/* Minetest-c55 Copyright (C) 2010 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ /* =============================== NOTES ============================== NOTE: Things starting with TODO are sometimes only suggestions. NOTE: VBO cannot be turned on for fast-changing stuff because there is an apparanet memory leak in irrlicht when using it (not sure) - It is not a memory leak but some kind of a buffer. NOTE: iostream.imbue(std::locale("C")) is very slow NOTE: Global locale is now set at initialization Random suggeestions: -------------------- 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. - NOTE: Player::move is more up-to-date. 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 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 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: ----------------------- 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 * Combine meshes to bigger ones in ClientMap and set them EHM_STATIC SUGG: Draw cubes in inventory directly with 3D drawing commands, so that animating them is easier. Configuration: -------------- Client: ------- TODO: Untie client network operations from framerate - Needs some input queues or something SUGG: Make morning and evening transition more smooth and maybe shorter SUGG: Don't update all meshes always on single node changes, but check which ones should be updated - implement Map::updateNodeMeshes() TODO: Remove IrrlichtWrapper Server: ------- TODO: When player dies, throw items on map SUGG: Make an option to the server to disable building and digging near the starting position 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? 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. Objects: -------- 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. - When an active object goes far from a player, either delete it or store it statically. - When a statically stored active object comes near a player, recreate the active object * Continue making the scripting system: * Make updateNodeMesh for a less verbose mesh update on add/removenode * Switch to using a safe way for the self and env pointers * Make some global environment hooks, like node placed and general on_step() * Add a global Lua spawn handler and such * Get rid of MapBlockObjects * Other players could be sent to clients as LuaCAOs 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 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 Mapgen v2: * only_from_disk might not work anymore - check and fix it. * Make the generator to run in background and not blocking block placement and transfer * Possibly add some kind of erosion and other stuff * Make client to fetch stuff asynchronously - Needs method SyncProcessData * 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. Misc. stuff: ------------ * Make an "environment metafile" to store at least time of day * Move digging property stuff from material.{h,cpp} to mapnode.cpp... - Or maybe move content_features to material.{h,cpp}? * Maybe: 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. * Optimize VoxelManipulator lighting implementation by using indices in place of coordinates? Making it more portable: ------------------------ * Some MSVC: std::sto* are defined without a namespace and collide with the ones in utility.h ====================================================================== */ /* Setting this to 1 enables a special camera mode that forces the renderers to think that the camera statically points from the starting place to a static direction. This allows one to move around with the player and see what is actually drawn behind solid things and behind the player. */ #define FIELD_OF_VIEW_TEST 0 #ifdef NDEBUG #ifdef _WIN32 #pragma message ("Disabling unit tests") #else #warning "Disabling unit tests" #endif // Disable unit tests #define ENABLE_TESTS 0 #else // Enable unit tests #define ENABLE_TESTS 1 #endif #ifdef _MSC_VER #pragma comment(lib, "Irrlicht.lib") //#pragma comment(lib, "jthread.lib") #pragma comment(lib, "zlibwapi.lib") #pragma comment(lib, "Shell32.lib") // This would get rid of the console window //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup") #endif #include #include #include #include #include "main.h" #include "common_irrlicht.h" #include "debug.h" #include "map.h" #include "player.