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|
/*
Minetest-c55
Copyright (C) 2010 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 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
SUGG: Calculate lighting per vertex to get a lighting effect like in
bartwe's game
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:
-----------------------
FIXME: Some network errors on Windows that cause local game to not work
- See siggjen's emails.
- Is this the famous "windows 7 problem"?
- Apparently there might be other errors too
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/<name>
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: Create a system that allows a huge amount of different "map
generator modules/filters"
FEATURE: 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 being done
* Combine meshes to bigger ones in ClientMap and set them EHM_STATIC
=== 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: chunk positions and flags in binary format
* 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
* 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 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.
* 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 <iostream>
#include <fstream>
#include <jmutexautolock.h>
#include <locale.h>
#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"
#include "noise.h"
#include "tile.h"
// TODO: Remove this
IrrlichtWrapper *g_irrlicht = NULL;
// This makes textures
TextureSource *g_texturesource = NULL;
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<GUIModalMenu*>::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<GUIModalMenu*>::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<GUIModalMenu*>::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<GUIModalMenu*> 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<InventoryAction*> 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: "
<<ntext<<std::endl;
m_client->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<<std::endl;
/*
Launch menus
*/
if(guienv != NULL && guiroot != NULL && g_device != NULL)
{
if(event.KeyInput.Key == irr::KEY_ESCAPE)
{
dstream<<DTIME<<"MyEventReceiver: "
<<"Launching pause menu"<<std::endl;
// It will delete itself by itself
(new GUIPauseMenu(guienv, guiroot, -1, &g_gamecallback,
&g_menumgr))->drop();
return true;
}
if(event.KeyInput.Key == irr::KEY_KEY_I)
{
dstream<<DTIME<<"MyEventReceiver: "
<<"Launching inventory"<<std::endl;
(new GUIInventoryMenu(guienv, guiroot, -1,
&local_inventory, &inventory_action_queue,
&g_menumgr))->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<<DTIME<<"Selected item: "
<<g_selected_item<<std::endl;
}*/
if(event.KeyInput.Key >= 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<<DTIME<<"Selected item: "
<<g_selected_item<<std::endl;
}
// Viewing range selection
if(event.KeyInput.Key == irr::KEY_KEY_R)
{
if(draw_control.range_all)
{
draw_control.range_all = false;
dstream<<DTIME<<"Disabled full viewing range"<<std::endl;
}
else
{
draw_control.range_all = true;
dstream<<DTIME<<"Enabled full viewing range"<<std::endl;
}
}
// Print debug stacks
if(event.KeyInput.Key == irr::KEY_KEY_P)
{
dstream<<"-----------------------------------------"
<<std::endl;
dstream<<DTIME<<"Printing debug stacks:"<<std::endl;
dstream<<"-----------------------------------------"
<<std::endl;
debug_stacks_print();
}
}
}
if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
{
if(noMenuActive() == false)
{
left_active = false;
middle_active = false;
right_active = false;
}
else
{
//dstream<<"MyEventReceiver: mouse input"<<std::endl;
left_active = event.MouseInput.isLeftPressed();
middle_active = event.MouseInput.isMiddlePressed();
right_active = event.MouseInput.isRightPressed();
if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
{
leftclicked = true;
}
if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
{
rightclicked = true;
