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path: root/src/localplayer.cpp
Commit message (Expand)AuthorAge
* Fix all warnings and remove -Wno-unused-but-set cflagkwolekr2015-01-18
* Fix invalid stepheight increase calculation on androidsapier2015-01-11
* Increase stepheight on android by 0.5 to smoothen movementsapier2015-01-11
* Remove most exceptions from getNode() (and variants)Craig Robbins2014-11-14
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-08
* Simplify player modification checksShadowNinja2014-10-01
* Add support for interlaced polarized 3d screenssapier2014-05-18
* Bunch of small fixes (coding style, very unlikely errors, warning messages)sapier2014-04-19
* Fix all warnings reported by clangSfan52014-04-15
* Reorder initialization of member variables to make GCC happyShadowNinja2014-04-13
* Add player:set_eye_offset() by @MirceaKitsune and clean upBlockMen2014-04-12
* Add third person viewBlockMen2014-04-12
* Add sneak and sneak_glitch to set_physics_override()PilzAdam2013-12-03
* Use player:set_hotbar_image() instead of hardcoded hotbar.pngPilzAdam2013-09-05
* Dont teleport back if holding sneak when detaching/turn freemove offPilzAdam2013-05-19
* Move player collisionbox to player classsapier2013-04-25
* Swing the camera down when the player lands on the ground, based on the veloc...MirceaKitsune2013-04-11
* Dont allow fast move in water or ladder when aux1_descend is trueMirceaKitsune2013-04-05
* Allow modifying movement speed, jump height and gravity per-player via the Lu...MirceaKitsune2013-04-05
* Fix camera "jumping" when attached and the parent goes too fastZeg92013-04-03
* Closed add object <-> object collision handlingsapier2013-03-28
* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Improved Player PhysicsMirceaKitsune2013-02-14
* Don't fall off nodes if sneaking with free_move on but without fly privilegesShadowNinja2013-02-10
* Add a setting to enable always flying fastPilzAdam2013-01-07
* Use aux1 to move fast when flyingPilzAdam2012-12-27
* Fix falling damage when not flyingPilzAdam2012-12-17
* Dont sneak while flyingPilzAdam2012-12-11
* Only fly through walls in noclip mode wich requires the noclip privilegePilzAdam2012-12-11
* Don't send player position from client to server if the player hasn't movedMirceaKitsune2012-12-02
* Fix head shifting downards in glass, nodeboxes...Calinou2012-11-28
* Fix more things I forgot for attached players. Such players will now properly...MirceaKitsune2012-11-25
* Update attachments at the ending of the addToScene function for parents. And ...MirceaKitsune2012-11-25
* Fix shift-descend to ladders from a floorPerttu Ahola2012-09-03
* Fix the bouncy node related stuff a bitPerttu Ahola2012-09-01
* Add bouncy node groupPerttu Ahola2012-09-01
* Add disable_jump and fall_damage_add_percent node groupsPerttu Ahola2012-09-01
* Make shift the default descent control on ladders and when flyingsfan52012-09-01
* Fix hovering after mining a block underneath you while sneakingMatthew I2012-07-21
* Custom boxy nodes (stairs, slabs) and collision changesKahrl2012-06-17
* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* Add server-side enforcement of the 'fast' privilege; also fix client checking...Perttu Ahola2012-03-31
* Add 'fly' and 'fast' privileges and the underlying privileges-to-client systemPerttu Ahola2012-03-31
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/*
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
#ifdef __ANDROID__
	#include "porting.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;


ClientLauncher::~ClientLauncher()
{
	delete receiver;

	delete input;

	delete g_fontengine;
	delete g_gamecallback;

	delete RenderingEngine::get_instance();

#if USE_SOUND
	g_sound_manager_singleton.reset();
#endif
}


bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
{
	init_args(game_params, cmd_args);

	// List video modes if requested
	if (list_video_modes)
		return RenderingEngine::print_video_modes();

#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 (RenderingEngine::get_video_driver() == NULL) {
		errorstream << "Could not initialize video driver." << std::endl;
		return false;
	}

