/* 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) NOTE: iostream.imbue(std::locale("C")) is very slow NOTE: Global locale is now set at initialization SUGG: Fix address to be ipv6 compatible FIXME: 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. SUGGESTION: 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: Implement lighting using VoxelManipulator - Would it be significantly faster? FIXME: Rats somehow go underground sometimes (you can see it in water) - Does their position get saved to a border value or something? - Does this happen anymore? SUGG: MovingObject::move and Player::move are basically the same. combine them. SUGG: Implement a "Fast check queue" (a queue with a map for checking if something is already in it) - Use it in active block queue in water flowing 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 SUGG: Precalculate lighting translation table at runtime (at startup) 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. TODO: Untie client network operations from framerate - Needs some input queues or something - Not really necessary? TODO: Combine MapBlock's face caches to so big pieces that VBO gets used - That is >500 vertices TODO: Better dungeons TODO: Cliffs, arcs TODO: Startup and configuration menu TODO: There are some lighting-related todos and fixmes in ServerMap::emergeBlock TODO: Proper handling of spawning place (try to find something that is not in the middle of an ocean (some land to stand on at least) and save it in map config. TODO: Players to only be hidden when the client quits. TODO: - Players to be saved on disk, with inventory TODO: Players to be saved as text in map/players/ TODO: Player inventory to be saved on disk TODO: Make fetching sector's blocks more efficient when rendering sectors that have very large amounts of blocks (on client) TODO: Make the video backend selectable 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. TODO: Copy the text of the last picked sign to inventory in creative mode TODO: Get rid of GotSplitPacketException TODO: Check what goes wrong with caching map to disk (Kray) TODO: Remove LazyMeshUpdater. It is not used as supposed. TODO: TOSERVER_LEAVE TODO: Better handling of objects and mobs - Scripting? - There has to be some way to do it with less spaghetti code - Make separate classes for client and server - Client should not discriminate between blocks, server should - Make other players utilize the same framework TODO: Draw big amounts of torches better (that is, throw them in the same meshbuffer (can the meshcollector class be used?)) TODO: Check if the usage of Client::isFetchingBlocks() in updateViewingRange() actually does something Doing now: ====================================================================== TODO: Convert the text input system to use a modal menu... or something ====================================================================== */ /* 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 UNITTEST_DISABLE #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") // This would get rid of the console window //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup") #endif #include #include #include #include #include "common_irrlicht.h" #include "debug.h" #include "map.h" #include "player.h" #include "main.h" #include "test.h" #include "environment.h" #include "server.h" #include "client.h" #include "serialization.h" #include "constants.h" #include "strfnd.h" #include "porting.h" #include "irrlichtwrapper.h" #include "gettime.h" #include "porting.h" #include "guiPauseMenu.h" #include "guiInventoryMenu.h" #include "guiTextInputMenu.h" IrrlichtWrapper *g_irrlicht; // All range-related stuff below is locked behind this JMutex g_range_mutex; // Blocks are viewed in this range from the player s16 g_viewing_range_nodes = 60; //s16 g_viewing_range_nodes = 0; // This is updated by the client's fetchBlocks routine //s16 g_actual_viewing_range_nodes = VIEWING_RANGE_NODES_DEFAULT; // If true, the preceding value has no meaning and all blocks // already existing in memory are drawn bool g_viewing_range_all = false; // This is the freetime ratio imposed by the dynamic viewing // range changing code. // It is controlled by the main loop to the smallest value that // inhibits glitches (dtime jitter) in the main loop. //float