/* Minetest-c55 Copyright (C) 2010 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 the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ /* =============================== 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) - It is not a memory leak but some kind of a buffer. NOTE: iostream.imbue(std::locale("C")) is very slow NOTE: Global locale is now set at initialization SUGG: Fix address to be ipv6 compatible NOTE: 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. SUGG: Use same technique for sector heightmaps as what we're using for UnlimitedHeightmap? (getting all neighbors when generating) 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: 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 - This also enables server to check if client has received the most recent block sent, for example. SUGG: Add a sane bandwidth throttling system to Connection SUGG: More fine-grained control of client's dumping of blocks from memory - ...What does this mean in the first place? 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: 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 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: MovingObject::move and Player::move are basically the same. combine them. 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. Now it is not. 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: 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: Meshes of blocks could be split into 6 meshes facing into different directions and then only those drawn that need to be - Also an 1-dimensional tile map would be nice probably Gaming ideas: ------------- - 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? Documentation: -------------- Build system / running: ----------------------- NOTE: The following fixme is not apparently valid, and it does work. FIXME: Graphical mode seems to segfault with Irrlicht 1.7.1 on 64-bit systems. (Ubuntu) - http://pastebin.no/32bo - Might be just a bad build, too - Doesn't affect Irrlicht 1.7.2 or 32-bit 1.7.1. (Arch/Debian) - A similar error occurs when getTexture is called from a thread when the texture has not been already loaded from disk: http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?p=68830 FIXME: Some network errors on Windows that cause local game to not work - See siggjen's emails. - Is this the famous "windows 7 problem"? Networking and serialization: ----------------------------- TODO: Get rid of GotSplitPacketException GUI: ---- TODO: Add gui option to remove map TODO: Configuration menu, at least for keys Graphics: --------- TODO: Optimize day/night mesh updating somehow - create copies of all textures for all lighting values and only change texture for material? - Umm... the collecting of the faces is the slow part -> what about just changing the color values of the existing meshbuffers? It should go quite fast. - This is not easy; There'd need to be a buffer somewhere that would contain the night and day lighting values. - Actually if FastFaces would be stored, they could hold both values FEATURE: Combine MapBlock's face caches to so big pieces that VBO gets 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: 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: Flowing water animation NOTE(FIXED): A lock condition is possible: 1) MapBlock::updateMesh() is called from client asynchronously: - AsyncProcessData() -> Map::updateMeshes() 2) Asynchronous locks m_temp_mods_mutex 3) MapBlock::updateMesh() is called from client synchronously: - Client::step() -> Environment::step() 4) Synchronous starts waiting for m_temp_mods_mutex 5) Asynchronous calls getTexture, which starts waiting for main thread Configuration: -------------- TODO: Make the video backend selectable Client: ------- TODO: Untie client network operations from framerate - Needs some input queues or something TODO: 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() Server: ------- TODO: When player dies, throw items on map TODO: Make an option to the server to disable building and digging near the starting position TODO: Save players with inventories to disk TODO: Players to be saved as text in map/players/ TODO: Copy the text of the last picked sign to inventory in creative mode TODO: Check what goes wrong with caching map to disk (Kray) - Nothing? TODO: When server sees that client is removing an inexistent block to an existent position, resend the MapBlock. FIXME: Server went into some infinite PeerNotFoundException loop Objects: -------- TODO: Better handling of objects and mobs - Scripting? - There has to be some way to do it with less messy code - Make separate classes for client and server - Client should not discriminate between blocks, server should - Make other players utilize the same framework - This is also needed for objects that don't get sent to client but are used for triggers etc TODO: There has to be some better way to handle static objects than to send them all the time. This affects signs and item objects. SUGG: Signs could be done in the same way as torches. For this, blocks need an additional metadata field for the texts - This is also needed for item container chests 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. 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 TODO: Remove duplicate lighting implementation from Map (leave VoxelManipulator, which is faster) FEATURE: Map generator version 2 - Create a system that allows a huge amount of different "map generator modules/filters" FEATURE: The map could be generated procedually: - This would need the map to be generated in larger pieces - How large? How do they connect to each other? - It has to be split vertically also - Lighting would not have to be necessarily calculated until the blocks are actually needed - it would be quite fast - Something like 64*64*16 MapBlocks? - No, MapSectors. And as much as it is efficient to do, 64x64 might be too much. - FIXME: This is currently halfway done and the generator is fairly broken * Make the stone level with a heightmap * Carve out stuff in the stone * Dump dirt all around, and simulate it falling off steep places * 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 Doing now (most important at the top): -------------------------------------- # maybe done * not done === Stuff to do before release * Save the new mapgen stuff - map/meta.txt, which should contain only plain text, something like this: seed = 7ff1bafcd7118800 chunksize = 8 - map/chunks.dat * Save chunk metadata on disk * Make server find the spawning place from the real map data, not from the heightmap - But the changing borders of chunk have to be avoided, because there is time to generate only one chunk. * Make the generator to run in background and not blocking block placement and transfer * only_from_disk might not work anymore - check and fix it. * Check the fixmes in the list above === Stuff to do after release * Set backface culling on, especially for water * Add some kind of erosion and other stuff that now is possible * Make client to fetch stuff asynchronously - Needs method SyncProcessData * 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 * Water doesn't start flowing after map generation like it should - Are there still problems? * Better water generation (spread it to underwater caverns but don't fill dungeons that don't touch outside air) * 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. * Make a small history check to transformLiquids to detect and log continuous oscillations, in such detail that they can be fixed. ====================================================================== */ /* 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. 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 NDEBUG #ifdef _WIN32 #pragma message ("Disabling unit tests") #else #warning "Disabling unit tests" #endif // Disable unit tests #define ENABLE_TESTS 0 #else // Enable unit tests #define ENABLE_TESTS 1 #endif #ifdef _MSC_VER #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 "common_irrlicht.h" #include "debug.h" #include "map.h" #include "player.h" #include "main.h" #include "test.h" #include "environment.h" #include "server.h" #include "client.h" #include "serialization.h" #include "constants.h" #include "strfnd.h" #include "porting.h" #include "irrlichtwrapper.h" #include "gettime.h" #include "porting.h" #include "guiPauseMenu.h" #include "guiInventoryMenu.h" #include "guiTextInputMenu.h" #include "materials.h" #include "guiMessageMenu.h" #include "filesys.h" #include "config.h" #include "guiMainMenu.h" #include "mineral.h" IrrlichtWrapper *g_irrlicht; MapDrawControl