	RenderingEngine::get_instance()->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();

	RenderingEngine::get_instance()->setResizable(true);

	init_input();

	RenderingEngine::get_scene_manager()->getParameters()->
		setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);

	guienv = RenderingEngine::get_gui_env();
	skin = RenderingEngine::get_gui_env()->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 __ANDROID__
	float density = porting::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 = RenderingEngine::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(g_settings, guienv);
	FATAL_ERROR_IF(g_fontengine == NULL, "Font engine creation failed.");

#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
	// 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));
#endif

	// Create the menu clouds
	if (!g_menucloudsmgr)
		g_menucloudsmgr = RenderingEngine::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, 200, 200, 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 (RenderingEngine::run() && !*kill &&
		!g_gamecallback->shutdown_requested) {
		// Set the window caption
		const wchar_t *text = wgettext("Main Menu");
		RenderingEngine::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

			RenderingEngine::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 = RenderingEngine::get_gui_env()->addStaticText(L"",
				core::rect<s32>(0, 0, 10000, 10000));

			bool game_has_run = launch_game(error_message, reconnect_requested,
				game_params, 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 (!RenderingEngine::get_raw_device()->run() || *kill) {
				if (!g_settings_path.empty())
					g_settings->updateConfigFile(g_settings_path.c_str());
				break;
			}

			if (current_playername.length() > PLAYERNAME_SIZE-1) {
				error_message = gettext("Player name too long.");
				playername = current_playername.substr(0, PLAYERNAME_SIZE-1);
				g_settings->set("name", playername);
				continue;
			}

			RenderingEngine::get_video_driver()->setTextureCreationFlag(
					video::ETCF_CREATE_MIP_MAPS, g_settings->getBool("mip_map"));

#ifdef HAVE_TOUCHSCREENGUI
			receiver->m_touchscreengui = new TouchScreenGUI(RenderingEngine::get_raw_device(), receiver);
			g_touchscreengui = receiver->m_touchscreengui;
#endif

			the_game(
				kill,
				random_input,
				input,
				worldspec.path,
				current_playername,
				current_password,
				current_address,
				current_port,
				error_message,
				chat_backend,
				&reconnect_requested,
				gamespec,
				simple_singleplayer_mode
			);
			RenderingEngine::get_scene_manager()->clear();

#ifdef HAVE_TOUCHSCREENGUI
			delete g_touchscreengui;
			g_touchscreengui = NULL;
			receiver->m_touchscreengui = NULL;
#endif

		} //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

		// 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(GameParams &game_params, const Settings &cmd_args)
{

	skip_main_menu = cmd_args.getFlag("go");

	// FIXME: This is confusing (but correct)

	/* If world_path is set then override it unless skipping the main menu using
	 * the --go command line param. Else, give preference to the address
	 * supplied on the command line
	 */
	address = g_settings->get("address");
	if (!game_params.world_path.empty() && !skip_main_menu)
		address = "";
	else if (cmd_args.exists("address"))
		address = cmd_args.get("address");

	playername = g_settings->get("name");
	if (cmd_args.exists("name"))
		playername = cmd_args.get("name");

	list_video_modes = cmd_args.getFlag("videomodes");

	use_freetype = g_settings->getBool("freetype");

	random_input = g_settings->getBool("random_input")
			|| cmd_args.getFlag("random-input");
}

bool ClientLauncher::init_engine()
{
	receiver = new MyEventReceiver();
	new RenderingEngine(receiver);
	return RenderingEngine::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 (RenderingEngine::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, GameParams &game_params,
		const Settings &cmd_args)
{
	// Initialize menu data
	MainMenuData menudata;
	menudata.address                         = address;
	menudata.name                            = playername;
	menudata.password                        = password;
	menudata.port                            = itos(game_params.socket_port);
	menudata.script_data.errormessage        = error_message;
	menudata.script_data.reconnect_requested = reconnect_requested;

	error_message.clear();

	if (cmd_args.exists("password"))
		menudata.password = cmd_args.get("password");


	if (cmd_args.exists("password-file")) {
		std::ifstream passfile(cmd_args.get("password-file"));
		if (passfile.good()) {
			getline(passfile, menudata.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
	if (!game_params.world_path.empty()) {
		worldspec.gameid = getWorldGameId(game_params.world_path, true);
		worldspec.name = _("[--world parameter]");

		if (worldspec.gameid.empty()) {	// Create new
			worldspec.gameid = g_settings->get("default_game");
			worldspec.name += " [new]";
		}
		worldspec.path = game_params.world_path;
	}

