/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "gui/mainmenumanager.h" #include "clouds.h" #include "server.h" #include "filesys.h" #include "gui/guiMainMenu.h" #include "game.h" #include "player.h" #include "chat.h" #include "gettext.h" #include "profiler.h" #include "serverlist.h" #include "gui/guiEngine.h" #include "fontengine.h" #include "clientlauncher.h" #include "version.h" #include "renderingengine.h" #include "network/networkexceptions.h" #if USE_SOUND #include "sound_openal.h" #endif #ifdef __ANDROID__ #include "porting.h" #endif /* mainmenumanager.h */ gui::IGUIEnvironment *guienv = nullptr; gui::IGUIStaticText *guiroot = nullptr; MainMenuManager g_menumgr; bool isMenuActive() { return g_menumgr.menuCount() != 0; } // Passed to menus to allow disconnecting and exiting MainGameCallback *g_gamecallback = nullptr; ClientLauncher::~ClientLauncher() { delete receiver; delete input; delete g_fontengine; delete g_gamecallback; delete RenderingEngine::get_instance(); #if USE_SOUND g_sound_manager_singleton.reset(); #endif } bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args) { init_args(game_params, cmd_args); // List video modes if requested if (list_video_modes) return RenderingEngine::print_video_modes(); #if USE_SOUND if (g_settings->getBool("enable_sound")) g_sound_manager_singleton = createSoundManagerSingleton(); #endif if (!init_engine()) { errorstream << "Could not initialize game engine." << std::endl; return false; } // Speed tests (done after irrlicht is loaded to get timer) if (cmd_args.getFlag("speedtests")) { dstream << "Running speed tests" << std::endl; speed_tests(); return true; } if (RenderingEngine::get_video_driver() == NULL) { errorstream << "Could not initialize video driver." << std::endl; return false; } RenderingEngine::get_instance()->setupTopLevelWindow(PROJECT_NAME_C); /* This changes the minimum allowed number of vertices in a VBO. Default is 500. */ //driver->setMinHardwareBufferVertexCount(50); // Create game callback for menus g_gamecallback = new MainGameCallback(); RenderingEngine::get_instance()->setResizable(true); init_input(); RenderingEngine::get_scene_manager()->getParameters()-> setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true); guienv = RenderingEngine::get_gui_env(); skin = RenderingEngine::get_gui_env()->getSkin(); skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255, 255, 255, 255)); skin->setColor(gui::EGDC_3D_LIGHT, video::SColor(0, 0, 0, 0)); skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255, 30, 30, 30)); skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255, 0, 0, 0)); skin->setColor(gui::EGDC_HIGH_LIGHT, video::SColor(255, 70, 120, 50)); skin->setColor(gui::EGDC_HIGH_LIGHT_TEXT, video::SColor(255, 255, 255, 255)); #ifdef __ANDROID__ float density = porting::getDisplayDensity(); skin->setSize(gui::EGDS_CHECK_BOX_WIDTH, (s32)(17.0f * density)); skin->setSize(gui::EGDS_SCROLLBAR_SIZE, (s32)(14.0f * density)); skin->setSize(gui::EGDS_WINDOW_BUTTON_WIDTH, (s32)(15.0f * density)); if (density > 1.5f) { std::string sprite_path = porting::path_user + "/textures/base/pack/"; if (density > 3.5f) sprite_path.append("checkbox_64.png"); else if (density > 2.0f) sprite_path.append("checkbox_32.png"); else sprite_path.append("checkbox_16.png"); // Texture dimensions should be a power of 2 gui::IGUISpriteBank *sprites = skin->getSpriteBank(); video::IVideoDriver *driver = RenderingEngine::get_video_driver(); video::ITexture *sprite_texture = driver->getTexture(sprite_path.c_str()); if (sprite_texture) { s32 sprite_id = sprites->addTextureAsSprite(sprite_texture); if (sprite_id != -1) skin->setIcon(gui::EGDI_CHECK_BOX_CHECKED, sprite_id); } } #endif g_fontengine = new FontEngine(g_settings, guienv); FATAL_ERROR_IF(g_fontengine == NULL, "Font engine creation failed."); #if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2 // Irrlicht 1.8 input colours skin->setColor(gui::EGDC_EDITABLE, video::SColor(255, 128, 128, 128)); skin->setColor(gui::EGDC_FOCUSED_EDITABLE, video::SColor(255, 96, 134, 49)); #endif // Create the menu