draw_control; /* Settings. These are loaded from the config file. */ Settings g_settings; extern void set_default_settings(); /* Random stuff */ IrrlichtDevice *g_device = NULL; Client *g_client = NULL; /* GUI Stuff */ gui::IGUIEnvironment* guienv = NULL; gui::IGUIStaticText *guiroot = NULL; class MainMenuManager : public IMenuManager { public: virtual void createdMenu(GUIModalMenu *menu) { for(core::list::Iterator i = m_stack.begin(); i != m_stack.end(); i++) { assert(*i != menu); } if(m_stack.size() != 0) (*m_stack.getLast())->setVisible(false); m_stack.push_back(menu); } virtual void deletingMenu(GUIModalMenu *menu) { // Remove all entries if there are duplicates bool removed_entry; do{ removed_entry = false; for(core::list::Iterator i = m_stack.begin(); i != m_stack.end(); i++) { if(*i == menu) { m_stack.erase(i); removed_entry = true; break; } } }while(removed_entry); /*core::list::Iterator i = m_stack.getLast(); assert(*i == menu); m_stack.erase(i);*/ if(m_stack.size() != 0) (*m_stack.getLast())->setVisible(true); } u32 menuCount() { return m_stack.size(); } core::list m_stack; }; MainMenuManager g_menumgr; bool noMenuActive() { return (g_menumgr.menuCount() == 0); } bool g_disconnect_requested = false; class MainGameCallback : public IGameCallback { public: virtual void exitToOS() { g_device->closeDevice(); } virtual void disconnect() { g_disconnect_requested = true; } }; MainGameCallback g_gamecallback; // Inventory actions from the menu are buffered here before sending Queue inventory_action_queue; // This is a copy of the inventory that the client's environment has Inventory local_inventory; u16 g_selected_item = 0; /* Debug streams */ // Connection std::ostream *dout_con_ptr = &dummyout; std::ostream *derr_con_ptr = &dstream_no_stderr; //std::ostream *dout_con_ptr = &dstream_no_stderr; //std::ostream *derr_con_ptr = &dstream_no_stderr; //std::ostream *dout_con_ptr = &dstream; //std::ostream *derr_con_ptr = &dstream; // Server std::ostream *dout_server_ptr = &dstream; std::ostream *derr_server_ptr = &dstream; // Client std::ostream *dout_client_ptr = &dstream; std::ostream *derr_client_ptr = &dstream; /* gettime.h implementation */ u32 getTimeMs() { /* Use irrlicht because it is more precise than porting.h's getTimeMs() */ if(g_irrlicht == NULL) return 0; return g_irrlicht->getTime(); } /* Text input system */ struct TextDestSign : public TextDest { TextDestSign(v3s16 blockpos, s16 id, Client *client) { m_blockpos = blockpos; m_id = id; m_client = client; } void gotText(std::wstring text) { std::string ntext = wide_to_narrow(text); dstream<<"Changing text of a sign object: " <sendSignText(m_blockpos, m_id, ntext); } v3s16 m_blockpos; s16 m_id; Client *m_client; }; struct TextDestChat : public TextDest { TextDestChat(Client *client) { m_client = client; } void gotText(std::wstring text) { m_client->sendChatMessage(text); m_client->addChatMessage(text); } Client *m_client; }; 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) { clearInput(); 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) { //dstream<<"Pressed key: "<<(char)event.KeyInput.Key<drop(); return true; } if(event.KeyInput.Key == irr::KEY_KEY_I) { dstream<drop(); return true; } if(event.KeyInput.Key == irr::KEY_KEY_T) { TextDest *dest = new TextDestChat(g_client); (new GUITextInputMenu(guienv, guiroot, -1, &g_menumgr, dest, L""))->drop(); } } // Material selection /*if(event.KeyInput.Key == irr::KEY_KEY_F) { if(g_selected_item < PLAYER_INVENTORY_SIZE-1) g_selected_item++; else g_selected_item = 0; dstream<= irr::KEY_KEY_0 && event.KeyInput.Key <= irr::KEY_KEY_9) { u16 s1 = event.KeyInput.Key - irr::KEY_KEY_0; if(event.KeyInput.Key == irr::KEY_KEY_0) s1 = 10; if(s1 < PLAYER_INVENTORY_SIZE) g_selected_item = s1-1; dstream< 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); } } ~GUIQuickInventory() { for(u32 i=0; iremove(); } for(u32 i=0; iremove(); } } virtual bool OnEvent(const SEvent& event) { return false; } void setSelection(s32 i) { m_selection = i; } void update() { s32 start = 0; start = m_selection - m_itemcount / 2; InventoryList *mainlist = m_inventory->getList("main"); for(s32 i=0; i (s32)mainlist->getSize() - 1) j -= mainlist->getSize(); if(j < 0) j += mainlist->getSize(); InventoryItem *item = mainlist->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); } } private: s32 m_itemcount; core::array m_texts; core::array m_images; Inventory *m_inventory; s32 m_selection; }; // Chat data struct ChatLine { ChatLine(): age(0.0) { } ChatLine(const std::wstring &a_text): age(0.0), text(a_text) { } float age; std::wstring text; }; // These are defined global so that they're not optimized too much. // Can't change them to volatile. s16 temp16; f32 tempf; v3f tempv3f1; v3f tempv3f2; std::string tempstring; std::string tempstring2; void SpeedTests() { { dstream<<"The following test should take around 20ms."