/* 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; #if 0 // This can be helpful for the next code cleanup static void dump_start_data(const GameStartData &data) { std::cout << "\ndedicated " << (int)data.is_dedicated_server << "\nport " << data.socket_port << "\nworld_path " << data.world_spec.path << "\nworld game " << data.world_spec.gameid << "\ngame path " << data.game_spec.path << "\nplayer name " << data.name << "\naddress " << data.address << std::endl; } #endif ClientLauncher::~ClientLauncher() { delete receiver; delete input; delete g_fontengine; delete g_gamecallback; delete m_rendering_engine; #if USE_SOUND g_sound_manager_singleton.reset(); #endif } bool ClientLauncher::run(GameStartData &start_data, const Settings &cmd_args) { /* This function is called when a client must be started. * Covered cases: * - Singleplayer (address but map provided) * - Join server (no map but address provided) * - Local server (for main menu only) */ init_args(start_data, cmd_args); #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 (m_rendering_engine->get_video_driver() == NULL) { errorstream << "Could not initialize video driver." << std::endl; return false; } m_rendering_engine->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(); m_rendering_engine->setResizable(true); init_input(); m_rendering_engine->get_scene_manager()->getParameters()-> setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true); guienv = m_rendering_engine->get_gui_env(); skin = guienv->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 = m_rendering_engine->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(guienv); FATAL_ERROR_IF(g_fontengine == NULL, "Font engine creation failed."); // 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)); // Create the menu clouds if (!g_menucloudsmgr) g_menucloudsmgr = m_rendering_engine->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 (m_rendering_engine->run() && !*kill && !g_gamecallback->shutdown_requested) { // Set the window caption const wchar_t *text = wgettext("Main Menu"); m_rendering_engine->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 m_rendering_engine->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 = m_rendering_engine->get_gui_env()->addStaticText(L"", core::rect(0, 0, 10000, 10000)); bool game_has_run = launch_game(error_message, reconnect_requested, start_data, 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 (!m_rendering_engine->run() || *kill) { if (!g_settings_path.empty()) g_settings->updateConfigFile(g_settings_path.c_str()); break; } m_rendering_engine->get_video_driver()->setTextureCreationFlag( video::ETCF_CREATE_MIP_MAPS, g_settings->getBool("mip_map")); #ifdef HAVE_TOUCHSCREENGUI receiver->m_touchscreengui = new TouchScreenGUI(m_rendering_engine->get_raw_device(), receiver); g_touchscreengui = receiver->m_touchscreengui; #endif the_game( kill, input, m_rendering_engine, start_data, error_message, chat_backend, &reconnect_requested ); } //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 m_rendering_engine->get_scene_manager()->clear(); #ifdef HAVE_TOUCHSCREENGUI delete g_touchscreengui; g_touchscreengui = NULL; receiver->m_touchscreengui = NULL; #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(GameStartData &start_data, const Settings &cmd_args) { skip_main_menu = cmd_args.getFlag("go"); start_data.address = g_settings->get("address"); if (cmd_args.exists("address")) { // Join a remote server start_data.address = cmd_args.get("address"); start_data.world_path.clear(); start_data.name = g_settings->get("name"); } if (!start_data.world_path.empty()) { // Start a singleplayer instance start_data.address = ""; } if (cmd_args.exists("name")) start_data.name = cmd_args.get("name"); random_input = g_settings->getBool("random_input") || cmd_args.getFlag("random-input"); } bool ClientLauncher::init_engine() { receiver = new MyEventReceiver(); m_rendering_engine = new RenderingEngine(receiver); return m_rendering_engine->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 (m_rendering_engine->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, GameStartData &start_data, const Settings &cmd_args) { // Prepare and check the start data to launch a game std::string error_message_lua = error_message; error_message.clear(); if (cmd_args.exists("password")) start_data.password = cmd_args.get("password"); if (cmd_args.exists("password-file")) { std::ifstream passfile(cmd_args.get("password-file")); if (passfile.good()) { getline(passfile, start_data.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 // This is provieded by "get_world_from_cmdline()", main.cpp if (!start_data.world_path.empty()) { auto &spec = start_data.world_spec; spec.path = start_data.world_path; spec.gameid = getWorldGameId(spec.path, true); spec.name = _("[--world parameter]"); if (spec.gameid.empty()) { // Create new spec.gameid = g_settings->get("default_game"); spec.name += " [new]"; } } /* Show the GUI menu */ std::string server_name, server_description; if (!skip_main_menu) { // Initialize menu data // TODO: Re-use existing structs (GameStartData) MainMenuData menudata; menudata.address = start_data.address; menudata.name = start_data.name; menudata.password = start_data.password; menudata.port = itos(start_data.socket_port); menudata.script_data.errormessage = error_message_lua; menudata.script_data.reconnect_requested = reconnect_requested; main_menu(&menudata); // Skip further loading if there was an exit signal. if (*porting::signal_handler_killstatus()) return false; 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; } int newport = stoi(menudata.port); if (newport != 0) start_data.socket_port = newport; // Update world information using main menu data std::vector worldspecs = getAvailableWorlds(); int world_index = menudata.selected_world; if (world_index >= 0 && world_index < (int)worldspecs.size()) { g_settings->set("selected_world_path", worldspecs[world_index].path); start_data.world_spec = worldspecs[world_index]; } start_data.name = menudata.name; start_data.password = menudata.password; start_data.address = std::move(menudata.address); server_name = menudata.servername; server_description = menudata.serverdescription; start_data.local_server = !menudata.simple_singleplayer_mode && start_data.address.empty(); } else { start_data.local_server = !start_data.world_path.empty() && start_data.address.empty() && !start_data.name.empty(); } if (!m_rendering_engine->run()) return false; if (!start_data.isSinglePlayer() && start_data.name.empty()) { error_message = gettext("Please choose a name!"); errorstream << error_message << std::endl; return false; } // If using simple singleplayer mode, override if (start_data.isSinglePlayer()) { start_data.name = "singleplayer"; start_data.password = ""; start_data.socket_port = myrand_range(49152, 65535); } else { g_settings->set("name", start_data.name); } if (start_data.name.length() > PLAYERNAME_SIZE - 1) { error_message = gettext("Player name too long."); start_data.name.resize(PLAYERNAME_SIZE); g_settings->set("name", start_data.name); return false; } auto &worldspec = start_data.world_spec; infostream << "Selected world: " << worldspec.name << " [" << worldspec.path << "]" << std::endl; if (start_data.address.empty()) { // For singleplayer and local server 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 start_data.game_spec = findWorldSubgame(worldspec.path); if (!start_data.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 (!start_data.game_spec.isValid()) { error_message = gettext("Invalid gamespec."); error_message += " (world.gameid=" + worldspec.gameid + ")"; errorstream << error_message << std::endl; return false; } } start_data.world_path = start_data.world_spec.path; return true; } void ClientLauncher::main_menu(MainMenuData *menudata) { bool *kill = porting::signal_handler_killstatus(); video::IVideoDriver *driver = m_rendering_engine->get_video_driver(); infostream << "Waiting for other menus" << std::endl; while (m_rendering_engine->run() && !*kill) { if (!isMenuActive()) break; driver->beginScene(true, true, video::SColor(255, 128, 128, 128)); m_rendering_engine->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 m_rendering_engine->get_raw_device()->getCursorControl()->setVisible(true); #endif /* show main menu */ GUIEngine mymenu(&input->joystick, guiroot, m_rendering_engine, &g_menumgr, menudata, *kill); /* leave scene manager in a clean state */ m_rendering_engine->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; } }