/* Minetest-c55 Copyright (C) 2010-2011 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by 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: iostream.imbue(std::locale("C")) is very slow NOTE: Global locale is now set at initialization NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the hardware buffer (it is not freed automatically) Old, wild and random suggestions that probably won't be done: ------------------------------------------------------------- SUGG: If player is on ground, mainly fetch ground-level blocks 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: Transfer more blocks in a single packet SUGG: A blockdata combiner class, to which blocks are added and at destruction it sends all the stuff in as few packets as possible. SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize it by sending more stuff in a single packet. - Add a packet queue to RemoteClient, from which packets will be combined with object data packets - This is not exactly trivial: the object data packets are sometimes very big by themselves - This might not give much network performance gain though. SUGG: Precalculate lighting translation table at runtime (at startup) - This is not doable because it is currently hand-made and not based on some mathematical function. - Note: This has been changing lately SUGG: A version number to blocks, which increments when the block is modified (node add/remove, water update, lighting update) - This can then be used to make sure the most recent version of a block has been sent to client, for example 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 SUGG: Calculate lighting per vertex to get a lighting effect like in bartwe's game SUGG: Background music based on cellular automata? http://www.earslap.com/projectslab/otomata SUGG: Simple light color information to air SUGG: Server-side objects could be moved based on nodes to enable very lightweight operation and simple AI - Not practical; client would still need to show smooth movement. SUGG: Make a system for pregenerating quick information for mapblocks, so that the client can show them as cubes before they are actually sent or even generated. 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? Game content: ------------- - When furnace is destroyed, move items to player's inventory - Add lots of stuff - Glass blocks - Growing grass, decaying leaves - This can be done in the active blocks I guess. - Lots of stuff can be done in the active blocks. - Uh, is there an active block list somewhere? I think not. Add it. - Breaking weak structures - This can probably be accomplished in the same way as grass - Player health points - When player dies, throw items on map (needs better item-on-map implementation) - Cobble to get mossy if near water - More slots in furnace source list, so that multiple ingredients are possible. - Keys to chests? - The Treasure Guard; a big monster with a hammer - The hammer does great damage, shakes the ground and removes a block - You can drop on top of it, and have some time to attack there before he shakes you off - Maybe the difficulty could come from monsters getting tougher in far-away places, and the player starting to need something from there when time goes by. - The player would have some of that stuff at the beginning, and would need new supplies of it when it runs out - A bomb - A spread-items-on-map routine for the bomb, and for dying players - Fighting: - Proper sword swing simulation - Player should get damage from colliding to a wall at high speed Documentation: -------------- Build system / running: ----------------------- Networking and serialization: ----------------------------- SUGG: Fix address to be ipv6 compatible User Interface: --------------- Graphics: --------- SUGG: Combine MapBlock's face caches to so big pieces that VBO can be used - That is >500 vertices - This is not easy; all the MapBlocks close to the player would still need to be drawn separately and combining the blocks would have to happen in a background thread SUGG: Make fetching sector's blocks more efficient when rendering sectors that have very large amounts of blocks (on client) - Is this necessary at all? TODO: Flowing water animation SUGG: Draw cubes in inventory directly with 3D drawing commands, so that animating them is easier. SUGG: Option for enabling proper alpha channel for textures TODO: A setting for enabling bilinear filtering for textures TODO: Better control of draw_control.wanted_max_blocks TODO: Block mesh generator to tile properly on smooth lighting Configuration: -------------- Client: ------- TODO: Untie client network operations from framerate - Needs some input queues or something - This won't give much performance boost because calculating block meshes takes so long SUGG: Make morning and evening transition more smooth and maybe shorter TODO: Don't update all meshes always on single node changes, but check which ones should be updated - implement Map::updateNodeMeshes() and the usage of it - It will give almost always a 4x boost in mesh update performance. - A weapon engine - Tool/weapon visualization FIXME: When disconnected to the menu, memory is not freed properly Server: ------- SUGG: Make an option to the server to disable building and digging near the starting position FIXME: Server sometimes goes into some infinite PeerNotFoundException loop * Fix the problem with the server constantly saving one or a few blocks? List the first saved block, maybe it explains. - It is probably caused by oscillating water * Make a small history check to transformLiquids to detect and log continuous oscillations, in such detail that they can be fixed. FIXME: The new optimized map sending doesn't sometimes send enough blocks from big caves and such Environment: ------------ TODO: A list of "active blocks" in which stuff happens. + Add a never-resetted game timer to the server + Add a timestamp value to blocks + The simple rule: All blocks near some player are "active" - Do stuff in real time in active blocks + Handle objects TODO: Make proper hooks in here - Grow grass, delete leaves without a tree - Spawn some mobs based on some rules - Transform cobble to mossy cobble near water - Run a custom script - ...And all kinds of other dynamic stuff + Keep track of when a block becomes active and becomes inactive + When a block goes inactive: + Store objects statically to block + Store timer value as the timestamp + When a block goes active: + Create active objects out of static objects TODO: Make proper hooks in here - Simulate the results of what would have happened if it would have been active for all the time - Grow a lot of grass and so on + Initially it is fine to send information about every active object to every player. Eventually it should be modified to only send info about the nearest ones. + This was left to be done by the old system and it sends only the nearest ones. Objects: -------- TODO: Get rid of MapBlockObjects and use only ActiveObjects - Skipping the MapBlockObject data is nasty - there is no "total length" stored; have to make a SkipMBOs function which contains enough of the current code to skip them properly. SUGG: MovingObject::move and Player::move are basically the same. combine them. - NOTE: Player::move is more up-to-date. - NOTE: There is a simple move implementation now in collision.{h,cpp} - NOTE: MovingObject will be deleted (MapBlockObject) Map: ---- TODO: Mineral and ground material properties - This way mineral ground toughness can be calculated with just some formula, as well as tool strengths TODO: Flowing water to actually contain flow direction information - There is a space for this - it just has to be implemented. SUGG: Erosion simulation at map generation time - Simulate water flows, which would carve out dirt fast and then turn stone into gravel and sand and relocate it. - How about relocating minerals, too? Coal and gold in downstream sand and gravel would be kind of cool - This would need a better way of handling minerals, mainly to have mineral content as a separate field. the first parameter field is free for this. - Simulate rock falling from cliffs when water has removed enough solid rock from the bottom SUGG: Try out the notch way of generating maps, that is, make bunches of low-res 3d noise and interpolate linearly. Mapgen v2: * Possibly add some kind of erosion and other stuff * Better water generation (spread it to underwater caverns but don't fill dungeons that don't touch big water masses) * When generating a chunk and the neighboring chunk doesn't have mud and stuff yet and the ground is fairly flat, the mud will flow to the other chunk making nasty straight walls when the other chunk is generated. Fix it. Maybe just a special case if the ground is flat? Misc. stuff: ------------ * Move digging property stuff from material.{h,cpp} to mapnode.cpp - ...Or maybe move content_features to material.{h,cpp}? Making it more portable: ------------------------ Stuff to do before release: --------------------------- - Player default privileges and default password - Chat privilege - Some simple block-based dynamic stuff in the world (finish the ActiveBlockModifier stuff) - Protocol version field - Consider getting some textures from cisoun's texture pack ====================================================================== */ #ifdef NDEBUG #ifdef _WIN32 #pragma message ("Disabling unit tests") #else #warning "Disabling unit tests" #endif // Disable unit tests #define ENABLE_TESTS 0 #else // Enable unit tests #define ENABLE_TESTS 1 #endif #ifdef _MSC_VER #pragma comment(lib, "Irrlicht.lib") //#pragma comment(lib, "jthread.lib") #pragma comment(lib, "zlibwapi.lib") #pragma comment(lib, "Shell32.lib") // This would get rid of the console window //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup") #endif #include #include //#include #include #include "main.h" #include "common_irrlicht.h" #include "debug.h" //#include "map.h" //#include "player.h" #include "test.h" #include "server.h" //#include "client.h" #include "constants.h" #include "porting.h" #include "gettime.h" #include "guiMessageMenu.h" #include "filesys.h" #include "config.h" #include "guiMainMenu.h" #include "mineral.h" //#include "noise.h" //#include "tile.h" #include "materials.h" #include "game.h" #include "keycode.h" #include "sha1.h" #include "base64.h" // This makes textures ITextureSource *g_texturesource = NULL; /* Settings. These are loaded from the config file. */ Settings g_settings; // This is located in defaultsettings.cpp extern void set_default_settings(); /* Random stuff */ /* GUI Stuff */ gui::IGUIEnvironment* guienv = NULL; gui::IGUIStaticText *guiroot = NULL; MainMenuManager g_menumgr; bool noMenuActive() { return (g_menumgr.menuCount() == 0); } // Passed to menus to allow disconnecting and exiting MainGameCallback *g_gamecallback = NULL; /* 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 */ // A small helper class class TimeGetter { public: TimeGetter(IrrlichtDevice *device): m_device(device) {} u32 getTime() { if(m_device == NULL) return 0; return m_device->getTimer()->getRealTime(); } private: IrrlichtDevice *m_device; }; // A pointer to a global instance of the time getter TimeGetter *g_timegetter = NULL; u32 getTimeMs() { if(g_timegetter == NULL) return 0; return g_timegetter->getTime(); } /* Event handler for Irrlicht NOTE: Everything possible should be moved out from here, probably to InputHandler and the_game */ class MyEventReceiver : public IEventReceiver { public: // This is the one method that we have to implement virtual bool OnEvent(const SEvent& event) { /* React to nothing here if a menu is active */ if(noMenuActive() == false) { return false; } // Remember whether each key is down or up if(event.EventType == irr::EET_KEY_INPUT_EVENT) { keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown; if(event.KeyInput.PressedDown) keyWasDown[event.KeyInput.Key] = true; } if(event.EventType == irr::EET_MOUSE_INPUT_EVENT) { if(noMenuActive() == false) { left_active = false; middle_active = false; right_active = false; } else { //dstream<<"MyEventReceiver: mouse input"<IsKeyDown(keyCode); } virtual bool wasKeyDown(EKEY_CODE keyCode) { return m_receiver->WasKeyDown(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; } virtual s32 getMouseWheel() { return m_receiver->getMouseWheel(); } void clear() { m_receiver->clearInput(); } private: IrrlichtDevice *m_device; MyEventReceiver *m_receiver; }; class RandomInputHandler : public InputHandler { public: RandomInputHandler() { leftdown = false; rightdown = false; leftclicked = false; rightclicked = false; leftreleased = false; rightreleased = false; for(u32 i=0; i map1; tempf = -324; const s16 ii=300; for(s16 y=0; y=0; y--){ for(s16 x=0; x screensize = driver->getScreenSize(); video::ITexture *bgtexture = driver->getTexture(getTexturePath("mud.png").c_str()); if(bgtexture) { s32 texturesize = 128; s32 tiled_y = screensize.Height / texturesize + 1; s32 tiled_x = screensize.Width / texturesize + 1; for(s32 y=0; y rect(0,0,texturesize,texturesize); rect += v2s32(x*texturesize, y*texturesize); driver->draw2DImage(bgtexture, rect, core::rect(core::position2d(0,0), core::dimension2di(bgtexture->getSize())), NULL, NULL, true); } } video::ITexture *logotexture = driver->getTexture(getTexturePath("menulogo.png").c_str()); if(logotexture) { v2s32 logosize(logotexture->getOriginalSize().Width, logotexture->getOriginalSize().Height); logosize *= 4; video::SColor bgcolor(255,50,50,50); core::rect bgrect(0, screensize.Height-logosize.Y-20, screensize.Width, screensize.Height); driver->draw2DRectangle(bgcolor, bgrect, NULL); core::rect rect(0,0,logosize.X,logosize.Y); rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y); rect -= v2s32(logosize.X/2, 0); driver->draw2DImage(logotexture, rect, core::rect(core::position2d(0,0), core::dimension2di(logotexture->getSize())), NULL, NULL, true); } } int main(int argc, char *argv[]) { /* Parse command line */ // List all allowed options core::map allowed_options; allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG)); allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG, "Run server directly")); allowed_options.insert("config", ValueSpec(VALUETYPE_STRING, "Load configuration from specified file")); allowed_options.insert("port", ValueSpec(VALUETYPE_STRING)); allowed_options.insert("address", ValueSpec(VALUETYPE_STRING)); allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG)); allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG)); allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG)); allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING)); #ifdef _WIN32 allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG)); #endif allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG)); Settings