}
if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
{
leftreleased = true;
}
if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
{
rightreleased = true;
}
if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
{
/*dstream<<"event.MouseInput.Wheel="
<<event.MouseInput.Wheel<<std::endl;*/
if(event.MouseInput.Wheel < 0)
{
if(g_selected_item < PLAYER_INVENTORY_SIZE-1)
g_selected_item++;
else
g_selected_item = 0;
}
else if(event.MouseInput.Wheel > 0)
{
if(g_selected_item > 0)
g_selected_item--;
else
g_selected_item = PLAYER_INVENTORY_SIZE-1;
}
}
}
}
return false;
}
// This is used to check whether a key is being held down
virtual bool IsKeyDown(EKEY_CODE keyCode) const
{
return keyIsDown[keyCode];
}
void clearInput()
{
for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
keyIsDown[i] = false;
leftclicked = false;
rightclicked = false;
leftreleased = false;
rightreleased = false;
left_active = false;
middle_active = false;
right_active = false;
}
MyEventReceiver()
{
clearInput();
}
bool leftclicked;
bool rightclicked;
bool leftreleased;
bool rightreleased;
bool left_active;
bool middle_active;
bool right_active;
private:
// We use this array to store the current state of each key
bool keyIsDown[KEY_KEY_CODES_COUNT];
//s32 mouseX;
//s32 mouseY;
IrrlichtDevice *m_device;
};
class InputHandler
{
public:
InputHandler()
{
}
virtual ~InputHandler()
{
}
virtual bool isKeyDown(EKEY_CODE keyCode) = 0;
virtual v2s32 getMousePos() = 0;
virtual void setMousePos(s32 x, s32 y) = 0;
virtual bool getLeftState() = 0;
virtual bool getRightState() = 0;
virtual bool getLeftClicked() = 0;
virtual bool getRightClicked() = 0;
virtual void resetLeftClicked() = 0;
virtual void resetRightClicked() = 0;
virtual bool getLeftReleased() = 0;
virtual bool getRightReleased() = 0;
virtual void resetLeftReleased() = 0;
virtual void resetRightReleased() = 0;
virtual void step(float dtime) {};
virtual void clear() {};
};
InputHandler *g_input = NULL;
class RealInputHandler : public InputHandler
{
public:
RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
m_device(device),
m_receiver(receiver)
{
}
virtual bool isKeyDown(EKEY_CODE keyCode)
{
return m_receiver->IsKeyDown(keyCode);
}
virtual v2s32 getMousePos()
{
return m_device->getCursorControl()->getPosition();
}
virtual void setMousePos(s32 x, s32 y)
{
m_device->getCursorControl()->setPosition(x, y);
}
virtual bool getLeftState()
{
return m_receiver->left_active;
}
virtual bool getRightState()
{
return m_receiver->right_active;
}
virtual bool getLeftClicked()
{
return m_receiver->leftclicked;
}
virtual bool getRightClicked()
{
return m_receiver->rightclicked;
}
virtual void resetLeftClicked()
{
m_receiver->leftclicked = false;
}
virtual void resetRightClicked()
{
m_receiver->rightclicked = false;
}
virtual bool getLeftReleased()
{
return m_receiver->leftreleased;
}
virtual bool getRightReleased()
{
return m_receiver->rightreleased;
}
virtual void resetLeftReleased()
{
m_receiver->leftreleased = false;
}
virtual void resetRightReleased()
{
m_receiver->rightreleased = false;
}
void clear()
{
resetRightClicked();
resetLeftClicked();
}
private:
IrrlichtDevice *m_device;
MyEventReceiver *m_receiver;
};
class RandomInputHandler : public InputHandler
{
public:
RandomInputHandler()
{
leftclicked = false;
rightclicked = false;
for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
keydown[i] = false;
}
virtual bool isKeyDown(EKEY_CODE keyCode)
{
return keydown[keyCode];
}
virtual v2s32 getMousePos()
{
return mousepos;
}
virtual void setMousePos(s32 x, s32 y)
{
mousepos = v2s32(x,y);
}
virtual bool getLeftState()
{
return false;
}
virtual bool getRightState()
{
return false;
}
virtual bool getLeftClicked()
{
return leftclicked;
}
virtual bool getRightClicked()
{
return rightclicked;
}
virtual void resetLeftClicked()
{
leftclicked = false;
}
virtual void resetRightClicked()
{
rightclicked = false;
