "< "< list = server.getPlayerInfo(); - core::list::Iterator i; - static u32 sum_old = 0; - u32 sum = PIChecksum(list); - if(sum != sum_old) - { - std::cout<PrintLine(&std::cout); - } - } - sum_old = sum; - } - } + + // Run server + dedicated_server_loop(server, kill); return 0; } - bool hosting = false; - char connect_name[100] = ""; - if(cmd_args.exists("address")) - { - snprintf(connect_name, 100, "%s", cmd_args.get("address").c_str()); - } - else if(g_settings.get("address") != "" && is_yes(g_settings.get("host_game")) == false) - { - std::cout< Hosting game"< Connecting to "< \""<setResizable(true); bool random_input = g_settings.getBool("random_input") || cmd_args.getFlag("random-input"); + InputHandler *input = NULL; if(random_input) - g_input = new RandomInputHandler(); + input = new RandomInputHandler(); else - g_input = new RealInputHandler(device, &receiver); + input = new RealInputHandler(device, &receiver); /* Continue initialization */ - video::IVideoDriver* driver = device->getVideoDriver(); + //video::IVideoDriver* driver = device->getVideoDriver(); /* - This changes the minimum allowed number of vertices in a VBO + This changes the minimum allowed number of vertices in a VBO. + Default is 500. */ - //driver->setMinHardwareBufferVertexCount(1); + //driver->setMinHardwareBufferVertexCount(50); scene::ISceneManager* smgr = device->getSceneManager(); - - // Pause menu - guiPauseMenu pauseMenu(device, &receiver); - gui::IGUIEnvironment* guienv = device->getGUIEnvironment(); + guienv = device->getGUIEnvironment(); gui::IGUISkin* skin = guienv->getSkin(); - gui::IGUIFont* font = guienv->getFont("../data/fontlucida.png"); + gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str()); if(font) skin->setFont(font); + else + dstream<<"WARNING: Font file was not found." + " Using default font."<getFont(); + assert(font); + + u32 text_height = font->getDimension(L"Hello, world!").Height; + dstream<<"text_height="<setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0)); skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255)); //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0)); @@ -1313,1113 +1345,225 @@ int main(int argc, char *argv[]) skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0)); skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0)); - const wchar_t *text = L"Loading and connecting..."; - core::vector2d center(screenW/2, screenH/2); - core::dimension2d textd = font->getDimension(text); - std::cout<getTexture("../data/torch.png")); - g_texturecache.set("torch_on_floor", driver->getTexture("../data/torch_on_floor.png")); - g_texturecache.set("torch_on_ceiling", driver->getTexture("../data/torch_on_ceiling.png")); - g_texturecache.set("crack", driver->getTexture("../data/crack.png")); - /* - Load tile textures + Preload some textures and stuff */ - for(s32 i=0; igetTexture(filename.c_str())); - } - -#endif - //tile_materials_preload(g_texturecache); - tile_materials_preload(g_irrlicht); - //tile_materials_init(); + init_content_inventory_texture_paths(); + init_mapnode(); // Second call with g_texturesource set + init_mineral(); /* - Make a scope here for the client so that it gets removed - before the irrlicht device + GUI stuff */ - { - std::cout< server; - if(hosting){ - server = new Server("../map", hm_params, map_params); - server->start(port); - } - /* - Create client + If an error occurs, this is set to something and the + menu-game loop is restarted. It is then displayed before + the menu. */ + std::wstring error_message = L""; - Client client(device, playername, - g_range_mutex, - g_viewing_range_nodes, - g_viewing_range_all); - - Address