g_freetime_ratio = FREETIME_RATIO_MAX; /* Settings. These are loaded from the config file. */ Settings g_settings; extern void set_default_settings(); /* Random stuff */ //u16 g_selected_material = 0; u16 g_selected_item = 0; IrrlichtDevice *g_device = NULL; Client *g_client = NULL; /* GUI Stuff */ gui::IGUIEnvironment* guienv = NULL; gui::IGUIStaticText *guiroot = NULL; int g_active_menu_count = 0; bool noMenuActive() { return (g_active_menu_count == 0); } // 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; /* 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) { m_client->sendChatMessage(text); m_client->addChatMessage(text); } Client *m_client; }; class MyEventReceiver : public IEventReceiver { public: // This is the one method that we have to implement virtual bool OnEvent(const SEvent& event) { /* React to nothing here if a menu is active */ if(noMenuActive() == false) { clearInput(); return false; } // Remember whether each key is down or up if(event.EventType == irr::EET_KEY_INPUT_EVENT) { keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown; if(event.KeyInput.PressedDown) { //dstream<<"Pressed key: "<<(char)event.KeyInput.Key<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_active_menu_count, dest, L""))->drop(); } } // Material selection if(event.KeyInput.Key == irr::KEY_KEY_F) { if(g_selected_item < PLAYER_INVENTORY_SIZE-1) g_selected_item++; else g_selected_item = 0; dstream< 0){ counter -= frametime; return; } //counter = 1.0; //seconds counter = 0.5; //seconds //float freetime_ratio = 0.2; //float freetime_ratio = 0.4; float freetime_ratio = FREETIME_RATIO; float frametime_wanted = (1.0/(wanted_fps/(1.0-freetime_ratio))); float fraction = sqrt(frametime_avg / frametime_wanted); /*float fraction = sqrt(frametime_avg / frametime_wanted) / 2.0 + frametime_avg / frametime_wanted / 2.0;*/ //float fraction = frametime_avg / frametime_wanted; static bool fraction_is_good = false; //float fraction_good_threshold = 0.1; //float fraction_bad_threshold = 0.25; float fraction_good_threshold = 0.075; float fraction_bad_threshold = 0.125; float fraction_limit; // Use high limit if fraction is good AND the fraction would // lower the range. We want to keep the range fairly high. if(fraction_is_good && fraction > 1.0) fraction_limit = fraction_bad_threshold; else fraction_limit = fraction_good_threshold; if(fabs(fraction - 1.0) < fraction_limit) { fraction_is_good = true; return; } else { fraction_is_good = false; } //dstream<<"frametime_avg="< viewing_range_nodes_max) n = viewing_range_nodes_max; bool can_change = true; if(client->isFetchingBlocks() == true && n > g_viewing_range_nodes) can_change = false; if(can_change) g_viewing_range_nodes = n; /*dstream<<"g_viewing_range_nodes = " < imgsize(0,0,48,48); core::rect textsize(0,0,48,16); v2s32 spacing(0, 64); for(s32 i=0; iaddImage( imgsize + pos + spacing*i )); m_images[i]->setScaleImage(true); m_texts.push_back(env->addStaticText( L"", textsize + pos + spacing*i, false, false )); m_texts[i]->setBackgroundColor( video::SColor(128,0,0,0)); m_texts[i]->setTextAlignment( gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT); } } virtual bool OnEvent(const SEvent& event) { return false; } void setSelection(s32 i) { m_selection = i; } void update() { s32 start = 0; start = m_selection - m_itemcount / 2; InventoryList *mainlist = m_inventory->getList("main"); for(s32 i=0; i (s32)mainlist->getSize() - 1) j -= mainlist->getSize(); if(j < 0) j += mainlist->getSize(); InventoryItem *item = mainlist->getItem(j); // Null items if(item == NULL) { m_images[i]->setImage(NULL); wchar_t t[10]; if(m_selection == j) swprintf(t, 10, L"<-"); else swprintf(t, 10, L""); m_texts[i]->setText(t); // The next ifs will segfault with a NULL pointer continue; } m_images[i]->setImage(item->getImage()); wchar_t t[10]; if(m_selection == j) swprintf(t, 10, SWPRINTF_CHARSTRING L" <-", item->getText().c_str()); else swprintf(t, 10, SWPRINTF_CHARSTRING, item->getText().c_str()); m_texts[i]->setText(t); } } private: s32 m_itemcount; core::array m_texts; core::array m_images; Inventory *m_inventory; s32 m_selection; }; int main(int argc, char *argv[]) { /* Low-level initialization */ bool disable_stderr = false; #ifdef _WIN32 disable_stderr = true; #endif // Initialize debug streams debugstreams_init(disable_stderr, DEBUGFILE); // Initialize