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 ITextureSource *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; /*const s16 quickinv_size = 40; const s16 quickinv_padding = 8; const s16 quickinv_spacing = quickinv_size + quickinv_padding; const s16 quickinv_outer_padding = 4; const s16 quickinv_itemcount = 8;*/ const s32 hotbar_itemcount = 8; const s32 hotbar_imagesize = 36; /* GUI Stuff */ gui::IGUIEnvironment* guienv = NULL; gui::IGUIStaticText *guiroot = NULL; class MainMenuManager : public IMenuManager { public: virtual void createdMenu(GUIModalMenu *menu) { for(core::list::Iterator i = m_stack.begin(); i != m_stack.end(); i++) { assert(*i != menu); } if(m_stack.size() != 0) (*m_stack.getLast())->setVisible(false); m_stack.push_back(menu); } virtual void deletingMenu(GUIModalMenu *menu) { // Remove all entries if there are duplicates bool removed_entry; do{ removed_entry = false; for(core::list::Iterator i = m_stack.begin(); i != m_stack.end(); i++) { if(*i == menu) { m_stack.erase(i); removed_entry = true; break; } } }while(removed_entry); /*core::list::Iterator i = m_stack.getLast(); assert(*i == menu); m_stack.erase(i);*/ if(m_stack.size() != 0) (*m_stack.getLast())->setVisible(true); } u32 menuCount() { return m_stack.size(); } core::list m_stack; }; MainMenuManager g_menumgr; bool noMenuActive() { return (g_menumgr.menuCount() == 0); } bool g_disconnect_requested = false; class MainGameCallback : public IGameCallback { public: virtual void exitToOS() { g_device->closeDevice(); } virtual void disconnect() { g_disconnect_requested = true; } }; MainGameCallback g_gamecallback; // Inventory actions from the menu are buffered here before sending Queue inventory_action_queue; // This is a copy of the inventory that the client's environment has Inventory local_inventory; u16 g_selected_item = 0; bool g_show_map_plot = false; bool g_refresh_map_plot = false; /* Debug streams */ // Connection std::ostream *dout_con_ptr = &dummyout; std::ostream *derr_con_ptr = &dstream_no_stderr; //std::ostream *dout_con_ptr = &dstream_no_stderr; //std::ostream *derr_con_ptr = &dstream_no_stderr; //std::ostream *dout_con_ptr = &dstream; //std::ostream *derr_con_ptr = &dstream; // Server std::ostream *dout_server_ptr = &dstream; std::ostream *derr_server_ptr = &dstream; // Client std::ostream *dout_client_ptr = &dstream; std::ostream *derr_client_ptr = &dstream; /* gettime.h implementation */ u32 getTimeMs() { /* Use irrlicht because it is more precise than porting.h's getTimeMs() */ if(g_irrlicht == NULL) return 0; return g_irrlicht->getTime(); } /* Text input system */ struct TextDestSign : public TextDest { TextDestSign(v3s16 blockpos, s16 id, Client *client) { m_blockpos = blockpos; m_id = id; m_client = client; } void gotText(std::wstring text) { std::string ntext = wide_to_narrow(text); dstream<<"Changing text of a sign object: " <sendSignText(m_blockpos, m_id, ntext); } v3s16 m_blockpos; s16 m_id; Client *m_client; }; struct TextDestChat : public TextDest { TextDestChat(Client *client) { m_client = client; } void gotText(std::wstring text) { // Discard empty line if(text == L"") return; // Parse command (server command starts with "/#") if(text[0] == L'/' && text[1] != L'#') { std::wstring reply = L"Local: "; reply += L"Local commands not yet supported. " L"Server prefix is \"/#\"."; m_client->addChatMessage(reply); return; } // Send to others m_client->sendChatMessage(text); // Show locally m_client->addChatMessage(text); } Client *m_client; }; class MyEventReceiver : public IEventReceiver { public: // This is the one method that we have to implement virtual bool OnEvent(const SEvent& event) { /* React to nothing here if a menu is active */ if(noMenuActive() == false) { clearInput(); return false; } // Remember whether each key is down or up if(event.EventType == irr::EET_KEY_INPUT_EVENT) { keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown; if(event.KeyInput.PressedDown) { //dstream<<"Pressed key: "<<(char)event.KeyInput.Key<drop(); return true; } if(event.KeyInput.Key == irr::KEY_KEY_I) { dstream<drop(); return true; } if(event.KeyInput.Key == irr::KEY_KEY_T) { TextDest *dest = new TextDestChat(g_client); (new GUITextInputMenu(guienv, guiroot, -1, &g_menumgr, dest, L""))->drop(); } } // Item selection 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 && s1 < hotbar_itemcount) g_selected_item = s1-1; dstream<getList("main"); if(mainlist == NULL) { dstream<<"WARNING: draw_hotbar(): mainlist == NULL"< barrect(0,0,width,height); barrect += pos; video::SColor bgcolor(255,128,128,128); driver->draw2DRectangle(bgcolor, barrect, NULL);*/ core::rect imgrect(0,0,imgsize,imgsize); for(s32 i=0; igetItem(i); core::rect rect = imgrect + pos + v2s32(padding+i*(imgsize+padding*2), padding); if(g_selected_item == i) { driver->draw2DRectangle(video::SColor(255,255,0,0), core::rect(rect.UpperLeftCorner - v2s32(1,1)*padding, rect.LowerRightCorner + v2s32(1,1)*padding), NULL); } else { video::SColor bgcolor2(128,0,0,0); driver->draw2DRectangle(bgcolor2, rect, NULL); } if(item != NULL) { drawInventoryItem(driver, font, item, rect, NULL); } } } #if 0 video::ITexture *g_map_plot_texture = NULL; float g_map_plot_texture_scale = 4; void updateMapPlotTexture(v2f centerpos, video::IVideoDriver* driver, Client *client) { assert(driver); assert(client); core::dimension2d dim(640,480); video::IImage *img = driver->createImage(video::ECF_A8R8G8B8, dim); assert(img); for(u32 y=0; ygetMapSeed(), pf); video::SColor c; //double d1 = 50; /*s32 ux = x - centerpos.X / g_map_plot_texture_scale; s32 uy = y - centerpos.Y / g_map_plot_texture_scale;*/ // Screen coordinates that are based on multiples of // 1000/g_map_plot_texture_scale and never negative u32 ux = x + (u32)(1000/g_map_plot_texture_scale) * 10; u32 uy = y + (u32)(1000/g_map_plot_texture_scale) * 10; // Offset to center of image ux -= dim.Width/2; uy -= dim.Height/2; if(uy % (u32)(1000/g_map_plot_texture_scale) == 0 || ux % (u32)(1000/g_map_plot_texture_scale) == 0) c.set(255, 255, 255, 255); else if(uy % (u32)(100/g_map_plot_texture_scale) == 0 || ux % (u32)(100/g_map_plot_texture_scale) == 0) c.set(255, 160, 160, 160); else if(h < WATER_LEVEL - 0.5) // Water c.set(255, 50, 50, 255); #if 0 else if(get_have_sand_ground(client->getMapSeed(), pf) || (h < WATER_LEVEL + 2 && get_have_sand_coast(client->getMapSeed(), pf))) { h -= WATER_LEVEL; h /= 50.0; h = 1.0 - exp(-h); video::SColor c1(255,237,201,175); //video::SColor c2(255,20,20,20); video::SColor c2(255,150,0,0); c = c2.getInterpolated(c1, h); } else { h -= WATER_LEVEL; h /= 50.0; h = 1.0 - exp(-h); video::SColor c1(255,110,185,90); //video::SColor c2(255,20,20,20); video::SColor c2(255,150,0,0); c = c2.getInterpolated(c1, h); } #endif #if 1 #if 0 else if(get_have_sand_ground(client->getMapSeed(), pf)) { h -= WATER_LEVEL; h /= 20.0; h = 1.0 - exp(-h); video::SColor c1(255,237,201,175); //video::SColor c2(255,20,20,20); video::SColor c2(255,150,0,0); c = c2.getInterpolated(c1, h); } #endif // Sand else if(h < WATER_LEVEL + 2 && get_have_sand_coast(client->getMapSeed(), pf)) c.set(255, 237, 201, 175); #if 1 else if(h < WATER_LEVEL + 10) c.set(255, 50, 150, 50); // Green else if(h < WATER_LEVEL + 20) c.set(255, 110, 185, 50); // Yellowish green else if(h < WATER_LEVEL + 40) c.set(255, 180, 210, 50); // Greenish yellow else if(h < WATER_LEVEL + 60) c.set(255, 220, 220, 50); // Yellow else if(h < WATER_LEVEL + 80) c.set(255, 200, 200, 110); // Yellowish white else if(h < WATER_LEVEL + 100) c.set(255, 190, 190, 190); // Grey else c.set(255, 255, 255, 255); // White #endif #endif #if 0 else { h -= WATER_LEVEL; h /= 20.0; h = 1.0 - exp(-h); video::SColor c1(255,200,200,50); video::SColor c2(255,0,150,0); c = c1.getInterpolated(c2, h); /*u32 a = (u32)(h*255); if(a > 255) a = 255; a = 255-a; c.set(255, a, a, a);*/ } #endif #if 1 if(h >= WATER_LEVEL - 0.5 && get_have_sand_ground(client->getMapSeed(), pf)) { video::SColor c1(255,237,201,175); c = c.getInterpolated(c1, 0.5); } #endif #if 1 double tf = get_turbulence_factor_2d(client->getMapSeed(), pf); if(tf > 0.001) { video::SColor c1(255,255,0,0); c = c.getInterpolated(c1, 1.0-(0.5*tf)); } #endif img->setPixel(x, y, c); } g_map_plot_texture = driver->addTexture("map_plot", img); img->drop(); assert(g_map_plot_texture); } #endif // Chat data struct ChatLine { ChatLine(): age(0.0) { } ChatLine(const std::wstring &a_text): age(0.0), text(a_text) { } float age; std::wstring text; }; // These are defined global so that they're not optimized too much. // Can't change them to volatile. s16 temp16; f32 tempf; v3f tempv3f1; v3f tempv3f2; std::string tempstring; std::string tempstring2; void SpeedTests() { { dstream<<"The following test should take around 20ms."< map1; tempf = -324; const s16 ii=300; for(s16 y=0; y=0; y--){ for(s16 x=0; x allowed_options; allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG)); allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG, "Run server directly")); allowed_options.insert("config", ValueSpec(VALUETYPE_STRING, "Load configuration from specified file")); allowed_options.insert("port", ValueSpec(VALUETYPE_STRING)); allowed_options.insert("address", ValueSpec(VALUETYPE_STRING)); allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG)); allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG)); allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG)); allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING)); #ifdef _WIN32 allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG)); #endif allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG)); Settings cmd_args; bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options); if(ret == false || cmd_args.getFlag("help")) { dstream<<"Allowed options:"<::Iterator i = allowed_options.getIterator(); i.atEnd() == false; i++) { dstream<<" --"<getKey(); if(i.getNode()->getValue().type == VALUETYPE_FLAG) { } else { dstream<<" "; } dstream<getValue().help != NULL) { dstream<<" "<getValue().help < filenames; filenames.push_back(porting::path_userdata + "/minetest.conf"); #ifdef RUN_IN_PLACE filenames.push_back(porting::path_userdata + "/../minetest.conf"); #endif for(u32 i=0; i(screenW, screenH), 16, fullscreen, false, false, &receiver); if (device == 0) return 1; // could not create selected driver. g_device = device; g_irrlicht = new IrrlichtWrapper(device); TextureSource *texturesource = new TextureSource(device); g_texturesource = texturesource; /* Speed tests (done after irrlicht is loaded to get timer) */ if(cmd_args.getFlag("speedtests")) { dstream<<"Running speed tests"<setResizable(true); bool random_input = g_settings.getBool("random_input") || cmd_args.getFlag("random-input"); if(random_input) g_input = new RandomInputHandler(); else g_input = new RealInputHandler(device, &receiver); /* Continue initialization */ video::IVideoDriver* driver = device->getVideoDriver(); /* This changes the minimum allowed number of vertices in a VBO. 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."<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 */ /* We need some kind of a root node to be able to add custom gui elements directly on the screen. Otherwise they won't be automatically drawn. */ guiroot = guienv->addStaticText(L"", core::rect(0, 0, 10000, 10000)); // First line of debug text gui::IGUIStaticText *guitext = guienv->addStaticText( L"", core::rect(5, 5, 795, 5+text_height), false, false); // Second line of debug text gui::IGUIStaticText *guitext2 = guienv->addStaticText( L"", core::rect(5, 5+(text_height+5)*1, 795, (5+text_height)*2), false, false); // At the middle of the screen // Object infos are shown in this gui::IGUIStaticText *guitext_info = guienv->addStaticText( L"", core::rect(0,0,400,text_height+5) + v2s32(100,200), false, false); // Chat text gui::IGUIStaticText *guitext_chat = guienv->addStaticText( L"", core::rect(0,0,0,0), false, false); // Disable word wrap as of now //false, true); //guitext_chat->setBackgroundColor(video::SColor(96,0,0,0)); core::list chat_lines; /* If an error occurs, this is set to something and the menu-game loop is restarted. It is then displayed before the menu. */ std::wstring error_message = L""; /* Menu-game loop */ while(g_device->run() && kill == false) { // This is used for catching disconnects try { /* 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.creative_mode = g_settings.getBool("creative_mode"); GUIMainMenu *menu = new GUIMainMenu(guienv, guiroot, -1, &g_menumgr, &menudata, &g_gamecallback); menu->allowFocusRemoval(true); if(error_message != L"") { GUIMessageMenu *menu2 = new GUIMessageMenu(guienv, guiroot, -1, &g_menumgr, error_message.c_str()); menu2->drop(); error_message = L""; } video::IVideoDriver* driver = g_device->getVideoDriver(); dstream<<"Created main menu"<run() && kill == false) { // 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 || 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); address = wide_to_narrow(menudata.address); port = stoi(wide_to_narrow(menudata.port)); g_settings.set("creative_mode", itos(menudata.creative_mode)); // Check for valid parameters, restart menu if invalid. if(playername == "") { error_message = L"Name required."; continue; } // Save settings g_settings.set("name", playername); g_settings.set("address", address); g_settings.set("port", itos(port)); // Update configuration file if(configpath != "") g_settings.updateConfigFile(configpath.c_str()); // Continue to game break; } // Break out of menu-game loop to shut down cleanly if(g_device->run() == false) break; /* Make a scope here so that the client and the server and other stuff gets removed when disconnected or the irrlicht device is removed. */ { // This is set to true at the end of the scope g_irrlicht->Shutdown(false); /* Draw "Loading" screen */ const wchar_t *text = L"Loading and connecting..."; core::vector2d center(screenW/2, screenH/2); core::vector2d textsize(300, text_height); core::rect textrect(center - textsize/2, center + textsize/2); gui::IGUIStaticText *gui_loadingtext = guienv->addStaticText( text, textrect, false, false); gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT); driver->beginScene(true, true, video::SColor(255,0,0,0)); guienv->drawAll(); driver->endScene(); std::cout< server; if(address == ""){ server = new Server(map_dir); server->start(port); } /* Create client */ Client client(device, playername.c_str(), draw_control); g_client = &client; Address connect_address(0,0,0,0, port); try{ if(address == "") //connect_address.Resolve("localhost"); connect_address.setAddress(127,0,0,1); else connect_address.Resolve(address.c_str()); } catch(ResolveError &e) { std::cout<remove(); continue; } dstream<beginScene(true, true, video::SColor(255,0,0,0)); guienv->drawAll(); driver->endScene(); // Update client and server client.step(0.1); if(server != NULL) server->step(0.1); // Delay a bit sleep_ms(100); } } catch(con::PeerNotFoundException &e) { std::cout<remove(); continue; } /* Create skybox */ /*scene::ISceneNode* skybox; skybox = smgr->addSkyBoxSceneNode( driver->getTexture(porting::getDataPath("skybox2.png").c_str()), driver->getTexture(porting::getDataPath("skybox3.png").c_str()), driver->getTexture(porting::getDataPath("skybox1.png").c_str()), driver->getTexture(porting::getDataPath("skybox1.png").c_str()), driver->getTexture(porting::getDataPath("skybox1.png").c_str()), driver->getTexture(porting::getDataPath("skybox1.png").c_str()));*/ /* Create the camera node */ scene::ICameraSceneNode* camera = smgr->addCameraSceneNode( 0, // Camera parent v3f(BS*100, BS*2, BS*100), // Look from v3f(BS*100+1, BS*2, BS*100), // Look to -1 // Camera ID ); if(camera == NULL) return 1; //video::SColor skycolor = video::SColor(255,90,140,200); //video::SColor skycolor = video::SColor(255,166,202,244); video::SColor skycolor = video::SColor(255,120,185,244); camera->setFOV(FOV_ANGLE); // Just so big a value that everything rendered is visible camera->setFarValue(100000*BS); /* Lighting test code. Doesn't quite work this way. The CPU-computed lighting is good. */ /* smgr->addLightSceneNode(NULL, v3f(0, BS*1000000, 0), video::SColorf(0.3,0.3,0.3), BS*10000000); smgr->setAmbientLight(video::SColorf(0.0, 0.0, 0.0)); scene::ILightSceneNode *light = smgr->addLightSceneNode(camera, v3f(0, 0, 0), video::SColorf(0.5,0.5,0.5), BS*4); */ 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);*/ /*GUIQuickInventory *quick_inventory = new GUIQuickInventory (guienv, NULL, v2s32(0, 0), quickinv_itemcount, &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); //s32 guitext_chat_pad_bottom = 70; v2u32 screensize(0,0); v2u32 last_screensize(0,0); /* Some statistics are collected in these */ u32 drawtime = 0; u32 beginscenetime = 0; u32 scenetime = 0; u32 endscenetime = 0; // A test //throw con::PeerNotFoundException("lol"); core::list frametime_log; /* 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() && kill == false) { if(g_disconnect_requested) { g_disconnect_requested = false; break; } /* Run global IrrlichtWrapper's main thread processing stuff */ g_irrlicht->Run(); /* Process TextureSource's queue */ texturesource->processQueue(); /* Random calculations */ last_screensize = screensize; screensize = driver->getScreenSize(); v2s32 displaycenter(screensize.X/2,screensize.Y/2); //bool screensize_changed = screensize != last_screensize; // Hilight boxes collected during the loop and displayed core::list< core::aabbox3d > hilightboxes; // Info text std::wstring infotext; // When screen size changes, update positions and sizes of stuff /*if(screensize_changed) { v2s32 pos(displaycenter.X-((quickinv_itemcount-1)*quickinv_spacing+quickinv_size)/2, screensize.Y-quickinv_spacing); quick_inventory->updatePosition(pos); }*/ //TimeTaker //timer1("//timer1"); // Time of frame without fps limit float busytime; u32 busytime_u32; { // not using getRealTime is necessary for wine u32 time = device->getTimer()->getTime(); if(time > lasttime) busytime_u32 = time - lasttime; else busytime_u32 = 0; busytime = busytime_u32 / 1000.0; } //std::cout<<"busytime_u32="<run(); /* Viewing range */ updateViewingRange(busytime, &client); /* FPS limiter */ { float fps_max = g_settings.getFloat("fps_max"); u32 frametime_min = 1000./fps_max; if(busytime_u32 < frametime_min) { u32 sleeptime = frametime_min - busytime_u32; device->sleep(sleeptime); } } // Absolutelu necessary for wine! device->run(); /* Time difference calculation */ f32 dtime; // in seconds u32 time = device->getTimer()->getTime(); if(time > lasttime) dtime = (time - lasttime) / 1000.0; else dtime = 0; lasttime = time; /* Log frametime for visualization */ frametime_log.push_back(dtime); if(frametime_log.size() > 100) { core::list::Iterator i = frametime_log.begin(); frametime_log.erase(i); } /* Visualize