cmd_args; bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options); if(ret == false || cmd_args.getFlag("help")) { dstream<<"Allowed options:"<::Iterator i = allowed_options.getIterator(); i.atEnd() == false; i++) { dstream<<" --"<getKey(); if(i.getNode()->getValue().type == VALUETYPE_FLAG) { } else { dstream<<" "; } dstream<getValue().help != NULL) { dstream<<" "<getValue().help < filenames; filenames.push_back(porting::path_userdata + "/minetest.conf"); #ifdef RUN_IN_PLACE filenames.push_back(porting::path_userdata + "/../minetest.conf"); #endif for(u32 i=0; i(screenW, screenH), 16, fullscreen, false, false, &receiver); if (device == 0) return 1; // could not create selected driver. // Set device in game parameters device = device; // Create time getter g_timegetter = new TimeGetter(device); // Create game callback for menus g_gamecallback = new MainGameCallback(device); // Create texture source g_texturesource = new TextureSource(device); /* Speed tests (done after irrlicht is loaded to get timer) */ if(cmd_args.getFlag("speedtests")) { dstream<<"Running speed tests"<setResizable(true); bool random_input = g_settings.getBool("random_input") || cmd_args.getFlag("random-input"); InputHandler *input = NULL; if(random_input) input = new RandomInputHandler(); else 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(getTexturePath("fontlucida.png").c_str()); if(font) skin->setFont(font); else dstream<<"WARNING: Font file was not found." " Using default font."<getFont(); assert(font); u32 text_height = font->getDimension(L"Hello, world!").Height; dstream<<"text_height="<setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0)); skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255)); //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0)); //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(); // Second call with g_texturesource set init_mineral(); /* GUI stuff */ /* 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""; // The password entered during the menu screen, std::string password; /* Menu-game loop */ while(device->run() && kill == false) { // This is used for catching disconnects try { /* Clear everything from the GUIEnvironment */ guienv->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 = guienv->addStaticText(L"", core::rect(0, 0, 10000, 10000)); /* Out-of-game menu loop. Loop quits when menu returns proper parameters. */ while(kill == false) { // 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.fancy_trees = g_settings.getBool("new_style_leaves"); menudata.smooth_lighting = g_settings.getBool("smooth_lighting"); menudata.creative_mode = g_settings.getBool("creative_mode"); menudata.enable_damage = g_settings.getBool("enable_damage"); GUIMainMenu *menu = new GUIMainMenu(guienv, guiroot, -1, &g_menumgr, &menudata, g_gamecallback); menu->allowFocusRemoval(true); if(error_message != L"") { dstream<<"WARNING: error_message = " <drop(); error_message = L""; } video::IVideoDriver* driver = device->getVideoDriver(); dstream<<"Created main menu"<run() && kill == false) { 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)); drawMenuBackground(driver); guienv->drawAll(); driver->endScene(); // On some computers framerate doesn't seem to be // automatically limited sleep_ms(25); } // Break out of menu-game loop to shut down cleanly if(device->run() == false || kill == true) break; dstream<<"Dropping main menu"<drop(); // Delete map if requested if(menudata.delete_map) { bool r = fs::RecursiveDeleteContent(map_dir); if(r == false) error_message = L"Delete failed"; continue; } playername = wide_to_narrow(menudata.name); // Get an sha-1 hash of the player's name combined with // the password entered. That's what the server uses as // their password. (Exception : if the password field is // blank, we send a blank password - this is for backwards // compatibility with password-less players). if(menudata.password.length() > 0) { std::string slt=playername + wide_to_narrow(menudata.password); SHA1 *sha1 = new SHA1(); sha1->addBytes(slt.c_str(), slt.length()); unsigned char *digest = sha1->getDigest(); password = base64_encode(digest, 20); free(digest); } else { password = ""; } address = wide_to_narrow(menudata.address); int newport = stoi(wide_to_narrow(menudata.port)); if(newport != 0) port = newport; g_settings.set("new_style_leaves", itos(menudata.fancy_trees)); g_settings.set("smooth_lighting", itos(menudata.smooth_lighting)); g_settings.set("creative_mode", itos(menudata.creative_mode)); g_settings.set("enable_damage", itos(menudata.enable_damage)); // 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(device->run() == false) break; // Initialize mapnode again to enable changed graphics settings init_mapnode(); /* Run game */ the_game( kill, random_input, input, device, font, map_dir, playername, password, address, port, error_message ); } //try catch(con::PeerNotFoundException &e) { dstream<drop(); END_DEBUG_EXCEPTION_HANDLER debugstreams_deinit(); return 0; } //END