}
virtual bool getLeftReleased()
{
return false;
}
virtual bool getRightReleased()
{
return false;
}
virtual void resetLeftReleased()
{
}
virtual void resetRightReleased()
{
}
virtual void step(float dtime)
{
{
static float counter1 = 0;
counter1 -= dtime;
if(counter1 < 0.0)
{
counter1 = 0.1*Rand(1,10);
/*if(g_selected_material < USEFUL_CONTENT_COUNT-1)
g_selected_material++;
else
g_selected_material = 0;*/
if(g_selected_item < PLAYER_INVENTORY_SIZE-1)
g_selected_item++;
else
g_selected_item = 0;
}
}
{
static float counter1 = 0;
counter1 -= dtime;
if(counter1 < 0.0)
{
counter1 = 0.1*Rand(1, 40);
keydown[irr::KEY_SPACE] = !keydown[irr::KEY_SPACE];
}
}
{
static float counter1 = 0;
counter1 -= dtime;
if(counter1 < 0.0)
{
counter1 = 0.1*Rand(1, 40);
keydown[irr::KEY_KEY_E] = !keydown[irr::KEY_KEY_E];
}
}
{
static float counter1 = 0;
counter1 -= dtime;
if(counter1 < 0.0)
{
counter1 = 0.1*Rand(1, 40);
keydown[irr::KEY_KEY_W] = !keydown[irr::KEY_KEY_W];
}
}
{
static float counter1 = 0;
counter1 -= dtime;
if(counter1 < 0.0)
{
counter1 = 0.1*Rand(1, 40);
keydown[irr::KEY_KEY_A] = !keydown[irr::KEY_KEY_A];
}
}
{
static float counter1 = 0;
counter1 -= dtime;
if(counter1 < 0.0)
{
counter1 = 0.1*Rand(1, 20);
mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
}
}
{
static float counter1 = 0;
counter1 -= dtime;
if(counter1 < 0.0)
{
counter1 = 0.1*Rand(1, 30);
leftclicked = true;
}
}
{
static float counter1 = 0;
counter1 -= dtime;
if(counter1 < 0.0)
{
counter1 = 0.1*Rand(1, 20);
rightclicked = true;
}
}
mousepos += mousespeed;
}
s32 Rand(s32 min, s32 max)
{
return (myrand()%(max-min+1))+min;
}
private:
bool keydown[KEY_KEY_CODES_COUNT];
v2s32 mousepos;
v2s32 mousespeed;
bool leftclicked;
bool rightclicked;
};
void updateViewingRange(f32 frametime_in, Client *client)
{
if(draw_control.range_all == true)
return;
static f32 added_frametime = 0;
static s16 added_frames = 0;
added_frametime += frametime_in;
added_frames += 1;
// Actually this counter kind of sucks because frametime is busytime
static f32 counter = 0;
counter -= frametime_in;
if(counter > 0)
return;
//counter = 0.1;
counter = 0.2;
/*dstream<<__FUNCTION_NAME
<<": Collected "<<added_frames<<" frames, total of "
<<added_frametime<<"s."<<std::endl;*/
/*dstream<<"draw_control.blocks_drawn="
<<draw_control.blocks_drawn
<<", draw_control.blocks_would_have_drawn="
<<draw_control.blocks_would_have_drawn
<<std::endl;*/
float range_min = g_settings.getS16("viewing_range_nodes_min");
float range_max = g_settings.getS16("viewing_range_nodes_max");
draw_control.wanted_min_range = range_min;
draw_control.wanted_max_blocks = (1.2*draw_control.blocks_drawn)+1;
float block_draw_ratio = 1.0;
if(draw_control.blocks_would_have_drawn != 0)
{
block_draw_ratio = (float)draw_control.blocks_drawn
/ (float)draw_control.blocks_would_have_drawn;
}
// Calculate the average frametime in the case that all wanted
// blocks had been drawn
f32 frametime = added_frametime / added_frames / block_draw_ratio;
added_frametime = 0.0;
added_frames = 0;
float wanted_fps = g_settings.getFloat("wanted_fps");
float wanted_frametime = 1.0 / wanted_fps;
f32 wanted_frametime_change = wanted_frametime - frametime;
//dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
// If needed frametime change is very small, just return
if(fabs(wanted_frametime_change) < wanted_frametime*0.2)
{
//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
return;
}
float range = draw_control.wanted_range;
float new_range = range;
static s16 range_old = 0;
static f32 frametime_old = 0;
float d_range = range - range_old;
f32 d_frametime = frametime - frametime_old;
// A sane default of 30ms per 50 nodes of range
static f32 time_per_range = 30. / 50;
if(d_range != 0)
{
time_per_range = d_frametime / d_range;
}
// The minimum allowed calculated frametime-range derivative:
// Practically this sets the maximum speed of changing the range.