connect_address(0,0,0,0, port); - try{ - connect_address.Resolve(connect_name); - } - catch(ResolveError &e) - { - std::cout<step(0.1); - } - sleep_ms(100); - } - } - catch(con::PeerNotFoundException &e) - { - std::cout<addSkyBoxSceneNode( - driver->getTexture("../data/skybox2.png"), - driver->getTexture("../data/skybox3.png"), - driver->getTexture("../data/skybox1.png"), - driver->getTexture("../data/skybox1.png"), - driver->getTexture("../data/skybox1.png"), - driver->getTexture("../data/skybox1.png"));*/ - - /* - Create the camera node - */ - - scene::ICameraSceneNode* camera = smgr->addCameraSceneNode( - 0, // Camera parent - v3f(BS*100, BS*2, BS*100), // Look from - v3f(BS*100+1, BS*2, BS*100), // Look to - -1 // Camera ID - ); - - if(camera == NULL) - return 1; - - video::SColor skycolor = video::SColor(255,90,140,200); - - camera->setFOV(FOV_ANGLE); - - // Just so big a value that everything rendered is visible - camera->setFarValue(100000*BS); - - f32 camera_yaw = 0; // "right/left" - f32 camera_pitch = 0; // "up/down" - - /* - Move into game - */ - - gui_loadingtext->remove(); - - pauseMenu.setVisible(true); - - /* - Add some gui stuff - */ - - // First line of debug text - gui::IGUIStaticText *guitext = guienv->addStaticText( - L"Minetest-c55", - core::rect(5, 5, 795, 5+textsize.Y), - false, false); - // Second line of debug text - gui::IGUIStaticText *guitext2 = guienv->addStaticText( - L"", - core::rect(5, 5+(textsize.Y+5)*1, 795, (5+textsize.Y)*2), - false, false); - - // At the middle of the screen - // Object infos are shown in this - gui::IGUIStaticText *guitext_info = guienv->addStaticText( - L"test", - core::rect(100, 70, 100+400, 70+(textsize.Y+5)), - false, false); - - // This is a copy of the inventory that the client's environment has - Inventory local_inventory(PLAYER_INVENTORY_SIZE); - - GUIQuickInventory *quick_inventory = new GUIQuickInventory - (guienv, NULL, v2s32(10, 70), 5, &local_inventory); - - /* - Some statistics are collected in these - */ - u32 drawtime = 0; - u32 beginscenetime = 0; - u32 scenetime = 0; - u32 endscenetime = 0; - - /* - Text input system - */ - - struct TextDest + while(device->run() && kill == false) { - virtual void sendText(std::string text) = 0; - }; - - struct TextDestSign : public TextDest - { - TextDestSign(v3s16 blockpos, s16 id, Client *client) - { - m_blockpos = blockpos; - m_id = id; - m_client = client; - } - void sendText(std::string text) - { - dstream<<"Changing text of a sign object: " - <sendSignText(m_blockpos, m_id, text); - } - - v3s16 m_blockpos; - s16 m_id; - Client *m_client; - }; - - TextDest *textbuf_dest = NULL; - - //gui::IGUIWindow* input_window = NULL; - gui::IGUIStaticText* input_guitext = NULL; - - /* - Digging animation - */ - //f32 - - /* - Main loop - */ - - bool first_loop_after_window_activation = true; - - // Time is in milliseconds - // NOTE: getRealTime() without run()s causes strange problems in wine - // NOTE: Have to call run() between calls of this to update the timer - u32 lasttime = device->getTimer()->getTime(); - - while(device->run()) - { - /* - Run global IrrlichtWrapper's main thread processing stuff - */ - g_irrlicht->Run(); - - /* - Random calculations - */ - v2u32 screensize = driver->getScreenSize(); - core::vector2d displaycenter(screensize.X/2,screensize.Y/2); - - // Hilight boxes collected during the loop and displayed - core::list< core::aabbox3d > hilightboxes; - - // Info text - std::wstring infotext; - //TimeTaker //timer1("//timer1"); - - // Time of frame without fps limit - float busytime; - u32 busytime_u32; + // This is used for catching disconnects + try { - // not