frametime in terminal */ /*for(u32 i=0; i 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); /* Misc. stuff */ /* Player speed control */ { /*bool a_up, bool a_down, bool a_left, bool a_right, bool a_jump, bool a_superspeed, bool a_sneak, 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), g_input->isKeyDown(irr::KEY_LSHIFT) || g_input->isKeyDown(irr::KEY_RSHIFT), camera_pitch, camera_yaw ); client.setPlayerControl(control); } /* Process environment */ { //TimeTaker timer("client.step(dtime)"); client.step(dtime); //client.step(dtime_avg1); } if(server != NULL) { //TimeTaker timer("server->step(dtime)"); server->step(dtime); } v3f player_position = client.getPlayerPosition(); //TimeTaker //timer2("//timer2"); /* Mouse and camera control */ if((device->isWindowActive() && noMenuActive()) || random_input) { if(!random_input) device->getCursorControl()->setVisible(false); if(first_loop_after_window_activation){ //std::cout<<"window active, first loop"<getMousePos().X - displaycenter.X; s32 dy = g_input->getMousePos().Y - displaycenter.Y; //std::cout<<"window active, pos difference "< 89.5) camera_pitch = 89.5; } g_input->setMousePos(displaycenter.X, displaycenter.Y); } else{ device->getCursorControl()->setVisible(true); //std::cout<<"window inactive"<setPosition(camera_position); // *100.0 helps in large map coordinates camera->setTarget(camera_position + camera_direction * 100.0); if(FIELD_OF_VIEW_TEST){ client.updateCamera(v3f(0,0,0), v3f(0,0,1)); } else{ //TimeTaker timer("client.updateCamera"); client.updateCamera(camera_position, camera_direction); } //timer2.stop(); //TimeTaker //timer3("//timer3"); /* Calculate what block is the crosshair pointing to */ //u32 t1 = device->getTimer()->getRealTime(); //f32 d = 4; // max. distance f32 d = 4; // max. distance core::line3d shootline(camera_position, camera_position + camera_direction * BS * (d+1)); MapBlockObject *selected_object = client.getSelectedObject (d*BS, camera_position, shootline); /* If it's pointing to a MapBlockObject */ if(selected_object != NULL) { //dstream<<"Client returned selected_object != NULL"< box_on_map = selected_object->getSelectionBoxOnMap(); hilightboxes.push_back(box_on_map); infotext = narrow_to_wide(selected_object->infoText()); if(g_input->getLeftClicked()) { std::cout<getBlock()->getPos(), selected_object->getId(), g_selected_item); } else if(g_input->getRightClicked()) { std::cout<getTypeId() == MAPBLOCKOBJECT_TYPE_SIGN) { dstream<<"Sign object right-clicked"<getBlock()->getPos(), selected_object->getId(), &client); SignObject *sign_object = (SignObject*)selected_object; std::wstring wtext = narrow_to_wide(sign_object->getText()); (new GUITextInputMenu(guienv, guiroot, -1, &g_menumgr, dest, wtext))->drop(); } } /* Otherwise pass the event to the server as-is */ else { client.clickObject(1, selected_object->getBlock()->getPos(), selected_object->getId(), g_selected_item); } } } else // selected_object == NULL { /* Find out which node we are pointing at */ bool nodefound = false; v3s16 nodepos; v3s16 neighbourpos; core::aabbox3d nodehilightbox; f32 mindistance = BS * 1001; v3s16 pos_i = floatToInt(player_position, BS); /*std::cout<<"pos_i=("<0 ? a : 1); s16 zend = pos_i.Z + (camera_direction.Z>0 ? a : 1); s16 xend = pos_i.X + (camera_direction.X>0 ? a : 1); for(s16 y = ystart; y <= yend; y++) for(s16 z = zstart; z <= zend; z++) for(s16 x = xstart; x <= xend; x++) { MapNode n; try { n = client.getNode(v3s16(x,y,z)); if(content_pointable(n.d) == false) continue; } catch(InvalidPositionException &e) { continue; } v3s16 np(x,y,z); v3f npf = intToFloat(np, BS); f32 d = 0.01; v3s16 dirs[6] = { v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; /* Meta-objects */ if(n.d == CONTENT_TORCH) { v3s16 dir = unpackDir(n.dir); v3f dir_f = v3f(dir.X, dir.Y, dir.Z); dir_f *= BS/2 - BS/6 - BS/20; v3f cpf = npf + dir_f; f32 distance = (cpf - camera_position).getLength(); core::aabbox3d box; // bottom if(dir == v3s16(0,-1,0)) { box = core::aabbox3d( npf - v3f(BS/6, BS/2, BS/6), npf + v3f(BS/6, -BS/2+BS/3*2, BS/6) ); } // top else if(dir == v3s16(0,1,0)) { box = core::aabbox3d( npf - v3f(BS/6, -BS/2+BS/3*2, BS/6), npf + v3f(BS/6, BS/2, BS/6) ); } // side else { box = core::aabbox3d( cpf - v3f(BS/6, BS/3, BS/6), cpf + v3f(BS/6, BS/3, BS/6) ); } if(distance < mindistance) { if(box.intersectsWithLine(shootline)) { nodefound = true; nodepos = np; neighbourpos = np; mindistance = distance; nodehilightbox = box; } } } /* Regular blocks */ else { for(u16 i=0; i<6; i++) { v3f dir_f = v3f(dirs[i].X, dirs[i].Y, dirs[i].Z); v3f centerpoint = npf + dir_f * BS/2; f32 