< map1; tempf = -324; const s16 ii=300; for(s16 y=0; y=0; y--){ for(s16 x=0; x allowed_options; allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG)); allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG, "Run server directly")); allowed_options.insert("config", ValueSpec(VALUETYPE_STRING, "Load configuration from specified file")); allowed_options.insert("port", ValueSpec(VALUETYPE_STRING)); allowed_options.insert("address", ValueSpec(VALUETYPE_STRING)); 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; bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options); if(ret == false || cmd_args.getFlag("help")) { dstream<<"Allowed options:"<::Iterator i = allowed_options.getIterator(); i.atEnd() == false; i++) { dstream<<" --"<getKey(); if(i.getNode()->getValue().type == VALUETYPE_FLAG) { } else { dstream<<" "; } dstream<getValue().help != NULL) { dstream<<" "<getValue().help < 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(screenW, screenH), 16, fullscreen, false, false, &receiver); if (device == 0) return 1; // could not create selected driver. g_device = device; g_irrlicht = new IrrlichtWrapper(device); /* Speed tests (done after irrlicht is loaded to get timer) */ if(cmd_args.getFlag("speedtests")) { dstream<<"Running speed tests"<setResizable(true); bool random_input = g_settings.getBool("random_input") || cmd_args.getFlag("random-input"); if(random_input) g_input = new RandomInputHandler(); else g_input = new RealInputHandler(device, &receiver); /* Continue initialization */ video::IVideoDriver* driver = device->getVideoDriver(); /* This changes the minimum allowed number of vertices in a VBO */ //driver->setMinHardwareBufferVertexCount(50); scene::ISceneManager* smgr = device->getSceneManager(); guienv = device->getGUIEnvironment(); gui::IGUISkin* skin = guienv->getSkin(); gui::IGUIFont* font = guienv->getFont(porting::getDataPath("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)); //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0)); 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)); /* Preload some textures and stuff */ init_content_inventory_texture_paths(); init_mapnode(g_irrlicht); init_mineral(g_irrlicht); /* GUI stuff */ /* 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)); // First line of debug text gui::IGUIStaticText *guitext = guienv->addStaticText( L"", core::rect(5, 5, 795, 5+text_height), false, false); // Second line of debug text gui::IGUIStaticText *guitext2 = guienv->addStaticText( L"", core::rect(5, 5+(text_height+5)*1, 795, (5+text_height)*2), false, false); // At the middle of the screen // Object infos are shown in this gui::IGUIStaticText *guitext_info = guienv->addStaticText( L"", core::rect(100, 70, 100+400, 70+(text_height+5)), false, false); // Chat text gui::IGUIStaticText *guitext_chat = guienv->addStaticText( L"", core::rect(0,0,0,0), false, true); guitext_chat->setBackgroundColor(video::SColor(96,0,0,0)); core::list chat_lines; /* 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""; /* Menu-game loop */ while(g_device->run()) { // This is used for catching disconnects try { /* Out-of-game menu loop. Loop quits when menu returns proper parameters. */ for(;;) { // 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); // 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.creative_mode = g_settings.getBool("creative_mode"); GUIMainMenu *menu = new GUIMainMenu(guienv, guiroot, -1, &g_menumgr, &menudata, &g_gamecallback); menu->allowFocusRemoval(true); if(error_message != L"") { GUIMessageMenu *menu2 = new GUIMessageMenu(guienv, guiroot, -1, &g_menumgr, error_message.c_str()); menu2->drop(); error_message = L""; } video::IVideoDriver* driver = g_device->getVideoDriver(); dstream<<"Created