/* Minetest-c55 Copyright (C) 2010-2011 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. */ #include "map.h" #include "mapsector.h" #include "mapblock.h" #include "main.h" #ifndef SERVER #include "client.h" #endif #include "filesys.h" #include "utility.h" #include "voxel.h" #include "porting.h" #include "mapgen.h" #include "nodemetadata.h" #ifndef SERVER #include #endif #include "settings.h" #include "log.h" #include "profiler.h" #include "nodedef.h" #include "gamedef.h" #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")" /* SQLite format specification: - Initially only replaces sectors/ and sectors2/ If map.sqlite does not exist in the save dir or the block was not found in the database the map will try to load from sectors folder. In either case, map.sqlite will be created and all future saves will save there. Structure of map.sqlite: Tables: blocks (PK) INT pos BLOB data */ /* Map */ Map::Map(std::ostream &dout, IGameDef *gamedef): m_dout(dout), m_gamedef(gamedef), m_sector_cache(NULL) { /*m_sector_mutex.Init(); assert(m_sector_mutex.IsInitialized());*/ } Map::~Map() { /* Free all MapSectors */ core::map::Iterator i = m_sectors.getIterator(); for(; i.atEnd() == false; i++) { MapSector *sector = i.getNode()->getValue(); delete sector; } } void Map::addEventReceiver(MapEventReceiver *event_receiver) { m_event_receivers.insert(event_receiver, false); } void Map::removeEventReceiver(MapEventReceiver *event_receiver) { if(m_event_receivers.find(event_receiver) == NULL) return; m_event_receivers.remove(event_receiver); } void Map::dispatchEvent(MapEditEvent *event) { for(core::map::Iterator i = m_event_receivers.getIterator(); i.atEnd()==false; i++) { MapEventReceiver* event_receiver = i.getNode()->getKey(); event_receiver->onMapEditEvent(event); } } MapSector * Map::getSectorNoGenerateNoExNoLock(v2s16 p) { if(m_sector_cache != NULL && p == m_sector_cache_p){ MapSector * sector = m_sector_cache; return sector; } core::map::Node *n = m_sectors.find(p); if(n == NULL) return NULL; MapSector *sector = n->getValue(); // Cache the last result m_sector_cache_p = p; m_sector_cache = sector; return sector; } MapSector * Map::getSectorNoGenerateNoEx(v2s16 p) { return getSectorNoGenerateNoExNoLock(p); } MapSector * Map::getSectorNoGenerate(v2s16 p) { MapSector *sector = getSectorNoGenerateNoEx(p); if(sector == NULL) throw InvalidPositionException(); return sector; } MapBlock * Map::getBlockNoCreateNoEx(v3s16 p3d) { v2s16 p2d(p3d.X, p3d.Z); MapSector * sector = getSectorNoGenerateNoEx(p2d); if(sector == NULL) return NULL; MapBlock *block = sector->getBlockNoCreateNoEx(p3d.Y); return block; } MapBlock * Map::getBlockNoCreate(v3s16 p3d) { MapBlock *block = getBlockNoCreateNoEx(p3d); if(block == NULL) throw InvalidPositionException(); return block; } bool Map::isNodeUnderground(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); try{ MapBlock * block = getBlockNoCreate(blockpos); return block->getIsUnderground(); } catch(InvalidPositionException &e) { return false; } } bool Map::isValidPosition(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); MapBlock *block = getBlockNoCreate(blockpos); return (block != NULL); } // Returns a CONTENT_IGNORE node if not found MapNode Map::getNodeNoEx(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); MapBlock *block = getBlockNoCreateNoEx(blockpos); if(block == NULL) return MapNode(CONTENT_IGNORE); v3s16 relpos = p - blockpos*MAP_BLOCKSIZE; return block->getNodeNoCheck(relpos); } // throws InvalidPositionException if not found MapNode Map::getNode(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); MapBlock *block = getBlockNoCreateNoEx(blockpos); if(block == NULL) throw InvalidPositionException(); v3s16 relpos = p - blockpos*MAP_BLOCKSIZE; return block->getNodeNoCheck(relpos); } // throws InvalidPositionException if not found void Map::setNode(v3s16 p, MapNode & n) { v3s16 blockpos = getNodeBlockPos(p); MapBlock *block = getBlockNoCreate(blockpos); v3s16 relpos = p - blockpos*MAP_BLOCKSIZE; // Never allow placing CONTENT_IGNORE, it fucks up stuff if(n.getContent() == CONTENT_IGNORE){ errorstream<<"Map::setNode(): Not allowing to place CONTENT_IGNORE" <<" while trying to replace \"" <ndef()->get(block->getNodeNoCheck(relpos)).name <<"\" at "<setNodeNoCheck(relpos, n); } /* Goes recursively through the neighbours of the node. Alters only