debug stacks debug_stacks_init(); DSTACK(__FUNCTION_NAME); try { /* 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)); 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 <__| \\___ >____ > |__| "< "< list = server.getPlayerInfo(); core::list::Iterator i; static u32 sum_old = 0; u32 sum = PIChecksum(list); if(sum != sum_old) { std::cout<PrintLine(&std::cout); } } sum_old = sum; } } return 0; } bool hosting = false; char connect_name[100] = ""; if(cmd_args.exists("address")) { snprintf(connect_name, 100, "%s", cmd_args.get("address").c_str()); } else if(is_yes(g_settings.get("host_game")) == false) { if(g_settings.get("address") != "") { std::cout< Hosting game"< Connecting to "< \""<(screenW, screenH), 16, fullscreen, false, false, &receiver); if (device == 0) return 1; // could not create selected driver. g_device = device; g_irrlicht = new IrrlichtWrapper(device); //g_device = device; device->setResizable(true); bool random_input = g_settings.getBool("random_input") || cmd_args.getFlag("random-input"); if(random_input) g_input = new RandomInputHandler(); else g_input = new RealInputHandler(device, &receiver); /* Continue initialization */ video::IVideoDriver* driver = device->getVideoDriver(); /* This changes the minimum allowed number of vertices in a VBO */ //driver->setMinHardwareBufferVertexCount(1); scene::ISceneManager* smgr = device->getSceneManager(); guienv = device->getGUIEnvironment(); gui::IGUISkin* skin = guienv->getSkin(); gui::IGUIFont* font = guienv->getFont("../data/fontlucida.png"); if(font) skin->setFont(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)); 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(); /* Preload some textures */ tile_materials_preload(g_irrlicht); /* Make a scope here for the client so that it gets removed before the irrlicht device */ { std::cout< server; if(hosting){ server = new Server("../map", hm_params, map_params); server->start(port); } /* Create client */ Client client(device, playername, g_range_mutex, g_viewing_range_nodes, g_viewing_range_all); g_client = &client; Address connect_address(0,0,0,0, port); try{ connect_address.Resolve(connect_name); } catch(ResolveError &e) { std::cout<step(0.1); } sleep_ms(100); } } catch(con::PeerNotFoundException &e) { std::cout<addSkyBoxSceneNode( driver->getTexture("../data/skybox2.png"), driver->getTexture("../data/skybox3.png"), driver->getTexture("../data/skybox1.png"), driver->getTexture("../data/skybox1.png"), driver->getTexture("../data/skybox1.png"), driver->getTexture("../data/skybox1.png"));*/ /* Create the camera node */ scene::ICameraSceneNode* camera = smgr->addCameraSceneNode( 0, // Camera parent v3f(BS*100, BS*2, BS*100), // Look from v3f(BS*100+1, BS*2, BS*100), // Look to -1 // Camera ID ); if(camera == NULL) return 1; video::SColor skycolor = video::SColor(255,90,140,200); camera->setFOV(FOV_ANGLE); // Just so big a value that everything rendered is visible camera->setFarValue(100000*BS); f32 camera_yaw = 0; // "right/left" f32 camera_pitch = 0; // "up/down" /* Move into game */ gui_loadingtext->remove(); /* Add some gui stuff */ GUIQuickInventory *quick_inventory = new GUIQuickInventory (guienv, NULL, v2s32(10, 70), 5, &local_inventory); /* We need some kind of a root node to be able to add custom elements directly on the screen. Otherwise they won't be automatically drawn. */ guiroot = guienv->addStaticText(L"", core::rect(0, 0, 10000, 10000)); // Test the text input system /*(new GUITextInputMenu(guienv, guiroot, -1, &g_active_menu_count, NULL))->drop();*/ // First line of debug text gui::IGUIStaticText *guitext = guienv->addStaticText( L"Minetest-c55", core::rect(5, 5, 795, 5+textsize.Y), false, false); // Second line of debug text gui::IGUIStaticText *guitext2 = guienv->addStaticText( L"", core::rect(5, 5+(textsize.Y+5)*1, 795, (5+textsize.Y)*2), false, false); // At the middle of the screen // Object infos are shown in this gui::IGUIStaticText *guitext_info = guienv->addStaticText( L"test", core::rect(100, 70, 100+400, 70+(textsize.Y+5)), false, false); // Chat text gui::IGUIStaticText *chat_guitext = guienv->addStaticText( L"Chat here\nOther line\nOther line\nOther line\nOther line", core::rect(70, 60, 795, 150), false, true); core::list chat_lines; //chat_lines.push_back(L"Minetest-c55 up