minetest/src/client/clientlauncher.cpp
Herman Semenov 038da00e79
Code optimizations / refactor (#12704)
Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
Co-authored-by: sfan5 <sfan5@live.de>
2022-09-06 11:21:09 +01:00

663 lines
18 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
You should have received a copy of the GNU Lesser 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.
*/
#include "gui/mainmenumanager.h"
#include "clouds.h"
#include "server.h"
#include "filesys.h"
#include "gui/guiMainMenu.h"
#include "game.h"
#include "player.h"
#include "chat.h"
#include "gettext.h"
#include "profiler.h"
#include "serverlist.h"
#include "gui/guiEngine.h"
#include "fontengine.h"
#include "clientlauncher.h"
#include "version.h"
#include "renderingengine.h"
#include "network/networkexceptions.h"
#if USE_SOUND
#include "sound_openal.h"
#endif
/* mainmenumanager.h
*/
gui::IGUIEnvironment *guienv = nullptr;
gui::IGUIStaticText *guiroot = nullptr;
MainMenuManager g_menumgr;
bool isMenuActive()
{
return g_menumgr.menuCount() != 0;
}
// Passed to menus to allow disconnecting and exiting
MainGameCallback *g_gamecallback = nullptr;
#if 0
// This can be helpful for the next code cleanup
static void dump_start_data(const GameStartData &data)
{
std::cout <<
"\ndedicated " << (int)data.is_dedicated_server <<
"\nport " << data.socket_port <<
"\nworld_path " << data.world_spec.path <<
"\nworld game " << data.world_spec.gameid <<
"\ngame path " << data.game_spec.path <<
"\nplayer name " << data.name <<
"\naddress " << data.address << std::endl;
}
#endif
ClientLauncher::~ClientLauncher()
{
delete input;
delete receiver;
delete g_fontengine;
delete g_gamecallback;
delete m_rendering_engine;
#if USE_SOUND
g_sound_manager_singleton.reset();
#endif
}
bool ClientLauncher::run(GameStartData &start_data, const Settings &cmd_args)
{
/* This function is called when a client must be started.
* Covered cases:
* - Singleplayer (address but map provided)
* - Join server (no map but address provided)
* - Local server (for main menu only)
*/
init_args(start_data, cmd_args);
#if USE_SOUND
if (g_settings->getBool("enable_sound"))
g_sound_manager_singleton = createSoundManagerSingleton();
#endif
if (!init_engine()) {
errorstream << "Could not initialize game engine." << std::endl;
return false;
}
// Speed tests (done after irrlicht is loaded to get timer)
if (cmd_args.getFlag("speedtests")) {
dstream << "Running speed tests" << std::endl;
speed_tests();
return true;
}
if (m_rendering_engine->get_video_driver() == NULL) {
errorstream << "Could not initialize video driver." << std::endl;
return false;
}
m_rendering_engine->setupTopLevelWindow(PROJECT_NAME_C);
/*
This changes the minimum allowed number of vertices in a VBO.
Default is 500.
*/
//driver->setMinHardwareBufferVertexCount(50);
// Create game callback for menus
g_gamecallback = new MainGameCallback();
m_rendering_engine->setResizable(true);
init_input();
m_rendering_engine->get_scene_manager()->getParameters()->
setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
guienv = m_rendering_engine->get_gui_env();
skin = guienv->getSkin();
skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255, 255, 255, 255));
skin->setColor(gui::EGDC_3D_LIGHT, video::SColor(0, 0, 0, 0));
skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255, 30, 30, 30));
skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255, 0, 0, 0));
skin->setColor(gui::EGDC_HIGH_LIGHT, video::SColor(255, 70, 120, 50));
skin->setColor(gui::EGDC_HIGH_LIGHT_TEXT, video::SColor(255, 255, 255, 255));
#ifdef HAVE_TOUCHSCREENGUI
float density = RenderingEngine::getDisplayDensity();
skin->setSize(gui::EGDS_CHECK_BOX_WIDTH, (s32)(17.0f * density));
skin->setSize(gui::EGDS_SCROLLBAR_SIZE, (s32)(14.0f * density));
skin->setSize(gui::EGDS_WINDOW_BUTTON_WIDTH, (s32)(15.0f * density));
if (density > 1.5f) {
std::string sprite_path = porting::path_user + "/textures/base/pack/";
if (density > 3.5f)
sprite_path.append("checkbox_64.png");
else if (density > 2.0f)
sprite_path.append("checkbox_32.png");
else
sprite_path.append("checkbox_16.png");
// Texture dimensions should be a power of 2
gui::IGUISpriteBank *sprites = skin->getSpriteBank();
video::IVideoDriver *driver = m_rendering_engine->get_video_driver();
video::ITexture *sprite_texture = driver->getTexture(sprite_path.c_str());
if (sprite_texture) {
s32 sprite_id = sprites->addTextureAsSprite(sprite_texture);
if (sprite_id != -1)
skin->setIcon(gui::EGDI_CHECK_BOX_CHECKED, sprite_id);
}
}
#endif
g_fontengine = new FontEngine(guienv);
FATAL_ERROR_IF(g_fontengine == NULL, "Font engine creation failed.");