transparent nodes. If the lighting of the neighbour is lower than the lighting of the node was (before changing it to 0 at the step before), the lighting of the neighbour is set to 0 and then the same stuff repeats for the neighbour. The ending nodes of the routine are stored in light_sources. This is useful when a light is removed. In such case, this routine can be called for the light node and then again for light_sources to re-light the area without the removed light. values of from_nodes are lighting values. */ void Map::unspreadLight(enum LightBank bank, core::map & from_nodes, core::map & light_sources, core::map & modified_blocks) { INodeDefManager *nodemgr = m_gamedef->ndef(); 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 }; if(from_nodes.size() == 0) return; u32 blockchangecount = 0; core::map unlighted_nodes; core::map::Iterator j; j = from_nodes.getIterator(); /* Initialize block cache */ v3s16 blockpos_last; MapBlock *block = NULL; // Cache this a bit, too bool block_checked_in_modified = false; for(; j.atEnd() == false; j++) { v3s16 pos = j.getNode()->getKey(); v3s16 blockpos = getNodeBlockPos(pos); // Only fetch a new block if the block position has changed try{ if(block == NULL || blockpos != blockpos_last){ block = getBlockNoCreate(blockpos); blockpos_last = blockpos; block_checked_in_modified = false; blockchangecount++; } } catch(InvalidPositionException &e) { continue; } if(block->isDummy()) continue; // Calculate relative position in block v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE; // Get node straight from the block MapNode n = block->getNode(relpos); u8 oldlight = j.getNode()->getValue(); // Loop through 6 neighbors for(u16 i=0; i<6; i++) { // Get the position of the neighbor node v3s16 n2pos = pos + dirs[i]; // Get the block where the node is located v3s16 blockpos = getNodeBlockPos(n2pos); try { // Only fetch a new block if the block position has changed try{ if(block == NULL || blockpos != blockpos_last){ block = getBlockNoCreate(blockpos); blockpos_last = blockpos; block_checked_in_modified = false; blockchangecount++; } } catch(InvalidPositionException &e) { continue; } // Calculate relative position in block v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE; // Get node straight from the block MapNode n2 = block->getNode(relpos); bool changed = false; //TODO: Optimize output by optimizing light_sources? /* If the neighbor is dimmer than what was specified as oldlight (the light of the previous node) */ if(n2.getLight(bank, nodemgr) < oldlight) { /* And the neighbor is transparent and it has some light */ if(nodemgr->get(n2).light_propagates && n2.getLight(bank, nodemgr) != 0) { /* Set light to 0 and add to queue */ u8 current_light = n2.getLight(bank, nodemgr); n2.setLight(bank, 0, nodemgr); block->setNode(relpos, n2); unlighted_nodes.insert(n2pos, current_light); changed = true; /* Remove from light_sources if it is there NOTE: This doesn't happen nearly at all */ /*if(light_sources.find(n2pos)) { infostream<<"Removed from light_sources"< 0) unspreadLight(bank, unlighted_nodes, light_sources, modified_blocks); } /* A single-node wrapper of the above */ void Map::unLightNeighbors(enum LightBank bank, v3s16 pos, u8 lightwas, core::map & light_sources, core::map & modified_blocks) { core::map from_nodes; from_nodes.insert(pos, lightwas); unspreadLight(bank, from_nodes, light_sources, modified_blocks); } /* Lights neighbors of from_nodes, collects all them and then goes on recursively. */ void Map::spreadLight(enum LightBank bank, core::map & from_nodes, core::map & modified_blocks) { INodeDefManager *nodemgr = m_gamedef->ndef(); const 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 }; if(from_nodes.size() == 0) return; u32 blockchangecount = 0; core::map lighted_nodes; core::map::Iterator j; j = from_nodes.getIterator(); /* Initialize block cache */ v3s16 blockpos_last; MapBlock *block = NULL; // Cache this a bit, too bool block_checked_in_modified = false; for(; j.atEnd() == false; j++) //for(; j != from_nodes.end(); j++) { v3s16 pos = j.getNode()->getKey(); //v3s16 pos = *j; //infostream<<"pos=("<isDummy()) continue; // Calculate relative position in block v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE; // Get node straight from the block MapNode n = block->getNode(relpos); u8 oldlight = n.getLight(bank, nodemgr); u8 