minetest/src/map.h

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/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
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*/
#pragma once
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#include <iostream>
#include <sstream>
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#include <set>
#include <map>
#include <list>
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#include "irrlichttypes_bloated.h"
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#include "mapnode.h"
#include "constants.h"
#include "voxel.h"
#include "modifiedstate.h"
#include "util/container.h"
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#include "nodetimer.h"
#include "map_settings_manager.h"
#include "debug.h"
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class Settings;
class MapDatabase;
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class ClientMap;
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class MapSector;
class ServerMapSector;
class MapBlock;
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class NodeMetadata;
class IGameDef;
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class IRollbackManager;
class EmergeManager;
class ServerEnvironment;
struct BlockMakeData;
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/*
MapEditEvent
*/
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#define MAPTYPE_BASE 0
#define MAPTYPE_SERVER 1
#define MAPTYPE_CLIENT 2
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enum MapEditEventType{
// Node added (changed from air or something else to something)
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MEET_ADDNODE,
// Node removed (changed to air)
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MEET_REMOVENODE,
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// Node swapped (changed without metadata change)
MEET_SWAPNODE,
// Node metadata changed
MEET_BLOCK_NODE_METADATA_CHANGED,
// Anything else (modified_blocks are set unsent)
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MEET_OTHER
};
struct MapEditEvent
{
MapEditEventType type = MEET_OTHER;
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v3s16 p;
MapNode n = CONTENT_AIR;
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std::set<v3s16> modified_blocks;
bool is_private_change = false;
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MapEditEvent() = default;
VoxelArea getArea() const
{
switch(type){
case MEET_ADDNODE:
return VoxelArea(p);
case MEET_REMOVENODE:
return VoxelArea(p);
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case MEET_SWAPNODE:
return VoxelArea(p);
case MEET_BLOCK_NODE_METADATA_CHANGED:
{
v3s16 np1 = p*MAP_BLOCKSIZE;
v3s16 np2 = np1 + v3s16(1,1,1)*MAP_BLOCKSIZE - v3s16(1,1,1);
return VoxelArea(np1, np2);
}
case MEET_OTHER:
{
VoxelArea a;
for (v3s16 p : modified_blocks) {
v3s16 np1 = p*MAP_BLOCKSIZE;
v3s16 np2 = np1 + v3s16(1,1,1)*MAP_BLOCKSIZE - v3s16(1,1,1);
a.addPoint(np1);
a.addPoint(np2);
}
return a;
}
}
return VoxelArea();
}
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};
class MapEventReceiver
{
public:
// event shall be deleted by caller after the call.
virtual void onMapEditEvent(const MapEditEvent &event) = 0;
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};
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class Map /*: public NodeContainer*/
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{
public:
Map(std::ostream &dout, IGameDef *gamedef);
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virtual ~Map();
DISABLE_CLASS_COPY(Map);
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virtual s32 mapType() const
{
return MAPTYPE_BASE;
}
/*
Drop (client) or delete (server) the map.
*/
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virtual void drop()
{
delete this;
}
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void addEventReceiver(MapEventReceiver *event_receiver);
void removeEventReceiver(MapEventReceiver *event_receiver);
// event shall be deleted by caller after the call.
void dispatchEvent(const MapEditEvent &event);
// On failure returns NULL
MapSector * getSectorNoGenerateNoLock(v2s16 p2d);
// Same as the above (there exists no lock anymore)
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MapSector * getSectorNoGenerate(v2s16 p2d);
// Gets an existing sector or creates an empty one
//MapSector * getSectorCreate(v2s16 p2d);
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/*
This is overloaded by ClientMap and ServerMap to allow
their differing fetch methods.
*/
virtual MapSector * emergeSector(v2s16 p){ return NULL; }
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// Returns InvalidPositionException if not found
MapBlock * getBlockNoCreate(v3s16 p);
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// Returns NULL if not found
MapBlock * getBlockNoCreateNoEx(v3s16 p);
/* Server overrides */
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virtual MapBlock * emergeBlock(v3s16 p, bool create_blank=true)
{ return getBlockNoCreateNoEx(p); }
inline const NodeDefManager * getNodeDefManager() { return m_nodedef; }
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// Returns InvalidPositionException if not found
bool isNodeUnderground(v3s16 p);
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bool isValidPosition(v3s16 p);
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// throws InvalidPositionException if not found
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void setNode(v3s16 p, MapNode & n);
// Returns a CONTENT_IGNORE node if not found
// If is_valid_position is not NULL then this will be set to true if the
// position is valid, otherwise false
MapNode getNode(v3s16 p, bool *is_valid_position = NULL);
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/*
These handle lighting but not faces.