using getRealTime is necessary for wine - u32 time = device->getTimer()->getTime(); - if(time > lasttime) - busytime_u32 = time - lasttime; - else - busytime_u32 = 0; - busytime = busytime_u32 / 1000.0; - } - - //std::cout<<"busytime_u32="<run(); - - /* - Viewing range - */ - - //updateViewingRange(dtime, &client); - updateViewingRange(busytime, &client); - - /* - FPS limiter - */ - { - float fps_max = g_settings.getFloat("fps_max"); - u32 frametime_min = 1000./fps_max; + /* + Clear everything from the GUIEnvironment + */ + guienv->clear(); - if(busytime_u32 < frametime_min) - { - u32 sleeptime = frametime_min - busytime_u32; - device->sleep(sleeptime); - } - } - - // Absolutelu necessary for wine! - device->run(); - - /* - Time difference calculation - */ - f32 dtime; // in seconds - - u32 time = device->getTimer()->getTime(); - if(time > lasttime) - dtime = (time - lasttime) / 1000.0; - else - dtime = 0; - lasttime = time; - - /* - Time average and jitter calculation - */ - - static f32 dtime_avg1 = 0.0; - dtime_avg1 = dtime_avg1 * 0.98 + dtime * 0.02; - f32 dtime_jitter1 = dtime - dtime_avg1; + /* + We need some kind of a root node to be able to add + custom gui elements directly on the screen. + Otherwise they won't be automatically drawn. + */ + guiroot = guienv->addStaticText(L"", + core::rect(0, 0, 10000, 10000)); + + /* + Out-of-game menu loop. - static f32 dtime_jitter1_max_sample = 0.0; - static f32 dtime_jitter1_max_fraction = 0.0; - { - static f32 jitter1_max = 0.0; - static f32 counter = 0.0; - if(dtime_jitter1 > jitter1_max) - jitter1_max = dtime_jitter1; - counter += dtime; - if(counter > 0.0) + Loop quits when menu returns proper parameters. + */ + while(kill == false) { - counter -= 3.0; - dtime_jitter1_max_sample = jitter1_max; - dtime_jitter1_max_fraction - = dtime_jitter1_max_sample / (dtime_avg1+0.001); - jitter1_max = 0.0; + // Cursor can be non-visible when coming from the game + device->getCursorControl()->setVisible(true); + // Some stuff are left to scene manager when coming from the game + // (map at least?) + smgr->clear(); + // Reset or hide the debug gui texts + /*guitext->setText(L"Minetest-c55"); + guitext2->setVisible(false); + guitext_info->setVisible(false); + guitext_chat->setVisible(false);*/ - /* - Control freetime ratio - */ - /*if(dtime_jitter1_max_fraction > DTIME_JITTER_MAX_FRACTION) + // Initialize menu data + MainMenuData menudata; + menudata.address = narrow_to_wide(address); + menudata.name = narrow_to_wide(playername); + menudata.port = narrow_to_wide(itos(port)); + menudata.fancy_trees = g_settings.getBool("new_style_leaves"); + menudata.smooth_lighting = g_settings.getBool("smooth_lighting"); + menudata.creative_mode = g_settings.getBool("creative_mode"); + menudata.enable_damage = g_settings.getBool("enable_damage"); + + GUIMainMenu *menu = + new GUIMainMenu(guienv, guiroot, -1, + &g_menumgr, &menudata, g_gamecallback); + menu->allowFocusRemoval(true); + + if(error_message != L"") { - if(g_freetime_ratio < FREETIME_RATIO_MAX) - g_freetime_ratio += 0.01; + dstream<<"WARNING: error_message = " + <drop(); + error_message = L""; } - else - { - if(g_freetime_ratio > FREETIME_RATIO_MIN) - g_freetime_ratio -= 0.01; - }*/ - } - } - - /* - Busytime average and jitter calculation - */ - - static f32 busytime_avg1 = 0.0; - busytime_avg1 = busytime_avg1 * 0.98 + busytime * 0.02; - f32 busytime_jitter1 = busytime - busytime_avg1; - - static f32 busytime_jitter1_max_sample = 0.0; - static f32 busytime_jitter1_min_sample = 0.0; - { - static f32 jitter1_max = 0.0; - static f32 jitter1_min = 0.0; - static f32 counter = 0.0; - if(busytime_jitter1 > jitter1_max) - jitter1_max = busytime_jitter1; - if(busytime_jitter1 < jitter1_min) - jitter1_min = busytime_jitter1; - counter += dtime; - if(counter > 0.0){ - counter -= 3.0; - busytime_jitter1_max_sample = jitter1_max; - busytime_jitter1_min_sample = jitter1_min; - jitter1_max = 0.0; - jitter1_min = 0.0; - } - } - - /* - Debug info for client - */ - { - static float counter = 0.0; - counter -= dtime; - if(counter < 0) - { - counter = 30.0; - client.printDebugInfo(std::cout); - } - } - - /* - Input handler step() - */ - g_input->step(dtime); - /* - Special keys - */ - /*if(g_esc_pressed) - { - break; - }*/ - - /* - Player speed control - */ - - if(g_game_focused) - { - /*bool a_up, - bool a_down, - bool a_left, - bool a_right, - bool a_jump, - bool a_superspeed, - float a_pitch, - float a_yaw*/ - PlayerControl control( - g_input->isKeyDown(irr::KEY_KEY_W), - g_input->isKeyDown(irr::KEY_KEY_S), - g_input->isKeyDown(irr::KEY_KEY_A), - g_input->isKeyDown(irr::KEY_KEY_D), - g_input->isKeyDown(irr::KEY_SPACE), - g_input->isKeyDown(irr::KEY_KEY_2), - camera_pitch, - camera_yaw - ); - client.setPlayerControl(control); - } - else - { - // Set every key to inactive - PlayerControl control; - client.setPlayerControl(control); - } - - //timer1.stop(); - /* - Process environment - */ - - { - //TimeTaker timer("client.step(dtime)"); - client.step(dtime); - //client.step(dtime_avg1); - } - - if(server != NULL) - { - //TimeTaker timer("server->step(dtime)"); - server->step(dtime); - } - - v3f player_position = client.getPlayerPosition(); - - //TimeTaker //timer2("//timer2"); - - /* - Mouse and camera control - */ - - if((device->isWindowActive() && g_game_focused && !pauseMenu.isVisible()) - || random_input) - { - if(!random_input) - device->getCursorControl()->setVisible(false); - - if(first_loop_after_window_activation){ - //std::cout<<"window active, first loop"<getMousePos().X - displaycenter.X; - s32 dy = g_input->getMousePos().Y - displaycenter.Y; - //std::cout<<"window active, pos difference "< 89.5) camera_pitch = 89.5; - } - g_input->setMousePos(displaycenter.X, displaycenter.Y); - } - else{ - device->getCursorControl()->setVisible(true); - - //std::cout<<"window inactive"<setPosition(camera_position); - // *100.0 helps in large map coordinates - camera->setTarget(camera_position + camera_direction * 100.0); - - if(FIELD_OF_VIEW_TEST){ - //client.m_env.getMap().updateCamera(v3f(0,0,0), v3f(0,0,1)); - client.updateCamera(v3f(0,0,0), v3f(0,0,1)); - } - else{ - //client.m_env.getMap().updateCamera(camera_position, camera_direction); - //TimeTaker timer("client.updateCamera"); - client.updateCamera(camera_position, camera_direction); - } - - //timer2.stop(); - //TimeTaker //timer3("//timer3"); - - /* - Calculate what block is the crosshair pointing to - */ - - //u32 t1 = device->getTimer()->getRealTime(); - - //f32 d = 4; // max. distance - f32 d = 4; // max. distance - core::line3d shootline(camera_position, - camera_position + camera_direction * BS * (d+1)); - - MapBlockObject *selected_object = client.getSelectedObject - (d*BS, camera_position, shootline); - - if(selected_object != NULL) - { - //dstream<<"Client returned selected_object != NULL"<getVideoDriver(); + + dstream<<"Created main menu"< box_on_map - = selected_object->getSelectionBoxOnMap(); + while(device->run() && kill == false) + { + if(menu->getStatus() == true) + break; - hilightboxes.push_back(box_on_map); + //driver->beginScene(true, true, video::SColor(255,0,0,0)); + driver->beginScene(true, true, video::SColor(255,128,128,128)); - infotext = narrow_to_wide(selected_object->infoText()); + drawMenuBackground(driver); - if(g_input->getLeftClicked()) - { - std::cout<getBlock()->getPos(), - selected_object->getId(), g_selected_item); - } - else if(g_input->getRightClicked()) - { - std::cout<getTypeId() == MAPBLOCKOBJECT_TYPE_SIGN) - { - dstream<<"Sign object right-clicked"<drawAll(); - unFocusGame(); - - input_guitext = guienv->addStaticText(L"", - core::rect(150,100,350,120), - true, // border? - false, // wordwrap? - NULL); - - input_guitext->setDrawBackground(true); - - if(random_input) - { - g_text_buffer = L"ASD LOL 8)"; - g_text_buffer_accepted = true; - } - else - { - g_text_buffer = L""; - g_text_buffer_accepted = false; - } - - textbuf_dest = new TextDestSign( - selected_object->getBlock()->getPos(), - selected_object->getId(), - &client); - } - /* - Otherwise pass the event to the server as-is - */ - else - { - client.clickObject(1, selected_object->getBlock()->getPos(), - selected_object->getId(), g_selected_item); + driver->endScene(); + + // On some computers framerate doesn't seem to be + // automatically limited + sleep_ms(25); } - } - } - else // selected_object == NULL - { - - /* - Find out which node we are pointing at - */ - - bool nodefound = false; - v3s16 nodepos; - v3s16 neighbourpos; - core::aabbox3d nodefacebox; - f32 mindistance = BS * 1001; - - v3s16 pos_i = floatToInt(player_position); - - /*std::cout<<"pos_i=("<0 ? a : 1); - s16 zend = pos_i.Z + (camera_direction.Z>0 ? a : 1); - s16 xend = pos_i.X + (camera_direction.X>0 ? a : 1); - - for(s16 y = ystart; y <= yend; y++) - for(s16 z = zstart; z <= zend; z++) - for(s16 x = xstart; x <= xend; x++) - { - MapNode n; - try - { - n = client.getNode(v3s16(x,y,z)); - if(content_pointable(n.d) == false) - continue; - } - catch(InvalidPositionException &e) - { - continue; - } - - v3s16 np(x,y,z); - v3f npf = intToFloat(np); - - f32 d = 0.01; - - v3s16 dirs[6] = { - v3s16(0,0,1), // back - v3s16(0,1,0), // top - v3s16(1,0,0), // right - v3s16(0,0,-1), // front - v3s16(0,-1,0), // bottom - v3s16(-1,0,0), // left - }; - - /* - Meta-objects - */ - if(n.d == CONTENT_TORCH) - { - v3s16 dir = unpackDir(n.dir); - v3f dir_f = v3f(dir.X, dir.Y, dir.Z); - dir_f *= BS/2 - BS/6 - BS/20; - v3f cpf = npf + dir_f; - f32 distance = (cpf - camera_position).getLength(); - - core::aabbox3d box; - // bottom - if(dir == v3s16(0,-1,0)) - { - box = core::aabbox3d( - npf - v3f(BS/6, BS/2, BS/6), - npf + v3f(BS/6, -BS/2+BS/3*2, BS/6) - ); - } - // top - else if(dir == v3s16(0,1,0)) - { - box = core::aabbox3d( - npf - v3f(BS/6, -BS/2+BS/3*2, BS/6), - npf + v3f(BS/6, BS/2, BS/6) - ); - } - // side - else - { - box = core::aabbox3d( - cpf - v3f(BS/6, BS/3, BS/6), - cpf + v3f(BS/6, BS/3, BS/6) - ); - } + // Break out of menu-game loop to shut down cleanly + if(device->run() == false || kill == true) + break; + + dstream<<"Dropping main menu"<drop(); + + // Delete map if requested + if(menudata.delete_map) { - if(box.intersectsWithLine(shootline)) - { - nodefound = true; - nodepos = np; - neighbourpos = np; - mindistance = distance; - nodefacebox = box; - } + bool r = fs::RecursiveDeleteContent(map_dir); + if(r == false) + error_message = L"Delete failed"; + continue; } - } - /* - Regular blocks - */ - else - { - for(u16 i=0; i<6; i++) - { - v3f dir_f = v3f(dirs[i].X, - dirs[i].Y, dirs[i].Z); - v3f centerpoint = npf + dir_f * BS/2; - f32 distance = - (centerpoint - camera_position).getLength(); - - if(distance < mindistance) - { - core::CMatrix4 m; - m.buildRotateFromTo(v3f(0,0,1), dir_f); - - // This is the back face - v3f corners[2] = { - v3f(BS/2, BS/2, BS/2), - v3f(-BS/2, -BS/2, BS/2+d) - }; - - for(u16 j=0; j<2; j++) - { - m.rotateVect(corners[j]); - corners[j] += npf; - } - - core::aabbox3d