newlight = diminish_light(oldlight); // Loop through 6 neighbors for(u16 i=0; i<6; i++){ // Get the position of the neighbor node v3s16 n2pos = pos + dirs[i]; // Get the block where the node is located v3s16 blockpos = getNodeBlockPos(n2pos); try { // Only fetch a new block if the block position has changed try{ if(block == NULL || blockpos != blockpos_last){ block = getBlockNoCreate(blockpos); blockpos_last = blockpos; block_checked_in_modified = false; blockchangecount++; } } catch(InvalidPositionException &e) { continue; } // Calculate relative position in block v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE; // Get node straight from the block MapNode n2 = block->getNode(relpos); bool changed = false; /* If the neighbor is brighter than the current node, add to list (it will light up this node on its turn) */ if(n2.getLight(bank, nodemgr) > undiminish_light(oldlight)) { lighted_nodes.insert(n2pos, true); //lighted_nodes.push_back(n2pos); changed = true; } /* If the neighbor is dimmer than how much light this node would spread on it, add to list */ if(n2.getLight(bank, nodemgr) < newlight) { if(nodemgr->get(n2).light_propagates) { n2.setLight(bank, newlight, nodemgr); block->setNode(relpos, n2); lighted_nodes.insert(n2pos, true); //lighted_nodes.push_back(n2pos); changed = true; } } // Add to modified_blocks if(changed == true && block_checked_in_modified == false) { // If the block is not found in modified_blocks, add. if(modified_blocks.find(blockpos) == NULL) { modified_blocks.insert(blockpos, block); } block_checked_in_modified = true; } } catch(InvalidPositionException &e) { continue; } } } /*infostream<<"spreadLight(): Changed block " < 0) spreadLight(bank, lighted_nodes, modified_blocks); } /* A single-node source variation of the above. */ void Map::lightNeighbors(enum LightBank bank, v3s16 pos, core::map & modified_blocks) { core::map from_nodes; from_nodes.insert(pos, true); spreadLight(bank, from_nodes, modified_blocks); } v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p) { INodeDefManager *nodemgr = m_gamedef->ndef(); 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 }; u8 brightest_light = 0; v3s16 brightest_pos(0,0,0); bool found_something = false; // Loop through 6 neighbors for(u16 i=0; i<6; i++){ // Get the position of the neighbor node v3s16 n2pos = p + dirs[i]; MapNode n2; try{ n2 = getNode(n2pos); } catch(InvalidPositionException &e) { continue; } if(n2.getLight(bank, nodemgr) > brightest_light || found_something == false){ brightest_light = n2.getLight(bank, nodemgr); brightest_pos = n2pos; found_something = true; } } if(found_something == false) throw InvalidPositionException(); return brightest_pos; } /* Propagates sunlight down from a node. Starting point gets sunlight. Returns the lowest y value of where the sunlight went. Mud is turned into grass in where the sunlight stops. */ s16 Map::propagateSunlight(v3s16 start, core::map & modified_blocks) { INodeDefManager *nodemgr = m_gamedef->ndef(); s16 y = start.Y; for(; ; y--) { v3s16 pos(start.X, y, start.Z); v3s16 blockpos = getNodeBlockPos(pos); MapBlock *block; try{ block = getBlockNoCreate(blockpos); } catch(InvalidPositionException &e) { break; } v3s16 relpos = pos - blockpos*MAP_BLOCKSIZE; MapNode n = block->getNode(relpos); if(nodemgr->get(n).sunlight_propagates) { n.setLight(LIGHTBANK_DAY, LIGHT_SUN, nodemgr); block->setNode(relpos, n); modified_blocks.insert(blockpos, block); } else { // Sunlight goes no further break; } } return y + 1; } void Map::updateLighting(enum LightBank bank, core::map & a_blocks, core::map & modified_blocks) { INodeDefManager *nodemgr = m_gamedef->ndef(); /*m_dout< blocks_to_update; core::map light_sources; core::map unlight_from; core::map::Iterator i; i = a_blocks.getIterator(); for(; i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); for(;;) { // Don't bother with dummy blocks. if(block->isDummy()) break; v3s16 pos = block->getPos(); modified_blocks.insert(pos, block); blocks_to_update.insert(pos, block); /* Clear all light from block */ for(s16 z=0; zgetNode(v3s16(x,y,z)); u8 oldlight = n.getLight(bank, nodemgr); n.setLight(bank, 0, nodemgr); block->setNode(v3s16(x,y,z), n); // Collect borders for unlighting if(x==0 || x == MAP_BLOCKSIZE-1 || y==0 || y == MAP_BLOCKSIZE-1 || z==0 || z == MAP_BLOCKSIZE-1) { v3s16 p_map = p + v3s16( MAP_BLOCKSIZE*pos.X, MAP_BLOCKSIZE*pos.Y, MAP_BLOCKSIZE*pos.Z); unlight_from.insert(p_map, oldlight); } } catch(InvalidPositionException &e) { /* This would happen when dealing with a dummy block. */ //assert(0); infostream<<"updateLighting(): InvalidPositionException" <propagateSunlight(light_sources); // If bottom is valid, we're done. if(bottom_valid) break; } else if(bank == LIGHTBANK_NIGHT) { // For night lighting, sunlight is not propagated break; } else { // Invalid lighting bank assert(0); } /*infostream<<"Bottom for sunlight-propagated block (" <get("")) { core::map::Iterator i; i = blocks_to_update.getIterator(); for(; i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); v3s16 p = block->getPos(); block->setLightingExpired(false); } return; } #endif #if 0 { TimeTaker timer("unspreadLight"); unspreadLight(bank, unlight_from, light_sources, modified_blocks); } if(debug) { u32 diff = modified_blocks.size() - count_was; count_was = modified_blocks.size(); infostream<<"unspreadLight modified "<::Iterator i; i = blocks_to_update.getIterator(); for(; i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); v3s16 p = block->getPos(); // Add all surrounding blocks vmanip.initialEmerge(p - v3s16(1,1,1), p + v3s16(1,1,1)); /* Add all surrounding blocks that have up-to-date lighting NOTE: This doesn't quite do the job (not everything appropriate is lighted) */ /*for(s16 z=-1; z<=1; z++) for(s16 y=-1; y<=1; y++) for(s16 x=-1; x<=1; x++) { v3s16 p2 = p + v3s16(x,y,z); MapBlock *block = getBlockNoCreateNoEx(p2); if(block == NULL) continue; if(block->isDummy()) continue; if(block->getLightingExpired()) continue; vmanip.initialEmerge(p2, p2); }*/ // Lighting of block will be updated completely block->setLightingExpired(false); } { //TimeTaker timer("unSpreadLight"); vmanip.unspreadLight(bank, unlight_from, light_sources, nodemgr); } { //TimeTaker timer("spreadLight"); vmanip.spreadLight(bank, light_sources, nodemgr); } { //TimeTaker timer("blitBack"); vmanip.blitBack(modified_blocks); } /*infostream<<"emerge_time="< & a_blocks, core::map & modified_blocks) { updateLighting(LIGHTBANK_DAY, a_blocks, modified_blocks); updateLighting(LIGHTBANK_NIGHT, a_blocks, modified_blocks); /* Update information about whether day and night light differ */ for(core::map::Iterator i = modified_blocks.getIterator(); i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); block->updateDayNightDiff(); } } /* */ void Map::addNodeAndUpdate(v3s16 p, MapNode n, core::map &modified_blocks) { INodeDefManager *nodemgr = m_gamedef->ndef(); /*PrintInfo(m_dout); m_dout< light_sources; /* If there is a node at top and it doesn't have sunlight, there has not been any sunlight going down. Otherwise there probably is. */ try{ MapNode topnode = getNode(toppos); if(topnode.getLight(LIGHTBANK_DAY, nodemgr) != LIGHT_SUN) node_under_sunlight = false; } catch(InvalidPositionException &e) { } /* Remove all light that has come out of this node */ enum LightBank banks[] = { LIGHTBANK_DAY, LIGHTBANK_NIGHT }; for(s32 i=0; i<2; i++) { enum LightBank bank = banks[i]; u8 lightwas = getNode(p).getLight(bank, nodemgr); // Add the block of the added node to modified_blocks v3s16 blockpos = getNodeBlockPos(p); MapBlock * block = getBlockNoCreate(blockpos); assert(block != NULL); modified_blocks.insert(blockpos, block); assert(isValidPosition(p)); // Unlight neighbours of node. // This means setting light of all consequent dimmer nodes // to 0. // This also collects the nodes at the border which will spread // light again into this. unLightNeighbors(bank, p, lightwas, light_sources, modified_blocks); n.setLight(bank, 0, nodemgr); } /* If node lets sunlight through and is under sunlight, it has sunlight too. */ if(node_under_sunlight && nodemgr->get(n).sunlight_propagates) { n.setLight(LIGHTBANK_DAY, LIGHT_SUN, nodemgr); } /* Set the node on the map */ setNode(p, n); /* Add intial metadata */ std::string metadata_name = nodemgr->get(n).metadata_name; if(metadata_name != ""){ NodeMetadata *meta = NodeMetadata::create(metadata_name, m_gamedef); if(!meta){ errorstream<<"Failed to create node metadata \"" <get(n).sunlight_propagates) { s16 y = p.Y - 1; for(;; y--){ //m_dout<::Iterator i = modified_blocks.getIterator(); i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); block->updateDayNightDiff(); } /* Add neighboring liquid nodes and the node itself