*/
void addNodeAndUpdate(v3s16 p, MapNode n,
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std::map<v3s16, MapBlock*> &modified_blocks,
bool remove_metadata = true);
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void removeNodeAndUpdate(v3s16 p,
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std::map<v3s16, MapBlock*> &modified_blocks);
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/*
Wrappers for the latter ones.
These emit events.
Return true if succeeded, false if not.
*/
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bool addNodeWithEvent(v3s16 p, MapNode n, bool remove_metadata = true);
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bool removeNodeWithEvent(v3s16 p);
// Call these before and after saving of many blocks
virtual void beginSave() {}
virtual void endSave() {}
virtual void save(ModifiedState save_level) { FATAL_ERROR("FIXME"); }
// Server implements these.
// Client leaves them as no-op.
virtual bool saveBlock(MapBlock *block) { return false; }
virtual bool deleteBlock(v3s16 blockpos) { return false; }
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/*
Updates usage timers and unloads unused blocks and sectors.
Saves modified blocks before unloading on MAPTYPE_SERVER.
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*/
void timerUpdate(float dtime, float unload_timeout, u32 max_loaded_blocks,
std::vector<v3s16> *unloaded_blocks=NULL);
/*
Unloads all blocks with a zero refCount().
Saves modified blocks before unloading on MAPTYPE_SERVER.
*/
void unloadUnreferencedBlocks(std::vector<v3s16> *unloaded_blocks=NULL);
// Deletes sectors and their blocks from memory
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// Takes cache into account
// If deleted sector is in sector cache, clears cache
void deleteSectors(std::vector<v2s16> &list);
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// For debug printing. Prints "Map: ", "ServerMap: " or "ClientMap: "
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virtual void PrintInfo(std::ostream &out);
void transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks,
ServerEnvironment *env);
/*
Node metadata
These are basically coordinate wrappers to MapBlock
*/
std::vector<v3s16> findNodesWithMetadata(v3s16 p1, v3s16 p2);
NodeMetadata *getNodeMetadata(v3s16 p);
/**
* Sets metadata for a node.
* This method sets the metadata for a given node.
* On success, it returns @c true and the object pointed to
* by @p meta is then managed by the system and should
* not be deleted by the caller.
*
* In case of failure, the method returns @c false and the
* caller is still responsible for deleting the object!
*
* @param p node coordinates
* @param meta pointer to @c NodeMetadata object
* @return @c true on success, false on failure
*/
bool setNodeMetadata(v3s16 p, NodeMetadata *meta);
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void removeNodeMetadata(v3s16 p);
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/*
Node Timers
These are basically coordinate wrappers to MapBlock
*/
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NodeTimer getNodeTimer(v3s16 p);
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void setNodeTimer(const NodeTimer &t);
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void removeNodeTimer(v3s16 p);
/*
Misc.
*/
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std::map<v2s16, MapSector*> *getSectorsPtr(){return &m_sectors;}
/*
Variables
*/
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void transforming_liquid_add(v3s16 p);
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bool isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes);
protected:
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friend class LuaVoxelManip;
std::ostream &m_dout; // A bit deprecated, could be removed
IGameDef *m_gamedef;
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std::set<MapEventReceiver*> m_event_receivers;
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std::map<v2s16, MapSector*> m_sectors;
// Be sure to set this to NULL when the cached sector is deleted
MapSector *m_sector_cache = nullptr;
v2s16 m_sector_cache_p;
// Queued transforming water nodes
UniqueQueue<v3s16> m_transforming_liquid;
// This stores the properties of the nodes on the map.
const NodeDefManager *m_nodedef;
bool determineAdditionalOcclusionCheck(const v3s16 &pos_camera,
const core::aabbox3d<s16> &block_bounds, v3s16 &check);
bool isOccluded(const v3s16 &pos_camera, const v3s16 &pos_target,
float step, float stepfac, float start_offset, float end_offset,
u32 needed_count);
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private:
f32 m_transforming_liquid_loop_count_multiplier = 1.0f;
u32 m_unprocessed_count = 0;
u64 m_inc_trending_up_start_time = 0; // milliseconds
bool m_queue_size_timer_started = false;
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};
/*
ServerMap
This is the only map class that is able to generate map.