facebox(corners[0]); - facebox.addInternalPoint(corners[1]); - - if(facebox.intersectsWithLine(shootline)) - { - nodefound = true; - nodepos = np; - neighbourpos = np + dirs[i]; - mindistance = distance; - nodefacebox = facebox; - } - } // if distance < mindistance - } // for dirs - } // regular block - } // for coords - - if(nodefound) - { - static v3s16 nodepos_old(-32768,-32768,-32768); - static float dig_time = 0.0; + playername = wide_to_narrow(menudata.name); - if(nodepos != nodepos_old) - { - std::cout<getLeftReleased()) - { - client.clearTempMod(nodepos); - dig_time = 0.0; - } - if(g_input->getLeftClicked() || - (g_input->getLeftState() && nodepos != nodepos_old)) - { - std::cout<getLeftClicked()) - { - client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, 0)); - } - if(g_input->getLeftState()) - { - dig_time += dtime; + address = wide_to_narrow(menudata.address); + int newport = stoi(wide_to_narrow(menudata.port)); + if(newport != 0) + port = newport; + g_settings.set("new_style_leaves", itos(menudata.fancy_trees)); + g_settings.set("smooth_lighting", itos(menudata.smooth_lighting)); + g_settings.set("creative_mode", itos(menudata.creative_mode)); + g_settings.set("enable_damage", itos(menudata.enable_damage)); - float dig_time_complete = 0.5; - MapNode n = client.getNode(nodepos); - if(n.d == CONTENT_STONE) - dig_time_complete = 1.5; - - u16 dig_index = (u16)(3.99*dig_time/dig_time_complete); - if(dig_time > 0.125) + // Check for valid parameters, restart menu if invalid. + if(playername == "") { - //dstream<<"dig_index="<getRightClicked()) - { - std::cout<resetLeftClicked(); - g_input->resetRightClicked(); - - if(g_input->getLeftReleased()) - { - std::cout<getRightReleased()) - { - //std::cout<resetLeftReleased(); - g_input->resetRightReleased(); - - /* - Calculate stuff for drawing - */ - - camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y); - - u32 daynight_ratio = client.getDayNightRatio(); - video::SColor bgcolor = video::SColor( - 255, - skycolor.getRed() * daynight_ratio / 1000, - skycolor.getGreen() * daynight_ratio / 1000, - skycolor.getBlue() * daynight_ratio / 1000); - - /* - Fog - */ - - if(g_settings.getBool("enable_fog") == true) - { - f32 range = g_viewing_range_nodes * BS; - if(g_viewing_range_all) - range = 100000*BS; - - driver->setFog( - bgcolor, - video::EFT_FOG_LINEAR, - range*0.6, - range, - 0.01, - false, // pixel fog - false // range fog - ); - } - - - /* - Update gui stuff (0ms) - */ - - //TimeTaker guiupdatetimer("Gui updating"); - - { - wchar_t temptext[150]; - - static float drawtime_avg = 0; - drawtime_avg = drawtime_avg * 0.98 + (float)drawtime*0.02; - static float beginscenetime_avg = 0; - beginscenetime_avg = beginscenetime_avg * 0.98 + (float)beginscenetime*0.02; - static float scenetime_avg = 0; - scenetime_avg = scenetime_avg * 0.98 + (float)scenetime*0.02; - static float endscenetime_avg = 0; - endscenetime_avg = endscenetime_avg * 0.98 + (float)endscenetime*0.02; - - swprintf(temptext, 150, L"Minetest-c55 (" - L"F: item=%i" - L", R: range_all=%i" - L")" - L" drawtime=%.0f, beginscenetime=%.0f, scenetime=%.0f, endscenetime=%.0f", - g_selected_item, - g_viewing_range_all, - drawtime_avg, - beginscenetime_avg, - scenetime_avg, - endscenetime_avg - ); - - guitext->setText(temptext); - } - - { - wchar_t temptext[150]; - swprintf(temptext, 150, - L"(% .1f, % .1f, % .1f)" - L" (% .3f < btime_jitter < % .3f" - L", dtime_jitter = % .1f %%)", - player_position.X/BS, - player_position.Y/BS, - player_position.Z/BS, - busytime_jitter1_min_sample, - busytime_jitter1_max_sample, - dtime_jitter1_max_fraction * 100.0 - ); - - guitext2->setText(temptext); - } - - { - /*wchar_t temptext[100]; - swprintf(temptext, 100, - SWPRINTF_CHARSTRING, - infotext.substr(0,99).c_str() - ); - - guitext_info->setText(temptext);*/ - - guitext_info->setText(infotext.c_str()); - } - - /* - Inventory - */ - - static u16 old_selected_item = 65535; - if(client.getLocalInventoryUpdated() - || g_selected_item != old_selected_item) - { - old_selected_item = g_selected_item; - //std::cout<<"Updating local inventory"<setSelection(g_selected_item); - quick_inventory->update(); - } - - if(input_guitext != NULL) - { - /*wchar_t temptext[100]; - swprintf(temptext, 100, - SWPRINTF_CHARSTRING, - g_text_buffer.substr(0,99).c_str() - );*/ - input_guitext->setText(g_text_buffer.c_str()); - } - - /* - Text input stuff - */ - if(input_guitext != NULL && g_text_buffer_accepted) - { - input_guitext->remove(); - input_guitext = NULL; + // Break out of menu-game loop to shut down cleanly + if(device->run() == false) + break; - if(textbuf_dest != NULL) - { - std::string text = wide_to_narrow(g_text_buffer); - dstream<<"Sending text: "<sendText(text); - delete textbuf_dest; - textbuf_dest = NULL; - } - - focusGame(); - } - - //guiupdatetimer.stop(); - - /* - Drawing begins - */ - - TimeTaker drawtimer("Drawing"); - - - { - TimeTaker timer("beginScene"); - driver->beginScene(true, true, bgcolor); - //driver->beginScene(false, true, bgcolor); - beginscenetime = timer.stop(true); - } + // Initialize mapnode again to enable changed graphics settings + init_mapnode(); - //timer3.stop(); - - //std::cout<drawAll()"<drawAll(); - scenetime = timer.stop(true); - } - - { - //TimeTaker timer9("auxiliary drawings"); - // 0ms - - driver->draw2DLine(displaycenter - core::vector2d(10,0), - displaycenter + core::vector2d(10,0), - video::SColor(255,255,255,255)); - driver->draw2DLine(displaycenter - core::vector2d(0,10), - displaycenter + core::vector2d(0,10), - video::SColor(255,255,255,255)); - - //timer9.stop(); - //TimeTaker //timer10("//timer10"); - - video::SMaterial m; - m.Thickness = 10; - m.Lighting = false; - driver->setMaterial(m); - - driver->setTransform(video::ETS_WORLD, core::IdentityMatrix); + /* + Run game + */ + the_game( + kill, + random_input, + input, + device, + font, + map_dir, + playername, + password, + address, + port, + error_message + ); - for(core::list< core::aabbox3d >::Iterator i=hilightboxes.begin(); - i != hilightboxes.end(); i++) + } //try + catch(con::PeerNotFoundException &e) { - /*std::cout<<"hilightbox min=" - <<"("<MinEdge.X<<","<MinEdge.Y<<","<MinEdge.Z<<")" - <<" max=" - <<"("<MaxEdge.X<<","<MaxEdge.Y<<","<MaxEdge.Z<<")" - <draw3DBox(*i, video::SColor(255,0,0,0)); - } - + dstream<drawAll(); - - // End drawing + catch(SocketException &e) { - TimeTaker timer("endScene"); - driver->endScene(); - endscenetime = timer.stop(true); + dstream<getFPS(); - u16 fps = (1.0/dtime_avg1); - - if (lastFPS != fps) +#ifdef NDEBUG + catch(std::exception &e) { - core::stringw str = L"Minetest ["; - str += driver->getName(); - str += "] FPS:"; - str += fps; - - device->setWindowCaption(str.c_str()); - lastFPS = fps; + std::string narrow_message = "Some exception, what()=\""; + narrow_message += e.what(); + narrow_message += "\""; + dstream<yield();*/ - } - - delete quick_inventory; +#endif - } // client is deleted at this point + } // Menu-game loop - delete g_input; + delete input; /* In the end, delete the Irrlicht device. */ device->drop(); - /* - Update configuration file - */ - /*if(configpath != "") - { - g_settings.updateConfigFile(configpath.c_str()); - }*/ - - } //try - catch(con::PeerNotFoundException &e) - { - dstream<