// The lower this value, the higher the maximum changing speed.
// A low value here results in wobbly range (0.001)
// A high value here results in slow changing range (0.0025)
// SUGG: This could be dynamically adjusted so that when
// the camera is turning, this is lower
//float min_time_per_range = 0.0015;
float min_time_per_range = 0.0010;
//float min_time_per_range = 0.05 / range;
if(time_per_range < min_time_per_range)
{
time_per_range = min_time_per_range;
//dstream<<"time_per_range="<<time_per_range<<" (min)"<<std::endl;
}
else
{
//dstream<<"time_per_range="<<time_per_range<<std::endl;
}
f32 wanted_range_change = wanted_frametime_change / time_per_range;
// Dampen the change a bit to kill oscillations
//wanted_range_change *= 0.9;
//wanted_range_change *= 0.75;
wanted_range_change *= 0.5;
//dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
// If needed range change is very small, just return
if(fabs(wanted_range_change) < 0.001)
{
//dstream<<"ignoring small wanted_range_change"<<std::endl;
return;
}
new_range += wanted_range_change;
//dstream<<"new_range="<<new_range/*<<std::endl*/;
//float new_range_unclamped = new_range;
if(new_range < range_min)
new_range = range_min;
if(new_range > range_max)
new_range = range_max;
/*if(new_range != new_range_unclamped)
dstream<<", clamped to "<<new_range<<std::endl;
else
dstream<<std::endl;*/
draw_control.wanted_range = new_range;
range_old = new_range;
frametime_old = frametime;
}
class GUIQuickInventory : public IEventReceiver
{
public:
GUIQuickInventory(
gui::IGUIEnvironment* env,
gui::IGUIElement* parent,
v2s32 pos,
s32 itemcount,
Inventory *inventory):
m_itemcount(itemcount),
m_inventory(inventory)
{
core::rect<s32> imgsize(0,0,48,48);
core::rect<s32> textsize(0,0,48,16);
v2s32 spacing(0, 64);
for(s32 i=0; i<m_itemcount; i++)
{
m_images.push_back(env->addImage(
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; i<m_texts.size(); i++)
{
m_texts[i]->remove();
}
for(u32 i=0; i<m_images.size(); i++)
{
m_images[i]->remove();
}
}
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<m_itemcount; i++)
{
s32 j = i + start;
if(j > (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<gui::IGUIStaticText*> m_texts;
core::array<gui::IGUIImage*> 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."<<std::endl;
TimeTaker timer("Testing std::string speed");
const u32 jj = 10000;
for(u32 j=0; j<jj; j++)
{
tempstring = "";
tempstring2 = "";
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;
}
}
}
dstream<<"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 core::map speed");
core::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.insert(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)];
}
}
}
{
dstream<<"Around 5000/ms should do well here."<<std::endl;
TimeTaker timer("Testing mutex speed");
JMutex m;
m.Init();
u32 n = 0;
u32 i = 0;
do{
n += 10000;
for(; i<n; i++){
m.Lock();
m.Unlock();
}
}
// Do at least 10ms
while(timer.getTime() < 10);
u32 dtime = timer.stop();
u32 per_ms = n / dtime;
std::cout<<"Done. "<<dtime<<"ms, "
<<per_ms<<"/ms"<<std::endl;
}
}
int main(int argc, char *argv[])
{
/*
Parse command line
*/
// List all allowed options
core::map<std::string, ValueSpec> 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:"<<std::endl;
for(core::map<std::string, ValueSpec>::Iterator
i = allowed_options.getIterator();
i.atEnd() == false; i++)
{
dstream<<" --"<<i.getNode()->getKey();
if(i.getNode()->getValue().type == VALUETYPE_FLAG)
{
}
else
{
dstream<<" <value>";
}
dstream<<std::endl;
if(i.getNode()->getValue().help != NULL)
{
dstream<<" "<<i.getNode()->getValue().help
<<std::endl;
}
}
return cmd_args.getFlag("help") ? 0 : 1;
}
/*
Low-level initialization
*/
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::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<<DTIME<<"minetest-c55"
" with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
<<", "<<BUILD_INFO
<<std::endl;
/*
Basic initialization
*/
// Initialize default settings
set_default_settings();
// Set locale. This is for forcing '.' as the decimal point.