// Irrlicht 1.8 input colours
skin->setColor(gui::EGDC_EDITABLE, video::SColor(255, 128, 128, 128));
skin->setColor(gui::EGDC_FOCUSED_EDITABLE, video::SColor(255, 96, 134, 49));
// Create the menu clouds
if (!g_menucloudsmgr)
g_menucloudsmgr = m_rendering_engine->get_scene_manager()->createNewSceneManager();
if (!g_menuclouds)
g_menuclouds = new Clouds(g_menucloudsmgr, -1, rand());
g_menuclouds->setHeight(100.0f);
g_menuclouds->update(v3f(0, 0, 0), video::SColor(255, 240, 240, 255));
scene::ICameraSceneNode* camera;
camera = g_menucloudsmgr->addCameraSceneNode(NULL, v3f(0, 0, 0), v3f(0, 60, 100));
camera->setFarValue(10000);
/*
GUI stuff
*/
ChatBackend chat_backend;
// If an error occurs, this is set to something by menu().
// It is then displayed before the menu shows on the next call to menu()
std::string error_message;
bool reconnect_requested = false;
bool first_loop = true;
/*
Menu-game loop
*/
bool retval = true;
bool *kill = porting::signal_handler_killstatus();
while (m_rendering_engine->run() && !*kill &&
!g_gamecallback->shutdown_requested) {
// Set the window caption
const wchar_t *text = wgettext("Main Menu");
m_rendering_engine->get_raw_device()->
setWindowCaption((utf8_to_wide(PROJECT_NAME_C) +
L" " + utf8_to_wide(g_version_hash) +
L" [" + text + L"]").c_str());
delete[] text;
try { // This is used for catching disconnects
m_rendering_engine->get_gui_env()->clear();
/*
We need some kind of a root node to be able to add
custom gui elements directly on the screen.
Otherwise they won't be automatically drawn.
*/
guiroot = m_rendering_engine->get_gui_env()->addStaticText(L"",
core::rect<s32>(0, 0, 10000, 10000));
bool game_has_run = launch_game(error_message, reconnect_requested,
start_data, cmd_args);
// Reset the reconnect_requested flag
reconnect_requested = false;
// If skip_main_menu, we only want to startup once
if (skip_main_menu && !first_loop)
break;
first_loop = false;
if (!game_has_run) {
if (skip_main_menu)
break;
continue;
}
// Break out of menu-game loop to shut down cleanly
if (!m_rendering_engine->run() || *kill) {
if (!g_settings_path.empty())
g_settings->updateConfigFile(g_settings_path.c_str());
break;
}
m_rendering_engine->get_video_driver()->setTextureCreationFlag(
video::ETCF_CREATE_MIP_MAPS, g_settings->getBool("mip_map"));
#ifdef HAVE_TOUCHSCREENGUI
receiver->m_touchscreengui = new TouchScreenGUI(m_rendering_engine->get_raw_device(), receiver);
g_touchscreengui = receiver->m_touchscreengui;
#endif
the_game(
kill,
input,
m_rendering_engine,
start_data,
error_message,
chat_backend,
&reconnect_requested
);
} //try
catch (con::PeerNotFoundException &e) {
error_message = gettext("Connection error (timed out?)");
errorstream << error_message << std::endl;
}
#ifdef NDEBUG
catch (std::exception &e) {
std::string error_message = "Some exception: \"";
error_message += e.what();
error_message += "\"";
errorstream << error_message << std::endl;
}
#endif
m_rendering_engine->get_scene_manager()->clear();
#ifdef HAVE_TOUCHSCREENGUI
delete g_touchscreengui;
g_touchscreengui = NULL;
receiver->m_touchscreengui = NULL;
#endif
// If no main menu, show error and exit
if (skip_main_menu) {
if (!error_message.empty()) {
verbosestream << "error_message = "
<< error_message << std::endl;
retval = false;
}
break;
}
} // Menu-game loop
g_menuclouds->drop();
g_menucloudsmgr->drop();
return retval;
}
void ClientLauncher::init_args(GameStartData &start_data, const Settings &cmd_args)
{
skip_main_menu = cmd_args.getFlag("go");
start_data.address = g_settings->get("address");
if (cmd_args.exists("address")) {
// Join a remote server
start_data.address = cmd_args.get("address");
start_data.world_path.clear();
start_data.name = g_settings->get("name");
}
if (!start_data.world_path.empty()) {
// Start a singleplayer instance
start_data.address = "";
}
if (cmd_args.exists("name"))
start_data.name = cmd_args.get("name");
random_input = g_settings->getBool("random_input")
|| cmd_args.getFlag("random-input");
}
bool ClientLauncher::init_engine()
{
receiver = new MyEventReceiver();
m_rendering_engine = new RenderingEngine(receiver);
return m_rendering_engine->get_raw_device() != nullptr;
}
void ClientLauncher::init_input()
{
if (random_input)
input = new RandomInputHandler();
else
input = new RealInputHandler(receiver);
if (g_settings->getBool("enable_joysticks")) {
irr::core::array<irr::SJoystickInfo> infos;
std::vector<irr::SJoystickInfo> joystick_infos;
// Make sure this is called maximum once per
// irrlicht device, otherwise it will give you
// multiple events for the same joystick.