main menu"<run()) { // Run global IrrlichtWrapper's main thread processing stuff g_irrlicht->Run(); if(menu->getStatus() == true) break; //driver->beginScene(true, true, video::SColor(255,0,0,0)); driver->beginScene(true, true, video::SColor(255,128,128,128)); guienv->drawAll(); driver->endScene(); } // Break out of menu-game loop to shut down cleanly if(g_device->run() == false) break; dstream<<"Dropping main menu"<drop(); // Delete map if requested if(menudata.delete_map) { bool r = fs::RecursiveDeleteContent(map_dir); if(r == false) error_message = L"Delete failed"; continue; } playername = wide_to_narrow(menudata.name); address = wide_to_narrow(menudata.address); port = stoi(wide_to_narrow(menudata.port)); g_settings.set("creative_mode", itos(menudata.creative_mode)); // Check for valid parameters, restart menu if invalid. if(playername == "") { error_message = L"Name required."; continue; } // Save settings g_settings.set("name", playername); g_settings.set("address", address); g_settings.set("port", itos(port)); // Update configuration file if(configpath != "") g_settings.updateConfigFile(configpath.c_str()); // Continue to game break; } // Break out of menu-game loop to shut down cleanly if(g_device->run() == false) break; /* Make a scope here so that the client and the server and other stuff gets removed when disconnected or the irrlicht device is removed. */ { // This is set to true at the end of the scope g_irrlicht->Shutdown(false); /* Draw "Loading" screen */ const wchar_t *text = L"Loading and connecting..."; core::vector2d center(screenW/2, screenH/2); core::vector2d textsize(300, text_height); core::rect textrect(center - textsize/2, center + textsize/2); gui::IGUIStaticText *gui_loadingtext = guienv->addStaticText( text, textrect, false, false); gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT); driver->beginScene(true, true, video::SColor(255,0,0,0)); guienv->drawAll(); driver->endScene(); std::cout< server; if(address == ""){ server = new Server(map_dir); server->start(port); } /* Create client */ Client client(device, playername.c_str(), draw_control); g_client = &client; Address connect_address(0,0,0,0, port); try{ if(address == "") connect_address.Resolve("localhost"); else connect_address.Resolve(address.c_str()); } catch(ResolveError &e) { std::cout<remove(); continue; } std::cout<beginScene(true, true, video::SColor(255,0,0,0)); guienv->drawAll(); driver->endScene(); // Update client and server client.step(0.1); if(server != NULL) server->step(0.1); // Delay a bit sleep_ms(100); } } catch(con::PeerNotFoundException &e) { std::cout<remove(); continue; } /* Create skybox */ /*scene::ISceneNode* skybox; skybox = smgr->addSkyBoxSceneNode( driver->getTexture(porting::getDataPath("skybox2.png").c_str()), driver->getTexture(porting::getDataPath("skybox3.png").c_str()), driver->getTexture(porting::getDataPath("skybox1.png").c_str()), driver->getTexture(porting::getDataPath("skybox1.png").c_str()), driver->getTexture(porting::getDataPath("skybox1.png").c_str()), driver->getTexture(porting::getDataPath("skybox1.png").c_str()));*/ /* 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(); /* Add some gui stuff */ GUIQuickInventory *quick_inventory = new GUIQuickInventory (guienv, NULL, v2s32(10, 70), 5, &local_inventory); // Test the text input system /*(new GUITextInputMenu(guienv, guiroot, -1, &g_menumgr, NULL))->drop();*/ /*GUIMessageMenu *menu = new GUIMessageMenu(guienv, guiroot, -1, &g_menumgr, L"Asd"); menu->drop();*/ // Launch pause menu (new GUIPauseMenu(guienv, guiroot, -1, &g_gamecallback, &g_menumgr))->drop(); // Enable texts guitext2->setVisible(true); guitext_info->setVisible(true); guitext_chat->setVisible(true); /* Some statistics are collected in these */ u32 drawtime = 0; u32 beginscenetime = 0; u32 scenetime = 0; u32 endscenetime = 0; // A test //throw con::PeerNotFoundException("lol"); /* Main loop */ bool first_loop_after_window_activation = true; // Time is in milliseconds // NOTE: getRealTime() causes strange problems in wine (imprecision?) // NOTE: So we have to use getTime() and call run()s between them u32 lasttime = device->getTimer()->getTime(); while(device->run()) { if(g_disconnect_requested) { g_disconnect_requested = false; break; } /* 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; { // 