std::locale::global(std::locale("C"));
// This enables printing all characters in bitmap font
setlocale(LC_CTYPE, "en_US");
// Initialize sockets
sockets_init();
atexit(sockets_cleanup);
/*
Initialization
*/
/*
Read config file
*/
// Path of configuration file in use
std::string configpath = "";
if(cmd_args.exists("config"))
{
bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());
if(r == false)
{
dstream<<"Could not read configuration from \""
<<cmd_args.get("config")<<"\""<<std::endl;
return 1;
}
configpath = cmd_args.get("config");
}
else
{
core::array<std::string> 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<filenames.size(); i++)
{
bool r = g_settings.readConfigFile(filenames[i].c_str());
if(r)
{
configpath = filenames[i];
break;
}
}
}
// Initialize random seed
srand(time(0));
mysrand(time(0));
/*
Pre-initialize some stuff with a dummy irrlicht wrapper.
These are needed for unit tests at least.
*/
IIrrlichtWrapper irrlicht_dummy;
init_mapnode(&irrlicht_dummy);
/*
Run unit tests
*/
if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
|| cmd_args.getFlag("enable-unittests") == true)
{
run_tests();
}
/*for(s16 y=-100; y<100; y++)
for(s16 x=-100; x<100; x++)
{
std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
}
return 0;*/
/*
Some parameters
*/
// Port
u16 port = 30000;
if(cmd_args.exists("port"))
port = cmd_args.getU16("port");
else if(cmd_args.exists("port"))
port = g_settings.getU16("port");
// Map directory
std::string map_dir = porting::path_userdata+"/map";
if(cmd_args.exists("map-dir"))
map_dir = cmd_args.get("map-dir");
else if(g_settings.exists("map-dir"))
map_dir = g_settings.get("map-dir");
// Run dedicated server if asked to
if(cmd_args.getFlag("server"))
{
DSTACK("Dedicated server branch");
// Create server
Server server(map_dir.c_str());
server.start(port);
// Run server
dedicated_server_loop(server);
return 0;
}
/*
More parameters
*/
// Address to connect to
std::string address = "";
if(cmd_args.exists("address"))
{
address = cmd_args.get("address");
}
else
{
address = g_settings.get("address");
}
std::string playername = g_settings.get("name");
/*
Resolution selection
*/
bool fullscreen = false;
u16 screenW = g_settings.getU16("screenW");
u16 screenH = g_settings.getU16("screenH");
//
MyEventReceiver receiver;
video::E_DRIVER_TYPE driverType;
#ifdef _WIN32
//driverType = video::EDT_DIRECT3D9;
driverType = video::EDT_OPENGL;
#else
driverType = video::EDT_OPENGL;
//driverType = video::EDT_BURNINGSVIDEO; // Best software renderer
#endif
// create device and exit if creation failed
IrrlichtDevice *device;
device = createDevice(driverType,
core::dimension2d<u32>(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);
g_texturesource = new TextureSource(device);
/*
Speed tests (done after irrlicht is loaded to get timer)
*/
if(cmd_args.getFlag("speedtests"))
{
dstream<<"Running speed tests"<<std::endl;
SpeedTests();
return 0;
}
device->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.
Default is 500.
*/
//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."<<std::endl;
// If font was not found, this will get us one
font = skin->getFont();
assert(font);
u32 text_height = font->getDimension(L"Hello, world!").Height;
dstream<<"text_height="<<text_height<<std::endl;
//skin->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<s32>(0, 0, 10000, 10000));
// First line of debug text
gui::IGUIStaticText *guitext = guienv->addStaticText(
L"",
core::rect<s32>(5, 5, 795, 5+text_height),
false, false);
// Second line of debug text
gui::IGUIStaticText *guitext2 = guienv->addStaticText(
L"",
core::rect<s32>(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<s32>(100, 70, 100+400, 70+(text_height+5)),
false, false);
// Chat text
gui::IGUIStaticText *guitext_chat = guienv->addStaticText(
L"",
core::rect<s32>(0,0,0,0),
false, true);
guitext_chat->setBackgroundColor(video::SColor(96,0,0,0));
core::list<ChatLine> 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"<<std::endl;
while(g_device->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"<<std::endl;
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<s32> center(screenW/2, screenH/2);
core::vector2d<s32> textsize(300, text_height);
core::rect<s32> 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<<DTIME<<"Creating server and client"<<std::endl;
/*
Create server.