if it is liquid (=water node was added) to transform queue. */ v3s16 dirs[7] = { v3s16(0,0,0), // self 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 }; for(u16 i=0; i<7; i++) { try { v3s16 p2 = p + dirs[i]; MapNode n2 = getNode(p2); if(nodemgr->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR) { m_transforming_liquid.push_back(p2); } }catch(InvalidPositionException &e) { } } } /* */ void Map::removeNodeAndUpdate(v3s16 p, core::map &modified_blocks) { INodeDefManager *nodemgr = m_gamedef->ndef(); /*PrintInfo(m_dout); m_dout< light_sources; enum LightBank banks[] = { LIGHTBANK_DAY, LIGHTBANK_NIGHT }; for(s32 i=0; i<2; i++) { enum LightBank bank = banks[i]; /* Unlight neighbors (in case the node is a light source) */ unLightNeighbors(bank, p, getNode(p).getLight(bank, nodemgr), light_sources, modified_blocks); } /* Remove node metadata */ removeNodeMetadata(p); /* Remove the node. This also clears the lighting. */ MapNode n; n.setContent(replace_material); setNode(p, n); for(s32 i=0; i<2; i++) { enum LightBank bank = banks[i]; /* Recalculate lighting */ spreadLight(bank, light_sources, modified_blocks); } // Add the block of the removed node to modified_blocks v3s16 blockpos = getNodeBlockPos(p); MapBlock * block = getBlockNoCreate(blockpos); assert(block != NULL); modified_blocks.insert(blockpos, block); /* If the removed node was under sunlight, propagate the sunlight down from it and then light all neighbors of the propagated blocks. */ if(node_under_sunlight) { s16 ybottom = propagateSunlight(p, modified_blocks); /*m_dout< ybottom="<= ybottom; y--) { v3s16 p2(p.X, y, p.Z); /*m_dout<::Iterator i = modified_blocks.getIterator(); i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); block->updateDayNightDiff(); } /* Add neighboring liquid nodes and this node to transform queue. (it's vital for the node itself to get updated last.) */ v3s16 dirs[7] = { 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 v3s16(0,0,0), // self }; for(u16 i=0; i<7; i++) { try { v3s16 p2 = p + dirs[i]; MapNode n2 = getNode(p2); if(nodemgr->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR) { m_transforming_liquid.push_back(p2); } }catch(InvalidPositionException &e) { } } } bool Map::addNodeWithEvent(v3s16 p, MapNode n) { MapEditEvent event; event.type = MEET_ADDNODE; event.p = p; event.n = n; bool succeeded = true; try{ core::map modified_blocks; addNodeAndUpdate(p, n, modified_blocks); // Copy modified_blocks to event for(core::map::Iterator i = modified_blocks.getIterator(); i.atEnd()==false; i++) { event.modified_blocks.insert(i.getNode()->getKey(), false); } } catch(InvalidPositionException &e){ succeeded = false; } dispatchEvent(&event); return succeeded; } bool Map::removeNodeWithEvent(v3s16 p) { MapEditEvent event; event.type = MEET_REMOVENODE; event.p = p; bool succeeded = true; try{ core::map modified_blocks; removeNodeAndUpdate(p, modified_blocks); // Copy modified_blocks to event for(core::map::Iterator i = modified_blocks.getIterator(); i.atEnd()==false; i++) { event.modified_blocks.insert(i.getNode()->getKey(), false); } } catch(InvalidPositionException &e){ succeeded = false; } dispatchEvent(&event); return succeeded; } bool Map::dayNightDiffed(v3s16 blockpos) { try{ v3s16 p = blockpos + v3s16(0,0,0); MapBlock *b = getBlockNoCreate(p); if(b->dayNightDiffed()) return true; } catch(InvalidPositionException &e){} // Leading edges try{ v3s16 p = blockpos + v3s16(-1,0,0); MapBlock *b = getBlockNoCreate(p); if(b->dayNightDiffed()) return true; } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,-1,0); MapBlock *b = getBlockNoCreate(p); if(b->dayNightDiffed()) return true; } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,0,-1); MapBlock *b = getBlockNoCreate(p); if(b->dayNightDiffed()) return true; } catch(InvalidPositionException &e){} // Trailing edges try{ v3s16 p = blockpos + v3s16(1,0,0); MapBlock *b = getBlockNoCreate(p); if(b->dayNightDiffed()) return true; } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,1,0); MapBlock *b = getBlockNoCreate(p); if(b->dayNightDiffed()) return true; } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,0,1); MapBlock *b = getBlockNoCreate(p); if(b->dayNightDiffed()) return true; } catch(InvalidPositionException &e){} return false; } /* Updates usage timers */ void Map::timerUpdate(float dtime, float unload_timeout, core::list *unloaded_blocks) { bool save_before_unloading = (mapType() == MAPTYPE_SERVER); // Profile modified reasons Profiler modprofiler; core::list sector_deletion_queue; u32 deleted_blocks_count = 0; u32 saved_blocks_count = 0; u32 block_count_all = 0; core::map::Iterator si; beginSave(); si = m_sectors.getIterator(); for(; si.atEnd() == false; si++) { MapSector *sector = si.getNode()->getValue(); bool all_blocks_deleted = true; core::list blocks; sector->getBlocks(blocks); for(core::list::Iterator i = blocks.begin(); i != blocks.end(); i++) { MapBlock *block = (*i); block->incrementUsageTimer(dtime); if(block->getUsageTimer() > unload_timeout) { v3s16 p = block->getPos(); // Save if modified if(block->getModified() != MOD_STATE_CLEAN && save_before_unloading) { modprofiler.add(block->getModifiedReason(), 1); saveBlock(block); saved_blocks_count++; } // Delete from memory sector->deleteBlock(block); if(unloaded_blocks) unloaded_blocks->push_back(p); deleted_blocks_count++; } else { all_blocks_deleted = false; block_count_all++; } } if(all_blocks_deleted) { sector_deletion_queue.push_back(si.getNode()->getKey()); } } endSave(); // Finally delete the empty sectors deleteSectors(sector_deletion_queue); if(deleted_blocks_count != 0) { PrintInfo(infostream); // ServerMap/ClientMap: infostream<<"Unloaded "< &list) { core::list::Iterator j; for(j=list.begin(); j!=list.end(); j++) { MapSector *sector = m_sectors[*j]; // If sector is in sector cache, remove it from there if(m_sector_cache == sector) m_sector_cache = NULL; // Remove from map and delete m_sectors.remove(*j); delete sector; } } #if 0 void Map::unloadUnusedData(float timeout, core::list *deleted_blocks) { core::list sector_deletion_queue; u32 deleted_blocks_count = 0; u32 saved_blocks_count = 0; core::map::Iterator si = m_sectors.getIterator(); for(; si.atEnd() == false; si++) { MapSector *sector = si.getNode()->getValue(); bool all_blocks_deleted = true; core::list blocks; sector->getBlocks(blocks); for(core::list::Iterator i = blocks.begin(); i != blocks.end(); i++) { MapBlock *block = (*i); if(block->getUsageTimer() > timeout) { // Save if modified if(block->getModified() != MOD_STATE_CLEAN) { saveBlock(block); saved_blocks_count++; } // Delete from memory sector->deleteBlock(block); deleted_blocks_count++; } else { all_blocks_deleted = false; } } if(all_blocks_deleted) { sector_deletion_queue.push_back(si.getNode()->getKey()); } } deleteSectors(sector_deletion_queue); infostream<<"Map: Unloaded "< & modified_blocks) { INodeDefManager *nodemgr = m_gamedef->ndef(); DSTACK(__FUNCTION_NAME); //TimeTaker timer("transformLiquids()"); u32 loopcount = 0; u32 initial_size = m_transforming_liquid.size(); /*if(initial_size != 0) infostream<<"transformLiquids(): initial_size="< must_reflow; // List of MapBlocks that will require a lighting update (due to lava) core::map lighting_modified_blocks; while(m_transforming_liquid.size() != 0) { // This should be done here so that it is done when continue is used if(loopcount >= initial_size * 3) break; loopcount++; /* Get a queued transforming liquid node */ v3s16 p0 = m_transforming_liquid.pop_front(); MapNode n0 = getNodeNoEx(p0); /* Collect information about current node */ s8 liquid_level = -1; u8 liquid_kind = CONTENT_IGNORE; LiquidType liquid_type = nodemgr->get(n0).liquid_type; switch (liquid_type) { case LIQUID_SOURCE: liquid_level = LIQUID_LEVEL_SOURCE; liquid_kind = nodemgr->getId(nodemgr->get(n0).liquid_alternative_flowing); break; case LIQUID_FLOWING: liquid_level = (n0.param2 & LIQUID_LEVEL_MASK); liquid_kind = n0.getContent(); break; case LIQUID_NONE: // if this is an air node, it *could* be transformed into a liquid. otherwise, // continue with the next node. if (n0.getContent() != CONTENT_AIR) continue; liquid_kind = CONTENT_AIR; break; } /* Collect information about the environment */ const v3s16 *dirs = g_6dirs; NodeNeighbor sources[6]; // surrounding sources int num_sources = 0; NodeNeighbor flows[6]; // surrounding flowing liquid nodes int num_flows = 0; NodeNeighbor airs[6]; // surrounding air int num_airs = 0; NodeNeighbor neutrals[6]; // nodes that are solid or another kind of liquid int num_neutrals = 0; bool flowing_down = false; for (u16 i = 0; i < 6; i++) { NeighborType nt = NEIGHBOR_SAME_LEVEL; switch (i) { case 1: nt = NEIGHBOR_UPPER; break; case 4: nt = NEIGHBOR_LOWER; break; } v3s16 