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(busytime, &client); /* FPS limiter */ { float fps_max = g_settings.getFloat("fps_max"); u32 frametime_min = 1000./fps_max; 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; 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) { 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; } } /* 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); /* Player speed control */ { /*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_E), camera_pitch, camera_yaw ); client.setPlayerControl(control); } /* 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() && noMenuActive()) || 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 it's pointing to a MapBlockObject */ if(selected_object != NULL) { //dstream<<"Client returned selected_object != NULL"< box_on_map = selected_object->getSelectionBoxOnMap(); hilightboxes.push_back(box_on_map); infotext = narrow_to_wide(selected_object->infoText()); 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"<getBlock()->getPos(), selected_object->getId(), &client); SignObject *sign_object = (SignObject*)selected_object; std::wstring wtext = narrow_to_wide(sign_object->getText()); (new GUITextInputMenu(guienv, guiroot, -1, &g_menumgr, dest, wtext))->drop(); } } /* Otherwise pass the event to the server as-is */ else { client.clickObject(1, selected_object->getBlock()->getPos(), selected_object->getId(), g_selected_item); } } } else // selected_object == NULL { /* Find out which node we are pointing at */ bool nodefound = false; v3s16 nodepos; v3s16 neighbourpos; core::aabbox3d nodehilightbox; 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) ); } if(distance < mindistance) { if(box.intersectsWithLine(shootline)) { nodefound = true; nodepos = np; neighbourpos = np; mindistance = distance; nodehilightbox = box; } } } /* 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; //nodehilightbox = facebox; const float d = 0.502; core::aabbox3d nodebox (-BS*d, -BS*d, -BS*d, BS*d, BS*d, BS*d); v3f nodepos_f = intToFloat(nodepos); nodebox.MinEdge += nodepos_f; nodebox.MaxEdge += nodepos_f; nodehilightbox = nodebox; } } // if distance < mindistance } // for dirs } // regular block } // for coords static float nodig_delay_counter = 0.0; if(nodefound) { static v3s16 nodepos_old(-32768,-32768,-32768); static float dig_time = 0.0; static u16 dig_index = 0; // Visualize selection hilightboxes.push_back(nodehilightbox); // Handle digging if(g_input->getLeftReleased()) { client.clearTempMod(nodepos); dig_time = 0.0; } if(nodig_delay_counter > 0.0) { nodig_delay_counter -= dtime; } else { if(nodepos != nodepos_old) { std::cout<getLeftClicked() || (g_input->getLeftState() && nodepos != nodepos_old)) { dstream<getLeftClicked()) { client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, 0)); } if(g_input->getLeftState()) { MapNode n = client.getNode(nodepos); // Get tool name. Default is "" = bare hands std::string toolname = ""; InventoryList *mlist = local_inventory.getList("main"); if(mlist != NULL) { InventoryItem *item = mlist->getItem(g_selected_item); if(item && (std::string)item->getName() == "ToolItem") { ToolItem *titem = (ToolItem*)item; toolname = titem->getToolName(); } } // Get digging properties for material and tool u8 material = n.d; DiggingProperties prop = getDiggingProperties(material, toolname); float dig_time_complete = 0.0; if(prop.diggable == false) { /*dstream<<"Material "<<(int)material <<" not diggable with \"" <= 0.001) { dig_index = (u16)((float)CRACK_ANIMATION_LENGTH * dig_time/dig_time_complete); } // This is for torches else { dig_index = CRACK_ANIMATION_LENGTH; } if(dig_index < CRACK_ANIMATION_LENGTH) { //TimeTaker timer("client.setTempMod"); //dstream<<"dig_index="< 0.5) { nodig_delay_counter = 0.5; } // We want a slight delay to very little // time consuming nodes float mindelay = 0.15; if(nodig_delay_counter < mindelay) { nodig_delay_counter = mindelay; } } dig_time += dtime; } } if(g_input->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);*/ u8 l = decode_light((daynight_ratio * LIGHT_SUN) / 1000); video::SColor bgcolor = video::SColor( 255, skycolor.getRed() * l / 255, skycolor.getGreen() * l / 255, skycolor.getBlue() * l / 255); /* Fog */ if(g_settings.getBool("enable_fog") == true) { //f32 range = draw_control.wanted_range * BS + MAP_BLOCKSIZE/2*BS; f32 range = draw_control.wanted_range * BS + MAP_BLOCKSIZE/3*BS; if(draw_control.