SharedPtr will delete it when it goes out of scope.
*/
SharedPtr<Server> 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");
connect_address.setAddress(127,0,0,1);
else
connect_address.Resolve(address.c_str());
}
catch(ResolveError &e)
{
std::cout<<DTIME<<"Couldn't resolve address"<<std::endl;
//return 0;
error_message = L"Couldn't resolve address";
gui_loadingtext->remove();
continue;
}
dstream<<DTIME<<"Connecting to server at ";
connect_address.print(&dstream);
dstream<<std::endl;
client.connect(connect_address);
try{
while(client.connectedAndInitialized() == false)
{
// Update screen
driver->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<<DTIME<<"Timed out."<<std::endl;
//return 0;
error_message = L"Connection timed out.";
gui_loadingtext->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();
/*
Process TextureSource's queue
*/
g_texturesource->processQueue();
/*
Random calculations
*/
v2u32 screensize = driver->getScreenSize();
core::vector2d<s32> displaycenter(screensize.X/2,screensize.Y/2);
// Hilight boxes collected during the loop and displayed
core::list< core::aabbox3d<f32> > 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="<<busytime_u32<<std::endl;
// Absolutelu necessary for wine!
device->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"<<std::endl;
first_loop_after_window_activation = false;
}
else{
s32 dx = g_input->getMousePos().X - displaycenter.X;
s32 dy = g_input->getMousePos().Y - displaycenter.Y;
//std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
camera_yaw -= dx*0.2;
camera_pitch += dy*0.2;
if(camera_pitch < -89.5) camera_pitch = -89.5;
if(camera_pitch > 89.5) camera_pitch = 89.5;
}
g_input->setMousePos(displaycenter.X, displaycenter.Y);
}
else{
device->getCursorControl()->setVisible(true);
//std::cout<<"window inactive"<<std::endl;
first_loop_after_window_activation = true;
}
camera_yaw = wrapDegrees(camera_yaw);
camera_pitch = wrapDegrees(camera_pitch);
v3f camera_direction = v3f(0,0,1);
camera_direction.rotateYZBy(camera_pitch);
camera_direction.rotateXZBy(camera_yaw);
// This is at the height of the eyes of the current figure
//v3f camera_position = player_position + v3f(0, BS+BS/2, 0);
// This is more like in minecraft
v3f camera_position = player_position + v3f(0, BS+BS*0.625, 0);
camera->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<f32> 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"<<std::endl;
core::aabbox3d<f32> 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<<DTIME<<"Left-clicked object"<<std::endl;
client.clickObject(0, selected_object->getBlock()->getPos(),
selected_object->getId(), g_selected_item);
}
else if(g_input->getRightClicked())
{
std::cout<<DTIME<<"Right-clicked object"<<std::endl;
/*
Check if we want to modify the object ourselves
*/
if(selected_object->getTypeId() == MAPBLOCKOBJECT_TYPE_SIGN)
{
dstream<<"Sign object right-clicked"<<std::endl;
if(random_input == false)
{
// Get a new text for it
TextDest *dest = new TextDestSign(
selected_object->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<f32> nodehilightbox;
f32 mindistance = BS * 1001;
v3s16 pos_i = floatToInt(player_position);
/*std::cout<<"pos_i=("<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z<<")"
<<std::endl;*/
s16 a = d;
s16 ystart = pos_i.Y + 0 - (camera_direction.Y<0 ? a : 1);
s16 zstart = pos_i.Z - (camera_direction.Z<0 ? a : 1);
s16 xstart = pos_i.X - (camera_direction.X<0 ? a : 1);
s16 yend = pos_i.Y + 1 + (camera_direction.Y>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<f32> box;
// bottom
if(dir == v3s16(0,-1,0))
{
box = core::aabbox3d<f32>(
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<f32>(
npf - v3f(BS/6, -BS/2+BS/3*2, BS/6),
npf + v3f(BS/6, BS/2, BS/6)