and running!"); /* Some statistics are collected in these */ u32 drawtime = 0; u32 beginscenetime = 0; u32 scenetime = 0; u32 endscenetime = 0; /* Main loop */ bool first_loop_after_window_activation = true; // Time is in milliseconds // NOTE: getRealTime() without run()s causes strange problems in wine // NOTE: Have to call run() between calls of this to update the timer u32 lasttime = device->getTimer()->getTime(); while(device->run()) { /* Run global IrrlichtWrapper's main thread processing stuff */ g_irrlicht->Run(); /* Random calculations */ v2u32 screensize = driver->getScreenSize(); core::vector2d displaycenter(screensize.X/2,screensize.Y/2); // Hilight boxes collected during the loop and displayed core::list< core::aabbox3d > hilightboxes; // Info text std::wstring infotext; //TimeTaker //timer1("//timer1"); // Time of frame without fps limit float busytime; u32 busytime_u32; { // not using getRealTime is necessary for wine u32 time = device->getTimer()->getTime(); if(time > lasttime) busytime_u32 = time - lasttime; else busytime_u32 = 0; busytime = busytime_u32 / 1000.0; } //std::cout<<"busytime_u32="<run(); /* Viewing range */ updateViewingRange(busytime, &client); /* FPS limiter */ { float fps_max = g_settings.getFloat("fps_max"); u32 frametime_min = 1000./fps_max; if(busytime_u32 < frametime_min) { u32 sleeptime = frametime_min - busytime_u32; device->sleep(sleeptime); } } // Absolutelu necessary for wine! device->run(); /* Time difference calculation */ f32 dtime; // in seconds u32 time = device->getTimer()->getTime(); if(time > lasttime) dtime = (time - lasttime) / 1000.0; else dtime = 0; lasttime = time; /* Time average and jitter calculation */ static f32 dtime_avg1 = 0.0; dtime_avg1 = dtime_avg1 * 0.98 + dtime * 0.02; f32 dtime_jitter1 = dtime - dtime_avg1; static f32 dtime_jitter1_max_sample = 0.0; static f32 dtime_jitter1_max_fraction = 0.0; { static f32 jitter1_max = 0.0; static f32 counter = 0.0; if(dtime_jitter1 > jitter1_max) jitter1_max = dtime_jitter1; counter += dtime; if(counter > 0.0) { counter -= 3.0; dtime_jitter1_max_sample = jitter1_max; dtime_jitter1_max_fraction = dtime_jitter1_max_sample / (dtime_avg1+0.001); jitter1_max = 0.0; /* Control freetime ratio */ /*if(dtime_jitter1_max_fraction > DTIME_JITTER_MAX_FRACTION) { if(g_freetime_ratio < FREETIME_RATIO_MAX) g_freetime_ratio += 0.01; } else { if(g_freetime_ratio > FREETIME_RATIO_MIN) g_freetime_ratio -= 0.01; }*/ } } /* Busytime average and jitter calculation */ static f32 busytime_avg1 = 0.0; busytime_avg1 = busytime_avg1 * 0.98 + busytime * 0.02; f32 busytime_jitter1 = busytime - busytime_avg1; static f32 busytime_jitter1_max_sample = 0.0; static f32 busytime_jitter1_min_sample = 0.0; { static f32 jitter1_max = 0.0; static f32 jitter1_min = 0.0; static f32 counter = 0.0; if(busytime_jitter1 > jitter1_max) jitter1_max = busytime_jitter1; if(busytime_jitter1 < jitter1_min) jitter1_min = busytime_jitter1; counter += dtime; if(counter > 0.0){ counter -= 3.0; busytime_jitter1_max_sample = jitter1_max; busytime_jitter1_min_sample = jitter1_min; jitter1_max = 0.0; jitter1_min = 0.0; } } /* Debug info for client */ { static float counter = 0.0; counter -= dtime; if(counter < 0) { counter = 30.0; client.printDebugInfo(std::cout); } } /* Input handler step() */ g_input->step(dtime); /* Player speed control */ { /*bool a_up, bool a_down, bool a_left, bool a_right, bool a_jump, bool a_superspeed, float a_pitch, float a_yaw*/ PlayerControl control( g_input->isKeyDown(irr::KEY_KEY_W), g_input->isKeyDown(irr::KEY_KEY_S), g_input->isKeyDown(irr::KEY_KEY_A), g_input->isKeyDown(irr::KEY_KEY_D), g_input->isKeyDown(irr::KEY_SPACE), g_input->isKeyDown(irr::KEY_KEY_2), 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.m_env.getMap().updateCamera(v3f(0,0,0), v3f(0,0,1)); client.updateCamera(v3f(0,0,0), v3f(0,0,1)); } else{ //client.m_env.getMap().updateCamera(camera_position, camera_direction); //TimeTaker timer("client.updateCamera"); client.updateCamera(camera_position, camera_direction); } //timer2.stop(); //TimeTaker //timer3("//timer3"); /* Calculate what block is the crosshair pointing to */ //u32 t1 = device->getTimer()->getRealTime(); //f32 d = 4; // max. distance f32 d = 4; // max. distance core::line3d shootline(camera_position, camera_position + camera_direction * BS * (d+1)); MapBlockObject *selected_object = client.getSelectedObject (d*BS, camera_position, shootline); 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_active_menu_count, 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 nodefacebox; f32 mindistance = BS * 1001; v3s16 pos_i = floatToInt(player_position); /*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); 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; nodefacebox = 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; nodefacebox = facebox; } } // if distance < mindistance } // for dirs } // regular block } // for coords if(nodefound) { static v3s16 nodepos_old(-32768,-32768,-32768); static float dig_time = 0.0; static u16 dig_index = 0; if(nodepos != nodepos_old) { std::cout<getLeftReleased()) { client.clearTempMod(nodepos); dig_time = 0.0; } if(g_input->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); // TODO: Get this from some table that is sent by server float dig_time_complete = 0.5; if(n.d == CONTENT_STONE) dig_time_complete = 1.5; dig_index = (u16)((float)CRACK_ANIMATION_LENGTH * dig_time/dig_time_complete); if(dig_index < CRACK_ANIMATION_LENGTH) { //dstream<<"dig_index="<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(); video::SColor bgcolor = video::SColor( 255, skycolor.getRed() * daynight_ratio / 1000, skycolor.getGreen() * daynight_ratio / 1000, skycolor.getBlue() * daynight_ratio / 1000); /* Fog */ if(g_settings.getBool("enable_fog") == true) { f32 range = g_viewing_range_nodes * BS; if(g_viewing_range_all) range = 100000*BS; driver->setFog( bgcolor, video::EFT_FOG_LINEAR, range*0.6, range, 0.01, false, // pixel fog false // range fog ); } /* Update gui stuff (0ms) */ //TimeTaker guiupdatetimer("Gui updating"); { wchar_t temptext[150]; static float drawtime_avg = 0; drawtime_avg = drawtime_avg * 0.98 + (float)drawtime*0.02; static float beginscenetime_avg = 0; beginscenetime_avg = beginscenetime_avg * 0.98 + (float)beginscenetime*0.02; static float scenetime_avg = 0; scenetime_avg = scenetime_avg * 0.98 + (float)scenetime*0.02; static float endscenetime_avg = 0; endscenetime_avg = endscenetime_avg * 0.98 + (float)endscenetime*0.02; swprintf(temptext, 150, L"Minetest-c55 (" L"F: item=%i" L", R: range_all=%i" L")" L" drawtime=%.0f, beginscenetime=%.0f, scenetime=%.0f, endscenetime=%.0f", g_selected_item, g_viewing_range_all, drawtime_avg, beginscenetime_avg, scenetime_avg, endscenetime_avg ); guitext->setText(temptext); } { wchar_t temptext[150]; swprintf(temptext, 150, L"(% .1f, % .1f, % .1f)" L" (% .3f < btime_jitter < % .3f" L", dtime_jitter = % .1f %%)", 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 ); guitext2->setText(temptext); } { guitext_info->setText(infotext.c_str()); } /* Get chat messages from client */ { // Get messages std::wstring message; while(client.getChatMessage(message)) { chat_lines.push_back(message); if(chat_lines.size() > 5) { 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; for(core::list::Iterator i = chat_lines.begin(); i != chat_lines.end(); i++) { whole += (*i) + L'\n'; } chat_guitext->setText(whole.c_str()); // Update gui element size and position core::rect rect( 10, screensize.Y - 10 - text_height*chat_lines.size(), screensize.X - 10, screensize.Y - 10 ); chat_guitext->setRelativePosition(rect); } /* 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.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)); } /* 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)); } //timer10.stop(); //TimeTaker //timer11("//timer11"); /* Draw gui */ // 0-1ms guienv->drawAll(); // End drawing { TimeTaker timer("endScene"); driver->endScene(); endscenetime = timer.stop(true); } drawtime = drawtimer.stop(true); /* Drawing ends */ static s16 lastFPS = 0; //u16 fps = driver->getFPS(); u16 fps = (1.0/dtime_avg1); if (lastFPS != fps) { core::stringw str = L"Minetest ["; str += driver->getName(); str += "] FPS:"; str += fps; device->setWindowCaption(str.c_str()); lastFPS = fps; } /*} else device->yield();*/ } delete quick_inventory; } // client is deleted at this point delete g_input; /* In the end, delete the Irrlicht device. */ device->drop(); /* Update configuration file */ /*if(configpath != "") { g_settings.updateConfigFile(configpath.c_str()); }*/ } //try catch(con::PeerNotFoundException &e) { dstream<