if (m_rendering_engine->get_raw_device()->activateJoysticks(infos)) {
infostream << "Joystick support enabled" << std::endl;
joystick_infos.reserve(infos.size());
for (u32 i = 0; i < infos.size(); i++) {
joystick_infos.push_back(infos[i]);
}
input->joystick.onJoystickConnect(joystick_infos);
} else {
errorstream << "Could not activate joystick support." << std::endl;
}
}
}
bool ClientLauncher::launch_game(std::string &error_message,
bool reconnect_requested, GameStartData &start_data,
const Settings &cmd_args)
{
// Prepare and check the start data to launch a game
std::string error_message_lua = error_message;
error_message.clear();
if (cmd_args.exists("password"))
start_data.password = cmd_args.get("password");
if (cmd_args.exists("password-file")) {
std::ifstream passfile(cmd_args.get("password-file"));
if (passfile.good()) {
getline(passfile, start_data.password);
} else {
error_message = gettext("Provided password file "
"failed to open: ")
+ cmd_args.get("password-file");
errorstream << error_message << std::endl;
return false;
}
}
// If a world was commanded, append and select it
// This is provieded by "get_world_from_cmdline()", main.cpp
if (!start_data.world_path.empty()) {
auto &spec = start_data.world_spec;
spec.path = start_data.world_path;
spec.gameid = getWorldGameId(spec.path, true);
spec.name = _("[--world parameter]");
if (spec.gameid.empty()) { // Create new
spec.gameid = g_settings->get("default_game");
spec.name += " [new]";
}
}
/* Show the GUI menu
*/
std::string server_name, server_description;
if (!skip_main_menu) {
// Initialize menu data
// TODO: Re-use existing structs (GameStartData)
MainMenuData menudata;
menudata.address = start_data.address;
menudata.name = start_data.name;
menudata.password = start_data.password;
menudata.port = itos(start_data.socket_port);
menudata.script_data.errormessage = std::move(error_message_lua);
menudata.script_data.reconnect_requested = reconnect_requested;
main_menu(&menudata);
// Skip further loading if there was an exit signal.
if (*porting::signal_handler_killstatus())
return false;
if (!menudata.script_data.errormessage.empty()) {
/* The calling function will pass this back into this function upon the
* next iteration (if any) causing it to be displayed by the GUI
*/
error_message = menudata.script_data.errormessage;
return false;
}
int newport = stoi(menudata.port);
if (newport != 0)
start_data.socket_port = newport;
// Update world information using main menu data
std::vector<WorldSpec> worldspecs = getAvailableWorlds();
int world_index = menudata.selected_world;
if (world_index >= 0 && world_index < (int)worldspecs.size()) {
g_settings->set("selected_world_path",
worldspecs[world_index].path);
start_data.world_spec = worldspecs[world_index];
}
start_data.name = menudata.name;
start_data.password = menudata.password;
start_data.address = std::move(menudata.address);
start_data.allow_login_or_register = menudata.allow_login_or_register;
server_name = menudata.servername;
server_description = menudata.serverdescription;
start_data.local_server = !menudata.simple_singleplayer_mode &&
start_data.address.empty();
} else {
start_data.local_server = !start_data.world_path.empty() &&
start_data.address.empty() && !start_data.name.empty();
}
if (!m_rendering_engine->run())
return false;
if (!start_data.isSinglePlayer() && start_data.name.empty()) {
error_message = gettext("Please choose a name!");
errorstream << error_message << std::endl;
return false;
}
// If using simple singleplayer mode, override
if (start_data.isSinglePlayer()) {
start_data.name = "singleplayer";
start_data.password = "";
start_data.socket_port = myrand_range(49152, 65535);
} else {
g_settings->set("name", start_data.name);
}
if (start_data.name.length() > PLAYERNAME_SIZE - 1) {
error_message = gettext("Player name too long.");
start_data.name.resize(PLAYERNAME_SIZE);
g_settings->set("name", start_data.name);