);
}
// side
else
{
box = core::aabbox3d<f32>(
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<f32> 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<f32> 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<f32> 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<<DTIME<<"Pointing at ("<<nodepos.X<<","
<<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;
if(nodepos_old != v3s16(-32768,-32768,-32768))
{
client.clearTempMod(nodepos_old);
dig_time = 0.0;
}
}
if(g_input->getLeftClicked() ||
(g_input->getLeftState() && nodepos != nodepos_old))
{
dstream<<DTIME<<"Started digging"<<std::endl;
client.groundAction(0, nodepos, neighbourpos, g_selected_item);
}
if(g_input->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 \""
<<toolname<<"\""<<std::endl;*/
// I guess nobody will wait for this long
dig_time_complete = 10000000.0;
}
else
{
dig_time_complete = prop.time;
}
if(dig_time_complete >= 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="<<dig_index<<std::endl;
client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, dig_index));
}
else
{
dstream<<DTIME<<"Digging completed"<<std::endl;
client.groundAction(3, nodepos, neighbourpos, g_selected_item);
client.clearTempMod(nodepos);
client.removeNode(nodepos);
dig_time = 0;
nodig_delay_counter = dig_time_complete
/ (float)CRACK_ANIMATION_LENGTH;
// We don't want a corresponding delay to
// very time consuming nodes
if(nodig_delay_counter > 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<<DTIME<<"Ground right-clicked"<<std::endl;
client.groundAction(1, nodepos, neighbourpos, g_selected_item);
}
nodepos_old = nodepos;
}
else{
}
} // selected_object == NULL
g_input->resetLeftClicked();
g_input->resetRightClicked();
if(g_input->getLeftReleased())
{
std::cout<<DTIME<<"Left button released (stopped digging)"
<<std::endl;
client.groundAction(2, v3s16(0,0,0), v3s16(0,0,0), 0);
}
if(g_input->getRightReleased())
{
//std::cout<<DTIME<<"Right released"<<std::endl;
// Nothing here
}
g_input->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<ChatLine>::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<ChatLine>::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<to_be_removed_count; i++)
{
core::list<ChatLine>::Iterator
it = chat_lines.begin();
chat_lines.erase(it);
}
guitext_chat->setText(whole.c_str());
// Update gui element size and position
core::rect<s32> 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"<<std::endl;
client.getLocalInventory(local_inventory);
quick_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<<DTIME<<"smgr->drawAll()"<<std::endl;
{
TimeTaker timer("smgr");
smgr->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<f32> >::Iterator i=hilightboxes.begin();
i != hilightboxes.end(); i++)
{
/*std::cout<<"hilightbox min="
<<"("<<i->MinEdge.X<<","<<i->MinEdge.Y<<","<<i->MinEdge.Z<<")"
<<" max="
<<"("<<i->MaxEdge.X<<","<<i->MaxEdge.Y<<","<<i->MaxEdge.Z<<")"
<<std::endl;*/
driver->draw3DBox(*i, video::SColor(255,0,0,0));
}
/*
Draw crosshair
*/
driver->draw2DLine(displaycenter - core::vector2d<s32>(10,0),
displaycenter + core::vector2d<s32>(10,0),
video::SColor(255,255,255,255));
driver->draw2DLine(displaycenter - core::vector2d<s32>(0,10),
displaycenter + core::vector2d<s32>(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<<DTIME<<"Connection timed out."<<std::endl;
error_message = L"Connection timed out.";
}
} // Menu-game loop
delete g_input;
/*
In the end, delete the Irrlicht device.
*/
device->drop();
/*
Update configuration file
*/
/*if(configpath != "")
{
g_settings.updateConfigFile(configpath.c_str());
}*/
END_DEBUG_EXCEPTION_HANDLER
debugstreams_deinit();
return 0;
}
//END
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