npos = p0 + dirs[i]; NodeNeighbor nb = {getNodeNoEx(npos), nt, npos}; switch (nodemgr->get(nb.n.getContent()).liquid_type) { case LIQUID_NONE: if (nb.n.getContent() == CONTENT_AIR) { airs[num_airs++] = nb; // if the current node is a water source the neighbor // should be enqueded for transformation regardless of whether the // current node changes or not. if (nb.t != NEIGHBOR_UPPER && liquid_type != LIQUID_NONE) m_transforming_liquid.push_back(npos); // if the current node happens to be a flowing node, it will start to flow down here. if (nb.t == NEIGHBOR_LOWER) { flowing_down = true; } } else { neutrals[num_neutrals++] = nb; } break; case LIQUID_SOURCE: // if this node is not (yet) of a liquid type, choose the first liquid type we encounter if (liquid_kind == CONTENT_AIR) liquid_kind = nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing); if (nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing) != liquid_kind) { neutrals[num_neutrals++] = nb; } else { // Do not count bottom source, it will screw things up if(dirs[i].Y != -1) sources[num_sources++] = nb; } break; case LIQUID_FLOWING: // if this node is not (yet) of a liquid type, choose the first liquid type we encounter if (liquid_kind == CONTENT_AIR) liquid_kind = nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing); if (nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing) != liquid_kind) { neutrals[num_neutrals++] = nb; } else { flows[num_flows++] = nb; if (nb.t == NEIGHBOR_LOWER) flowing_down = true; } break; } } /* decide on the type (and possibly level) of the current node */ content_t new_node_content; s8 new_node_level = -1; s8 max_node_level = -1; if (num_sources >= 2 || liquid_type == LIQUID_SOURCE) { // liquid_kind will be set to either the flowing alternative of the node (if it's a liquid) // or the flowing alternative of the first of the surrounding sources (if it's air), so // it's perfectly safe to use liquid_kind here to determine the new node content. new_node_content = nodemgr->getId(nodemgr->get(liquid_kind).liquid_alternative_source); } else if (num_sources == 1 && sources[0].t != NEIGHBOR_LOWER) { // liquid_kind is set properly, see above new_node_content = liquid_kind; max_node_level = new_node_level = LIQUID_LEVEL_MAX; } else { // no surrounding sources, so get the maximum level that can flow into this node for (u16 i = 0; i < num_flows; i++) { u8 nb_liquid_level = (flows[i].n.param2 & LIQUID_LEVEL_MASK); switch (flows[i].t) { case NEIGHBOR_UPPER: if (nb_liquid_level + WATER_DROP_BOOST > max_node_level) { max_node_level = LIQUID_LEVEL_MAX; if (nb_liquid_level + WATER_DROP_BOOST < LIQUID_LEVEL_MAX) max_node_level = nb_liquid_level + WATER_DROP_BOOST; } else if (nb_liquid_level > max_node_level) max_node_level = nb_liquid_level; break; case NEIGHBOR_LOWER: break; case NEIGHBOR_SAME_LEVEL: if ((flows[i].n.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK && nb_liquid_level > 0 && nb_liquid_level - 1 > max_node_level) { max_node_level = nb_liquid_level - 1; } break; } } u8 viscosity = nodemgr->get(liquid_kind).liquid_viscosity; if (viscosity > 1 && max_node_level != liquid_level) { // amount to gain, limited by viscosity // must be at least 1 in absolute value s8 level_inc = max_node_level - liquid_level; if (level_inc < -viscosity || level_inc > viscosity) new_node_level = liquid_level + level_inc/viscosity; else if (level_inc < 0) new_node_level = liquid_level - 1; else if (level_inc > 0) new_node_level = liquid_level + 1; if (new_node_level != max_node_level) must_reflow.push_back(p0); } else new_node_level = max_node_level; if (new_node_level >= 0) new_node_content = liquid_kind; else new_node_content = CONTENT_AIR; } /* check if anything has changed. if not, just continue with the next node. */ if (new_node_content == n0.getContent() && (nodemgr->get(n0.getContent()).liquid_type != LIQUID_FLOWING || ((n0.param2 & LIQUID_LEVEL_MASK) == (u8)new_node_level && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) == LIQUID_FLOW_DOWN_MASK) == flowing_down))) continue; /* update the current node */ //bool flow_down_enabled = (flowing_down && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK)); if (nodemgr->get(new_node_content).liquid_type == LIQUID_FLOWING) { // set level to last 3 bits, flowing down bit to 4th bit n0.param2 = (flowing_down ? LIQUID_FLOW_DOWN_MASK : 