return false;
}
auto &worldspec = start_data.world_spec;
infostream << "Selected world: " << worldspec.name
<< " [" << worldspec.path << "]" << std::endl;
if (start_data.address.empty()) {
// For singleplayer and local server
if (worldspec.path.empty()) {
error_message = gettext("No world selected and no address "
"provided. Nothing to do.");
errorstream << error_message << std::endl;
return false;
}
if (!fs::PathExists(worldspec.path)) {
error_message = gettext("Provided world path doesn't exist: ")
+ worldspec.path;
errorstream << error_message << std::endl;
return false;
}
// Load gamespec for required game
start_data.game_spec = findWorldSubgame(worldspec.path);
if (!start_data.game_spec.isValid()) {
error_message = gettext("Could not find or load game: ")
+ worldspec.gameid;
errorstream << error_message << std::endl;
return false;
}
if (porting::signal_handler_killstatus())
return true;
if (!start_data.game_spec.isValid()) {
error_message = gettext("Invalid gamespec.");
error_message += " (world.gameid=" + worldspec.gameid + ")";
errorstream << error_message << std::endl;
return false;
}
}
start_data.world_path = start_data.world_spec.path;
return true;
}
void ClientLauncher::main_menu(MainMenuData *menudata)
{
bool *kill = porting::signal_handler_killstatus();
video::IVideoDriver *driver = m_rendering_engine->get_video_driver();
infostream << "Waiting for other menus" << std::endl;
while (m_rendering_engine->run() && !*kill) {
if (!isMenuActive())
break;
driver->beginScene(true, true, video::SColor(255, 128, 128, 128));
m_rendering_engine->get_gui_env()->drawAll();
driver->endScene();
// On some computers framerate doesn't seem to be automatically limited
sleep_ms(25);
}
infostream << "Waited for other menus" << std::endl;
// Cursor can be non-visible when coming from the game
#ifndef ANDROID
m_rendering_engine->get_raw_device()->getCursorControl()->setVisible(true);
#endif
/* show main menu */
GUIEngine mymenu(&input->joystick, guiroot, m_rendering_engine, &g_menumgr, menudata, *kill);
/* leave scene manager in a clean state */
m_rendering_engine->get_scene_manager()->clear();
}
void ClientLauncher::speed_tests()
{
// volatile to avoid some potential compiler optimisations
volatile static s16 temp16;
volatile static f32 tempf;
// Silence compiler warning
(void)temp16;
static v3f tempv3f1;
static v3f tempv3f2;
static std::string tempstring;
static std::string tempstring2;
tempv3f1 = v3f();
tempv3f2 = v3f();
tempstring.clear();
tempstring2.clear();
{
infostream << "The following test should take around 20ms." << std::endl;
TimeTaker timer("Testing std::string speed");
const u32 jj = 10000;
for (u32 j = 0; j < jj; j++) {
tempstring.clear();
tempstring2.clear();
const u32 ii = 10;
for (u32 i = 0; i < ii; i++) {
tempstring2 += "asd";
}
for (u32 i = 0; i < ii+1; i++) {
tempstring += "asd";
if (tempstring == tempstring2)
break;
}
}
}
infostream << "All of the following tests should take around 100ms each."
<< std::endl;
{
TimeTaker timer("Testing floating-point conversion speed");
tempf = 0.001;
for (u32 i = 0; i < 4000000; i++) {
temp16 += tempf;
tempf += 0.001;
}
}
{
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);
}
}
{
TimeTaker timer("Testing std::map speed");
std::map<v2s16, f32> map1;
tempf = -324;
const s16 ii = 300;
for (s16 y = 0; y < ii; y++) {
for (s16 x = 0; x < ii; x++) {
map1[v2s16(x, y)] = tempf;
tempf += 1;
}
}
for (s16 y = ii - 1; y >= 0; y--) {
for (s16 x = 0; x < ii; x++) {
tempf = map1[v2s16(x, y)];
}
}
}
{
infostream << "Around 5000/ms should do well here." << std::endl;
TimeTaker timer("Testing mutex speed");
std::mutex m;
u32 n = 0;
u32 i = 0;
do {
n += 10000;
for (; i < n; i++) {
m.lock();
m.unlock();
}
}
// Do at least 10ms
while(timer.getTimerTime() < 10);
u32 dtime = timer.stop();
u32 per_ms = n / dtime;
infostream << "Done. " << dtime << "ms, " << per_ms << "/ms" << std::endl;
}
}