	/* Show the GUI menu
	 */
	if (!skip_main_menu) {
		main_menu(&menudata);

		// Skip further loading if there was an exit signal.
		if (*porting::signal_handler_killstatus())
			return false;

		address = menudata.address;
		int newport = stoi(menudata.port);
		if (newport != 0)
			game_params.socket_port = newport;

		simple_singleplayer_mode = menudata.simple_singleplayer_mode;

		std::vector<WorldSpec> worldspecs = getAvailableWorlds();

		if (menudata.selected_world >= 0
				&& menudata.selected_world < (int)worldspecs.size()) {
			g_settings->set("selected_world_path",
					worldspecs[menudata.selected_world].path);
			worldspec = worldspecs[menudata.selected_world];
		}
	}

	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;
	}

	if (menudata.name.empty() && !simple_singleplayer_mode) {
		error_message = gettext("Please choose a name!");
		errorstream << error_message << std::endl;
		return false;
	}

	playername = menudata.name;
	password = menudata.password;

	current_playername = playername;
	current_password   = password;
	current_address    = address;
	current_port       = game_params.socket_port;

	// If using simple singleplayer mode, override
	if (simple_singleplayer_mode) {
		assert(!skip_main_menu);
		current_playername = "singleplayer";
		current_password = "";
		current_address = "";
		current_port = myrand_range(49152, 65535);
	} else {
		g_settings->set("name", playername);
		if (!address.empty()) {
			ServerListSpec server;
			server["name"] = menudata.servername;
			server["address"] = menudata.address;
			server["port"] = menudata.port;
			server["description"] = menudata.serverdescription;
			ServerList::insert(server);
		}
	}

	infostream << "Selected world: " << worldspec.name
	           << " [" << worldspec.path << "]" << std::endl;

	if (current_address.empty()) { // If local game
		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
		gamespec = findWorldSubgame(worldspec.path);
		if (!gamespec.isValid() && !game_params.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 (game_params.game_spec.isValid() &&
				game_params.game_spec.id != worldspec.gameid) {
			warningstream << "Overriding gamespec from \""
			            << worldspec.gameid << "\" to \""
			            << game_params.game_spec.id << "\"" << std::endl;
			gamespec = game_params.game_spec;
		}

		if (!gamespec.isValid()) {
			error_message = gettext("Invalid gamespec.");
			error_message += " (world.gameid=" + worldspec.gameid + ")";
			errorstream << error_message << std::endl;
			return false;
		}
	}

	return true;
}

void ClientLauncher::main_menu(MainMenuData *menudata)
{
	bool *kill = porting::signal_handler_killstatus();
	video::IVideoDriver *driver = RenderingEngine::get_video_driver();

	infostream << "Waiting for other menus" << std::endl;
	while (RenderingEngine::get_raw_device()->run() && !*kill) {
		if (!isMenuActive())
			break;
		driver->beginScene(true, true, video::SColor(255, 128, 128, 128));
		RenderingEngine::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
	RenderingEngine::get_raw_device()->getCursorControl()->setVisible(true);
#endif

	/* show main menu */
	GUIEngine mymenu(&input->joystick, guiroot, &g_menumgr, menudata, *kill);

	/* leave scene manager in a clean state */
	RenderingEngine::get_scene_manager()->clear();
}

void ClientLauncher::speed_tests()
{
	// volatile to avoid some potential compiler optimisations
	volatile static s16 temp16;
	volatile static f32 tempf;
	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 = "";
			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;
			}
		}
	}

	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;
	}
}