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 * 0.95 + (float)drawtime*0.05; static float beginscenetime_avg = 0; beginscenetime_avg = beginscenetime_avg * 0.95 + (float)beginscenetime*0.05; static float scenetime_avg = 0; scenetime_avg = scenetime_avg * 0.95 + (float)scenetime*0.05; static float endscenetime_avg = 0; endscenetime_avg = endscenetime_avg * 0.95 + (float)endscenetime*0.05; 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, draw_control.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 %%" L", v_range = %.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, draw_control.wanted_range ); guitext2->setText(temptext); } { guitext_info->setText(infotext.c_str()); } /* Get chat messages from client */ { // Get new messages std::wstring message; while(client.getChatMessage(message)) { chat_lines.push_back(ChatLine(message)); /*if(chat_lines.size() > 6) { core::list::Iterator i = chat_lines.begin(); chat_lines.erase(i); }*/ } // Append them to form the whole static text and throw // it to the gui element std::wstring whole; // This will correspond to the line number counted from // top to bottom, from size-1 to 0 s16 line_number = chat_lines.size(); // Count of messages to be removed from the top u16 to_be_removed_count = 0; for(core::list::Iterator i = chat_lines.begin(); i != chat_lines.end(); i++) { // After this, line number is valid for this loop line_number--; // Increment age (*i).age += dtime; /* This results in a maximum age of 60*6 to the lowermost line and a maximum of 6 lines */ float allowed_age = (6-line_number) * 60.0; if((*i).age > allowed_age) { to_be_removed_count++; continue; } whole += (*i).text + L'\n'; } for(u16 i=0; i::Iterator it = chat_lines.begin(); chat_lines.erase(it); } guitext_chat->setText(whole.c_str()); // Update gui element size and position core::rect rect( 10, screensize.Y - 10 - text_height*chat_lines.size(), screensize.X - 10, screensize.Y - 10 ); guitext_chat->setRelativePosition(rect); if(chat_lines.size() == 0) guitext_chat->setVisible(false); else guitext_chat->setVisible(true); } /* 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(); } /* Send actions returned by the inventory menu */ while(inventory_action_queue.size() != 0) { InventoryAction *a = inventory_action_queue.pop_front(); client.sendInventoryAction(a); // Eat it delete a; } /* Drawing begins */ TimeTaker drawtimer("Drawing"); { TimeTaker timer("beginScene"); driver->beginScene(true, true, bgcolor); //driver->beginScene(false, true, bgcolor); beginscenetime = timer.stop(true); } //timer3.stop(); //std::cout<drawAll()"<drawAll(); scenetime = timer.stop(true); } { //TimeTaker timer9("auxiliary drawings"); // 0ms //timer9.stop(); //TimeTaker //timer10("//timer10"); video::SMaterial m; //m.Thickness = 10; m.Thickness = 3; m.Lighting = false; driver->setMaterial(m); driver->setTransform(video::ETS_WORLD, core::IdentityMatrix); for(core::list< core::aabbox3d >::Iterator i=hilightboxes.begin(); i != hilightboxes.end(); i++) { /*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)); } /* Draw crosshair */ 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)); } //timer10.stop(); //TimeTaker //timer11("//timer11"); /* Draw gui */ // 0-1ms guienv->drawAll(); // End drawing { TimeTaker timer("endScene"); driver->endScene(); endscenetime = timer.stop(true); } drawtime = drawtimer.stop(true); /* Drawing ends */ static s16 lastFPS = 0; //u16 fps = driver->getFPS(); u16 fps = (1.0/dtime_avg1); if (lastFPS != fps) { core::stringw str = L"Minetest ["; str += driver->getName(); str += "] FPS:"; str += fps; device->setWindowCaption(str.c_str()); lastFPS = fps; } /*} else device->yield();*/ } delete quick_inventory; /* Disable texture fetches and other stuff that is queued to be processed by the main loop. This has to be done before client goes out of scope. */ g_irrlicht->Shutdown(true); } // client and server are deleted at this point } //try catch(con::PeerNotFoundException &e) { dstream<drop(); /* Update configuration file */ /*if(configpath != "") { g_settings.updateConfigFile(configpath.c_str()); }*/ END_DEBUG_EXCEPTION_HANDLER debugstreams_deinit(); return 0; } //END