distance = (centerpoint - camera_position).getLength(); if(distance < mindistance) { core::CMatrix4 m; m.buildRotateFromTo(v3f(0,0,1), dir_f); // This is the back face v3f corners[2] = { v3f(BS/2, BS/2, BS/2), v3f(-BS/2, -BS/2, BS/2+d) }; for(u16 j=0; j<2; j++) { m.rotateVect(corners[j]); corners[j] += npf; } core::aabbox3d facebox(corners[0]); facebox.addInternalPoint(corners[1]); if(facebox.intersectsWithLine(shootline)) { nodefound = true; nodepos = np; neighbourpos = np + dirs[i]; mindistance = distance; //nodehilightbox = facebox; const float d = 0.502; core::aabbox3d nodebox (-BS*d, -BS*d, -BS*d, BS*d, BS*d, BS*d); v3f nodepos_f = intToFloat(nodepos, BS); nodebox.MinEdge += nodepos_f; nodebox.MaxEdge += nodepos_f; nodehilightbox = nodebox; } } // if distance < mindistance } // for dirs } // regular block } // for coords static float nodig_delay_counter = 0.0; if(nodefound) { static v3s16 nodepos_old(-32768,-32768,-32768); static float dig_time = 0.0; static u16 dig_index = 0; // Visualize selection hilightboxes.push_back(nodehilightbox); // Handle digging if(g_input->getLeftReleased()) { client.clearTempMod(nodepos); dig_time = 0.0; } if(nodig_delay_counter > 0.0) { nodig_delay_counter -= dtime; } else { if(nodepos != nodepos_old) { std::cout<getLeftClicked() || (g_input->getLeftState() && nodepos != nodepos_old)) { dstream<getLeftClicked()) { client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, 0)); } if(g_input->getLeftState()) { MapNode n = client.getNode(nodepos); // Get tool name. Default is "" = bare hands std::string toolname = ""; InventoryList *mlist = local_inventory.getList("main"); if(mlist != NULL) { InventoryItem *item = mlist->getItem(g_selected_item); if(item && (std::string)item->getName() == "ToolItem") { ToolItem *titem = (ToolItem*)item; toolname = titem->getToolName(); } } // Get digging properties for material and tool u8 material = n.d; DiggingProperties prop = getDiggingProperties(material, toolname); float dig_time_complete = 0.0; if(prop.diggable == false) { /*dstream<<"Material "<<(int)material <<" not diggable with \"" <= 0.001) { dig_index = (u16)((float)CRACK_ANIMATION_LENGTH * dig_time/dig_time_complete); } // This is for torches else { dig_index = CRACK_ANIMATION_LENGTH; } if(dig_index < CRACK_ANIMATION_LENGTH) { //TimeTaker timer("client.setTempMod"); //dstream<<"dig_index="< 0.5) { nodig_delay_counter = 0.5; } // We want a slight delay to very little // time consuming nodes float mindelay = 0.15; if(nodig_delay_counter < mindelay) { nodig_delay_counter = mindelay; } } dig_time += dtime; } } if(g_input->getRightClicked()) { std::cout<resetLeftClicked(); g_input->resetRightClicked(); if(g_input->getLeftReleased()) { std::cout<getRightReleased()) { //std::cout<resetLeftReleased(); g_input->resetRightReleased(); /* Calculate stuff for drawing */ camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y); u32 daynight_ratio = client.getDayNightRatio(); 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 + 0.8*MAP_BLOCKSIZE*BS; //f32 range = draw_control.wanted_range * BS + 0.0*MAP_BLOCKSIZE*BS; if(draw_control.range_all) range = 100000*BS; driver->setFog( bgcolor, video::EFT_FOG_LINEAR, range*0.4, range*1.0, 0.01, false, // pixel fog false // range fog ); } else { driver->setFog( bgcolor, video::EFT_FOG_LINEAR, 100000*BS, 110000*BS, 0.01, false, // pixel fog false // range fog ); } /* Update gui stuff (0ms) */ //TimeTaker guiupdatetimer("Gui updating"); { 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; char temptext[300]; snprintf(temptext, 300, "Minetest-c55 (" "F: item=%i" ", R: range_all=%i" ")" " 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(narrow_to_wide(temptext).c_str()); } { char temptext[300]; snprintf(temptext, 300, "(% .1f, % .1f, % .1f)" " (% .3f < btime_jitter < % .3f" ", dtime_jitter = % .1f %%" ", 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(narrow_to_wide(temptext).c_str()); } { guitext_info->setText(infotext.c_str()); } /* Get chat messages from client */ { // Get new messages std::wstring message; while(client.getChatMessage(message)) { chat_lines.push_back(ChatLine(message)); /*if(chat_lines.size() > 6) { core::list::Iterator i = chat_lines.begin(); chat_lines.erase(i); }*/ } // Append them to form the whole static text and throw // it to the gui element std::wstring whole; // This will correspond to the line number counted from // top to bottom, from size-1 to 0 s16 line_number = chat_lines.size(); // Count of messages to be removed from the top u16 to_be_removed_count = 0; for(core::list::Iterator i = chat_lines.begin(); i != chat_lines.end(); i++) { // After