clouds if (!g_menucloudsmgr) g_menucloudsmgr = RenderingEngine::get_scene_manager()->createNewSceneManager(); if (!g_menuclouds) g_menuclouds = new Clouds(g_menucloudsmgr, -1, rand()); g_menuclouds->setHeight(100.0f); g_menuclouds->update(v3f(0, 0, 0), video::SColor(255, 240, 240, 255)); scene::ICameraSceneNode* camera; camera = g_menucloudsmgr->addCameraSceneNode(NULL, v3f(0, 0, 0), v3f(0, 60, 100)); camera->setFarValue(10000); /* GUI stuff */ ChatBackend chat_backend; // If an error occurs, this is set to something by menu(). // It is then displayed before the menu shows on the next call to menu() std::string error_message; bool reconnect_requested = false; bool first_loop = true; /* Menu-game loop */ bool retval = true; bool *kill = porting::signal_handler_killstatus(); while (RenderingEngine::run() && !*kill && !g_gamecallback->shutdown_requested) { // Set the window caption const wchar_t *text = wgettext("Main Menu"); RenderingEngine::get_raw_device()-> setWindowCaption((utf8_to_wide(PROJECT_NAME_C) + L" " + utf8_to_wide(g_version_hash) + L" [" + text + L"]").c_str()); delete[] text; try { // This is used for catching disconnects RenderingEngine::get_gui_env()->clear(); /* We need some kind of a root node to be able to add custom gui elements directly on the screen. Otherwise they won't be automatically drawn. */ guiroot = RenderingEngine::get_gui_env()->addStaticText(L"", core::rect(0, 0, 10000, 10000)); bool game_has_run = launch_game(error_message, reconnect_requested, game_params, cmd_args); // Reset the reconnect_requested flag reconnect_requested = false; // If skip_main_menu, we only want to startup once if (skip_main_menu && !first_loop) break; first_loop = false; if (!game_has_run) { if (skip_main_menu) break; continue; } // Break out of menu-game loop to shut down cleanly if (!RenderingEngine::get_raw_device()->run() || *kill) { if (!g_settings_path.empty()) g_settings->updateConfigFile(g_settings_path.c_str()); break; } if (current_playername.length() > PLAYERNAME_SIZE-1) { error_message = gettext("Player name too long."); playername = current_playername.substr(0, PLAYERNAME_SIZE-1); g_settings->set("name", playername); continue; } RenderingEngine::get_video_driver()->setTextureCreationFlag( video::ETCF_CREATE_MIP_MAPS, g_settings->getBool("mip_map")); #ifdef HAVE_TOUCHSCREENGUI receiver->m_touchscreengui = new TouchScreenGUI(RenderingEngine::get_raw_device(), receiver); g_touchscreengui = receiver->m_touchscreengui; #endif the_game( kill, random_input, input, worldspec.path, current_playername, current_password, current_address, current_port, error_message, chat_backend, &reconnect_requested, gamespec, simple_singleplayer_mode ); RenderingEngine::get_scene_manager()->clear(); #ifdef HAVE_TOUCHSCREENGUI delete g_touchscreengui; g_touchscreengui = NULL; receiver->m_touchscreengui = NULL; #endif } //try catch (con::PeerNotFoundException &e) { error_message = gettext("Connection error (timed out?)"); errorstream << error_message << std::endl; } #ifdef NDEBUG catch (std::exception &e) { std::string error_message = "Some exception: \""; error_message += e.what(); error_message += "\""; errorstream << error_message << std::endl; } #endif // If no main menu, show error and exit if (skip_main_menu) { if (!error_message.empty()) { verbosestream << "error_message = " << error_message << std::endl; retval = false; } break; } } // Menu-game loop g_menuclouds->drop(); g_menucloudsmgr->drop(); return retval; } void ClientLauncher::init_args(GameParams &game_params, const Settings &cmd_args) { skip_main_menu = cmd_args.getFlag("go"); // FIXME: This is confusing (but correct) /* If world_path is set then override it unless skipping the main menu using * the --go command line param. Else, give preference to the address * supplied on the command line */ address = g_settings->get("address"); if (!game_params.world_path.empty() && !skip_main_menu) address = ""; else if (cmd_args.exists("address")) address = cmd_args.get("address"); playername = g_settings->get("name"); if (cmd_args.exists("name")) playername = cmd_args.get("name"); list_video_modes = cmd_args.getFlag("videomodes"); use_freetype = g_settings->getBool("freetype"); random_input = g_settings->getBool("random_input") || cmd_args.getFlag("random-input"); } bool ClientLauncher::init_engine() { receiver = new MyEventReceiver(); new RenderingEngine(receiver); return RenderingEngine::get_raw_device() != nullptr; } void ClientLauncher::init_input() { if (random_input) input = new RandomInputHandler(); else input = new RealInputHandler(receiver); if (g_settings->getBool("enable_joysticks")) { irr::core::array infos; std::vector joystick_infos; // Make sure this is called maximum once per // irrlicht device, otherwise it will give you // multiple events for the same joystick. if (RenderingEngine::get_raw_device()->activateJoysticks(infos)) { infostream << "Joystick support enabled" << std::endl; joystick_infos.reserve(infos.size()); for (u32 i = 0; i < infos.size(); i++) { joystick_infos.push_back(infos[i]); } input->joystick.onJoystickConnect(joystick_infos); } else { errorstream << "Could not activate joystick support." << std::endl; } } } bool ClientLauncher::launch_game(std::string &error_message, bool reconnect_requested, GameParams &game_params, const Settings &cmd_args) { // Initialize menu data MainMenuData menudata; menudata.address = address; menudata.name = playername; menudata.password = password; menudata.port = itos(game_params.socket_port); menudata.script_data.errormessage = error_message; menudata.script_data.reconnect_requested = reconnect_requested; error_message.clear(); if (cmd_args.exists("password")) menudata.password = cmd_args.get("password"); if (cmd_args.exists("password-file")) { std::ifstream passfile(cmd_args.get("password-file")); if (passfile.good()) { getline(passfile, menudata.password); } else { error_message = gettext("Provided password file " "failed to open: ") + cmd_args.get("password-file"); errorstream << error_message << std::endl; return false; } } // If a world was commanded, append and select it if (!game_params.world_path.empty()) { worldspec.gameid = getWorldGameId(game_params.world_path, true); worldspec.name = _("[--world parameter]"); if (worldspec.gameid.empty()) { // Create new worldspec.gameid = g_settings->get("default_game"); worldspec.name += " [new]"; } worldspec.path = game_params.world_path; } /* Show the GUI menu */ if (!skip_main_menu) { main_menu(&menudata); // Skip further loading if there was an exit signal. if (*porting::signal_handler_killstatus()) return false; address = menudata.address; int newport = stoi(menudata.port); if (newport != 0) game_params.socket_port = newport; simple_singleplayer_mode = menudata.simple_singleplayer_mode; std::vector worldspecs = getAvailableWorlds(); if (menudata.selected_world >= 0 && menudata.selected_world < (int)worldspecs.size()) { g_settings->set("selected_world_path", worldspecs[menudata.selected_world].path); worldspec = worldspecs[menudata.selected_world]; } } if (!menudata.script_data.errormessage.empty()) { /* The calling function will pass this back into this function upon the * next iteration (if any) causing it to be displayed by the GUI */ error_message = menudata.script_data.errormessage; return false; } if (menudata.name.empty() && !simple_singleplayer_mode) { error_message = gettext("Please choose a name!"); errorstream << error_message << std::endl; return false; } playername = menudata.name; password = menudata.password; current_playername = playername; current_password = password; current_address = address; current_port = game_params.socket_port; // If using simple singleplayer mode, override if (simple_singleplayer_mode) { assert(!skip_main_menu); current_playername = "singleplayer"; current_password = ""; current_address = ""; current_port = myrand_range(49152, 65535); } else { g_settings->set("name", playername); if (!address.empty()) { ServerListSpec server; server["name"] = menudata.servername; server["address"] = menudata.address; server["port"] = menudata.port; server["description"] = menudata.serverdescription; ServerList::insert(server); } } infostream << "Selected world: " << worldspec.name << " [" << worldspec.path << "]" << std::endl; if (current_address.empty()) { // If local game if (worldspec.path.empty()) { error_message = gettext("No world selected and no address " "provided. Nothing to do."); errorstream << error_message << std::endl; return false; } if (!fs::PathExists(worldspec.path)) { error_message = gettext("Provided world path doesn't exist: ") + worldspec.path; errorstream << error_message << std::endl; return false; } // Load gamespec for required game gamespec = findWorldSubgame(worldspec.path); if (!gamespec.isValid() && !game_params.game_spec.isValid()) { error_message = gettext("Could not find or load game \"") + worldspec.gameid + "\""; errorstream << error_message << std::endl; return false; } if (porting::signal_handler_killstatus()) return true; if (game_params.game_spec.isValid() && game_params.game_spec.id != worldspec.gameid) { warningstream << "Overriding gamespec from \"" << worldspec.gameid << "\" to \"" << game_params.game_spec.id << "\"" << std::endl; gamespec = game_params.game_spec; } if (!gamespec.isValid()) { error_message = gettext("Invalid gamespec."); error_message += " (world.gameid=" + worldspec.gameid + ")"; errorstream << error_message << std::endl; return false; } } return true; } void ClientLauncher::main_menu(MainMenuData *menudata) { bool *kill = porting::signal_handler_killstatus(); video::IVideoDriver *driver = RenderingEngine::get_video_driver(); infostream << "Waiting for other menus" << std::endl; while (RenderingEngine::get_raw_device()->run() && !*kill) { if (!isMenuActive()) break; driver->beginScene(true, true, video::SColor(255, 128, 128, 128)); RenderingEngine::get_gui_env()->drawAll(); driver->endScene(); // On some computers framerate doesn't seem to be automatically limited sleep_ms(25); } infostream << "Waited for other menus" << std::endl; // Cursor can be non-visible when coming from the game #ifndef ANDROID RenderingEngine::get_raw_device()->getCursorControl()->setVisible(true); #endif /* show main menu */ GUIEngine mymenu(&input->joystick, guiroot, &g_menumgr, menudata, *kill); /* leave scene manager in a clean state */ RenderingEngine::get_scene_manager()->clear(); } void ClientLauncher::speed_tests() { // volatile to avoid some potential compiler optimisations volatile static s16 temp16; volatile static f32 tempf; static v3f tempv3f1; static v3f tempv3f2; static std::string tempstring; static std::string tempstring2; tempv3f1 = v3f(); tempv3f2 = v3f(); tempstring.clear(); tempstring2.clear(); { infostream << "The following test should take around 20ms." << std::endl; TimeTaker timer("Testing std::string speed"); const u32 jj = 10000; for (u32 j = 0; j < jj; j++) { tempstring = ""; tempstring2 = ""; const u32 ii = 10; for (u32 i = 0; i < ii; i++) { tempstring2 += "asd"; } for (u32 i = 0; i < ii+1; i++) { tempstring += "asd"; if (tempstring == tempstring2) break; } } } infostream << "All of the following tests should take around 100ms each." << std::endl; { TimeTaker timer("Testing floating-point conversion speed"); tempf = 0.001; for (u32 i = 0; i < 4000000; i++) { temp16 += tempf; tempf += 0.001; } } { TimeTaker timer("Testing floating-point vector speed"); tempv3f1 = v3f(1, 2, 3); tempv3f2 = v3f(4, 5, 6); for (u32 i = 0; i < 10000000; i++) { tempf += tempv3f1.dotProduct(tempv3f2); tempv3f2 += v3f(7, 8, 9); } } { TimeTaker timer("Testing std::map speed"); std::map map1; tempf = -324; const s16 ii = 300; for (s16 y = 0; y < ii; y++) { for (s16 x = 0; x < ii; x++) { map1[v2s16(x, y)] = tempf; tempf += 1; } } for (s16 y = ii - 1; y >= 0; y--) { for (s16 x = 0; x < ii; x++) { tempf = map1[v2s16(x, y)]; } } } { infostream << "Around 5000/ms should do well here." << std::endl; TimeTaker timer("Testing mutex speed"); std::mutex m; u32 n = 0; u32 i = 0; do { n += 10000; for (; i < n; i++) { m.lock(); m.unlock(); } } // Do at least 10ms while(timer.getTimerTime() < 10); u32 dtime = timer.stop(); u32 per_ms = n / dtime; infostream << "Done. " << dtime << "ms, " << per_ms << "/ms" << std::endl; } }