*/
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class ServerMap : public Map
{
public:
/*
savedir: directory to which map data should be saved
*/
ServerMap(const std::string &savedir, IGameDef *gamedef, EmergeManager *emerge);
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~ServerMap();
s32 mapType() const
{
return MAPTYPE_SERVER;
}
/*
Get a sector from somewhere.
- Check memory
- Check disk (doesn't load blocks)
- Create blank one
*/
MapSector *createSector(v2s16 p);
/*
Blocks are generated by using these and makeBlock().
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*/
bool blockpos_over_mapgen_limit(v3s16 p);
bool initBlockMake(v3s16 blockpos, BlockMakeData *data);
void finishBlockMake(BlockMakeData *data,
std::map<v3s16, MapBlock*> *changed_blocks);
/*
Get a block from somewhere.
- Memory
- Create blank
*/
MapBlock *createBlock(v3s16 p);
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/*
Forcefully get a block from somewhere.
- Memory
- Load from disk
- Create blank filled with CONTENT_IGNORE
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*/
MapBlock *emergeBlock(v3s16 p, bool create_blank=true);
/*
Try to get a block.
If it does not exist in memory, add it to the emerge queue.
- Memory
- Emerge Queue (deferred disk or generate)
*/
MapBlock *getBlockOrEmerge(v3s16 p3d);
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// Helper for placing objects on ground level
s16 findGroundLevel(v2s16 p2d);
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/*
Misc. helper functions for fiddling with directory and file
names when saving
*/
Optimize string (mis)handling (#8128) * Optimize statbar drawing The texture name of the statbar is a string passed by value. That slows down the client and creates litter in the heap as the content of the string is allocated there. Convert the offending parameter to a const reference to avoid the performance hit. * Optimize texture cache There is an unnecessary temporary created when the texture path is being generated. This slows down the cache each time a new texture is encountered and it needs to be loaded into the cache. Additionally, the heap litter created by this unnecessary temporary is particularly troublesome here as the following code then piles another string (the resulting full path of the texture) on top of it, followed by the texture itself, which both are quite long term objects as they are subsequently inserted into the cache where they can remain for quite a while (especially if the texture turns out to be a common one like dirt, grass or stone). Use std::string.append to get rid of the temporary which solves both issues (speed and heap fragmentation). * Optimize animations in client Each time an animated node is updated, an unnecessary copy of the texture name is created, littering the heap with lots of fragments. This can be specifically troublesome when looking at oceans or large lava lakes as both of these nodes are usually animated (the lava animation is pretty visible). Convert the parameter of GenericCAO::updateTextures to a const reference to get rid of the unnecessary copy. There is a comment stating "std::string copy is mandatory as mod can be a class member and there is a swap on those class members ... do NOT pass by reference", reinforcing the belief that the unnecessary copy is in fact necessary. However one of the first things the code of the method does is to assign the parameter to its class member, creating another copy. By rearranging the code a little bit this "another copy" can then be used by the subsequent code, getting rid of the need to pass the parameter by value and thus saving that copying effort. * Optimize chat console history handling The GUIChatConsole::replaceAndAddToHistory was getting the line to work on by value which turns out to be unnecessary. Get rid of that unnecessary copy by converting the parameter to a const reference. * Optimize gui texture setting The code used to set the texture for GUI components was getting the name of the texture by value, creating unnecessary performance bottleneck for mods/games with heavily textured GUIs. Get rid of the bottleneck by passing the texture name as a const reference. * Optimize sound playing code in GUIEngine The GUIEngine's code receives the specification of the sound to be played by value, which turns out to be most likely a mistake as the underlying sound manager interface receives the same thing by reference. Convert the offending parameter to a const reference to get rid of the rather bulky copying effort and the associated performance hit. * Silence CLANG TIDY warnings for unit tests Change "std::string" to "const std::string &" to avoid an unnecessary local value copy, silencing the CLANG TIDY process. * Optimize formspec handling The "formspec prepend" parameter was passed to the formspec handling code by value, creating unnecessary copy of std::string and slowing down the game if