this, line number is valid for this loop line_number--; // Increment age (*i).age += dtime; /* This results in a maximum age of 60*6 to the lowermost line and a maximum of 6 lines */ float allowed_age = (6-line_number) * 60.0; if((*i).age > allowed_age) { to_be_removed_count++; continue; } whole += (*i).text + L'\n'; } for(u16 i=0; i::Iterator it = chat_lines.begin(); chat_lines.erase(it); } guitext_chat->setText(whole.c_str()); // Update gui element size and position /*core::rect rect( 10, screensize.Y - guitext_chat_pad_bottom - text_height*chat_lines.size(), screensize.X - 10, screensize.Y - guitext_chat_pad_bottom );*/ core::rect rect( 10, 50, screensize.X - 10, 50 + text_height*chat_lines.size() ); guitext_chat->setRelativePosition(rect); if(chat_lines.size() == 0) guitext_chat->setVisible(false); else guitext_chat->setVisible(true); } /* Inventory */ static u16 old_selected_item = 65535; if(client.getLocalInventoryUpdated() || g_selected_item != old_selected_item) { old_selected_item = g_selected_item; //std::cout<<"Updating local inventory"<setSelection(g_selected_item); quick_inventory->update();*/ } /* Send actions returned by the inventory menu */ while(inventory_action_queue.size() != 0) { InventoryAction *a = inventory_action_queue.pop_front(); client.sendInventoryAction(a); // Eat it delete a; } /* Drawing begins */ TimeTaker drawtimer("Drawing"); { TimeTaker timer("beginScene"); driver->beginScene(true, true, bgcolor); //driver->beginScene(false, true, bgcolor); beginscenetime = timer.stop(true); } //timer3.stop(); //std::cout<drawAll()"<drawAll(); scenetime = timer.stop(true); } { //TimeTaker timer9("auxiliary drawings"); // 0ms //timer9.stop(); //TimeTaker //timer10("//timer10"); video::SMaterial m; //m.Thickness = 10; m.Thickness = 3; m.Lighting = false; driver->setMaterial(m); driver->setTransform(video::ETS_WORLD, core::IdentityMatrix); for(core::list< core::aabbox3d >::Iterator i=hilightboxes.begin(); i != hilightboxes.end(); i++) { /*std::cout<<"hilightbox min=" <<"("<MinEdge.X<<","<MinEdge.Y<<","<MinEdge.Z<<")" <<" max=" <<"("<MaxEdge.X<<","<MaxEdge.Y<<","<MaxEdge.Z<<")" <draw3DBox(*i, video::SColor(255,0,0,0)); } /* Frametime log */ if(g_settings.getBool("frametime_graph") == true) { s32 x = 10; for(core::list::Iterator i = frametime_log.begin(); i != frametime_log.end(); i++) { driver->draw2DLine(v2s32(x,50), v2s32(x,50+(*i)*1000), video::SColor(255,255,255,255)); x++; } } #if 0 /* Draw map plot */ if(g_show_map_plot && g_map_plot_texture) { core::dimension2d drawdim(640,480); core::rect dest(v2s32(0,0), drawdim); dest += v2s32( (screensize.X-drawdim.Width)/2, (screensize.Y-drawdim.Height)/2 ); core::rect source(v2s32(0,0), g_map_plot_texture->getSize()); driver->draw2DImage(g_map_plot_texture, dest, source); } #endif /* Draw crosshair */ driver->draw2DLine(displaycenter - core::vector2d(10,0), displaycenter + core::vector2d(10,0), video::SColor(255,255,255,255)); driver->draw2DLine(displaycenter - core::vector2d(0,10), displaycenter + core::vector2d(0,10), video::SColor(255,255,255,255)); } // timer //timer10.stop(); //TimeTaker //timer11("//timer11"); /* Draw gui */ // 0-1ms guienv->drawAll(); /* Draw hotbar */ { draw_hotbar(driver, font, v2s32(displaycenter.X, screensize.Y), hotbar_imagesize, hotbar_itemcount, &local_inventory); } // End drawing { TimeTaker timer("endScene"); driver->endScene(); endscenetime = timer.stop(true); } drawtime = drawtimer.stop(true); /* End of drawing */ #if 0 /* Refresh map plot if player has moved considerably */ if(g_refresh_map_plot) { static v3f old_player_pos = v3f(1,1,1) * 10000000; v3f p = client.getPlayerPosition() / BS; if(old_player_pos.getDistanceFrom(p) > 4 * g_map_plot_texture_scale) { updateMapPlotTexture(v2f(p.X,p.Z), driver, &client); old_player_pos = p; } g_refresh_map_plot = false; } #endif static s16 lastFPS = 0; //u16 fps = driver->getFPS(); u16 fps = (1.0/dtime_avg1); if (lastFPS != fps) { core::stringw str = L"Minetest ["; str += driver->getName(); str += "] FPS:"; str += fps; device->setWindowCaption(str.c_str()); lastFPS = fps; } /*} else device->yield();*/ } //delete quick_inventory; /* Disable texture fetches and other stuff that is queued to be processed by the main loop. This has to be done before client goes out of scope. */ g_irrlicht->Shutdown(true); } // client and server are deleted at this point } //try catch(con::PeerNotFoundException &e) { dstream<drop(); /* Update configuration file */ /*if(configpath != "") { g_settings.updateConfigFile(configpath.c_str()); }*/ END_DEBUG_EXCEPTION_HANDLER debugstreams_deinit(); return 0; } //END