mods add things like textured backgrounds for the player inventory and/or other forms. Get rid of that performance bottleneck by converting the parameter to a const reference. * Optimize hotbar image handling The code that sets the background images for the hotbar is getting the name of the image by value, creating an unnecessary std::string copying effort. Fix that by converting the relevant parameters to const references. * Optimize inventory deserialization The inventory manager deserialization code gets the serialized version of the inventory by value, slowing the server and the client down when there are inventory updates. This can get particularly troublesome with pipeworks which adds nodes that can mess around with inventories automatically or with mods that have mobs with inventories that actively use them. * Optimize texture scaling cache There is an io::path parameter passed by value in the procedure used to add images converted from textures, leading to slowdown when the image is not yet created and the conversion is thus needed. The performance hit is quite significant as io::path is similar to std::string so convert the parameter to a const reference to get rid of it. * Optimize translation file loader Use "std::string::append" when calculating the final index for the translation table to avoid unnecessary temporary strings. This speeds the translation file loader up significantly as std::string uses heap allocation which tends to be rather slow. Additionally, the heap is no longer being littered by these unnecessary string temporaries, increasing performance of code that gets executed after the translation file loader finishes. * Optimize server map saving When the directory structure for the world data is created during server map saving, an unnecessary value passing of the directory name slows things down. Remove that overhead by converting the offending parameter to a const reference.
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void createDirs(const std::string &path);
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/*
Database functions
*/
static MapDatabase *createDatabase(const std::string &name, const std::string &savedir, Settings &conf);
void pingDatabase();
// Call these before and after saving of blocks
void beginSave();
void endSave();
void save(ModifiedState save_level);
void listAllLoadableBlocks(std::vector<v3s16> &dst);
void listAllLoadedBlocks(std::vector<v3s16> &dst);
MapgenParams *getMapgenParams();
bool saveBlock(MapBlock *block);
static bool saveBlock(MapBlock *block, MapDatabase *db);
MapBlock* loadBlock(v3s16 p);
// Database version
void loadBlock(std::string *blob, v3s16 p3d, MapSector *sector, bool save_after_load=false);
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bool deleteBlock(v3s16 blockpos);
void updateVManip(v3s16 pos);
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// For debug printing
virtual void PrintInfo(std::ostream &out);
bool isSavingEnabled(){ return m_map_saving_enabled; }
u64 getSeed();
s16 getWaterLevel();
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/*!
* Fixes lighting in one map block.
* May modify other blocks as well, as light can spread
* out of the specified block.
* Returns false if the block is not generated (so nothing
* changed), true otherwise.
*/
bool repairBlockLight(v3s16 blockpos,
std::map<v3s16, MapBlock *> *modified_blocks);
MapSettingsManager settings_mgr;
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private:
// Emerge manager
EmergeManager *m_emerge;
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std::string m_savedir;
bool m_map_saving_enabled;
#if 0
// Chunk size in MapSectors
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// If 0, chunks are disabled.
s16 m_chunksize;
// Chunks
core::map<v2s16, MapChunk*> m_chunks;
#endif
/*
Metadata is re-written on disk only if this is true.
This is reset to false when written on disk.
*/
bool m_map_metadata_changed = true;
MapDatabase *dbase = nullptr;
MapDatabase *dbase_ro = nullptr;
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};
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#define VMANIP_BLOCK_DATA_INEXIST 1
#define VMANIP_BLOCK_CONTAINS_CIGNORE 2
class MMVManip : public VoxelManipulator
{
public:
MMVManip(Map *map);
virtual ~MMVManip() = default;
virtual void clear()
{
VoxelManipulator::clear();
m_loaded_blocks.clear();
}
void initialEmerge(v3s16 blockpos_min, v3s16 blockpos_max,
bool load_if_inexistent = true);
// This is much faster with big chunks of generated data
void blitBackAll(std::map<v3s16, MapBlock*> * modified_blocks,
bool overwrite_generated = true);
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bool m_is_dirty = false;
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protected:
Map *m_map;
/*
key = blockpos
value = flags describing the block
*/
std::map<v3s16, u8> m_loaded_blocks;
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};