0x00) | (new_node_level & LIQUID_LEVEL_MASK); } else { // set the liquid level and flow bit to 0 n0.param2 = ~(LIQUID_LEVEL_MASK | LIQUID_FLOW_DOWN_MASK); } n0.setContent(new_node_content); setNode(p0, n0); v3s16 blockpos = getNodeBlockPos(p0); MapBlock *block = getBlockNoCreateNoEx(blockpos); if(block != NULL) { modified_blocks.insert(blockpos, block); // If node emits light, MapBlock requires lighting update if(nodemgr->get(n0).light_source != 0) lighting_modified_blocks[block->getPos()] = block; } /* enqueue neighbors for update if neccessary */ switch (nodemgr->get(n0.getContent()).liquid_type) { case LIQUID_SOURCE: case LIQUID_FLOWING: // make sure source flows into all neighboring nodes for (u16 i = 0; i < num_flows; i++) if (flows[i].t != NEIGHBOR_UPPER) m_transforming_liquid.push_back(flows[i].p); for (u16 i = 0; i < num_airs; i++) if (airs[i].t != NEIGHBOR_UPPER) m_transforming_liquid.push_back(airs[i].p); break; case LIQUID_NONE: // this flow has turned to air; neighboring flows might need to do the same for (u16 i = 0; i < num_flows; i++) m_transforming_liquid.push_back(flows[i].p); break; } } //infostream<<"Map::transformLiquids(): loopcount="< 0) m_transforming_liquid.push_back(must_reflow.pop_front()); updateLighting(lighting_modified_blocks, modified_blocks); } NodeMetadata* Map::getNodeMetadata(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; MapBlock *block = getBlockNoCreateNoEx(blockpos); if(!block){ infostream<<"Map::getNodeMetadata(): Need to emerge " <m_node_metadata->get(p_rel); return meta; } void Map::setNodeMetadata(v3s16 p, NodeMetadata *meta) { v3s16 blockpos = getNodeBlockPos(p); v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; MapBlock *block = getBlockNoCreateNoEx(blockpos); if(!block){ infostream<<"Map::setNodeMetadata(): Need to emerge " <m_node_metadata->set(p_rel, meta); } void Map::removeNodeMetadata(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; MapBlock *block = getBlockNoCreateNoEx(blockpos); if(block == NULL) { infostream<<"WARNING: Map::removeNodeMetadata(): Block not found" <m_node_metadata->remove(p_rel); } void Map::nodeMetadataStep(float dtime, core::map &changed_blocks) { /* NOTE: Currently there is no way to ensure that all the necessary blocks are loaded when this is run. (They might get unloaded) NOTE: ^- Actually, that might not be so. In a quick test it reloaded a block with a furnace when I walked back to it from a distance. */ core::map::Iterator si; si = m_sectors.getIterator(); for(; si.atEnd() == false; si++) { MapSector *sector = si.getNode()->getValue(); core::list< MapBlock * > sectorblocks; sector->getBlocks(sectorblocks); core::list< MapBlock * >::Iterator i; for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++) { MapBlock *block = *i; bool changed = block->m_node_metadata->step(dtime); if(changed) changed_blocks[block->getPos()] = block; } } } /* ServerMap */ ServerMap::ServerMap(std::string savedir, IGameDef *gamedef): Map(dout_server, gamedef), m_seed(0), m_map_metadata_changed(true), m_database(NULL), m_database_read(NULL), m_database_write(NULL) { infostream<<__FUNCTION_NAME<get("fixed_map_seed").empty()) { m_seed = (((u64)(myrand()%0xffff)<<0) + ((u64)(myrand()%0xffff)<<16) + ((u64)(myrand()%0xffff)<<32) + ((u64)(myrand()%0xffff)<<48)); } else { m_seed = g_settings->getU64("fixed_map_seed"); } /* Experimental and debug stuff */ { } /* Try to load map; if not found, create a new one. */ m_savedir = savedir; m_map_saving_enabled = false; try { // If directory exists, check contents and load if possible if(fs::PathExists(m_savedir)) { // If directory is empty, it is safe to save into it. if(fs::GetDirListing(m_savedir).size() == 0) { infostream<<"Server: Empty save directory is valid." <::Iterator i = m_chunks.getIterator(); for(; i.atEnd() == false; i++) { MapChunk *chunk = i.getNode()->getValue(); delete chunk; } #endif } void ServerMap::initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos) { bool enable_mapgen_debug_info = g_settings->getBool("enable_mapgen_debug_info"); if(enable_mapgen_debug_info) infostream<<"initBlockMake(): ("<no_op = true; return; } data->no_op = false; data->seed = m_seed; data->blockpos = blockpos; data->nodedef = m_gamedef->ndef(); /* Create the whole area of this and the neighboring blocks */ { //TimeTaker timer("initBlockMake() create area"); for(s16 x=-1; x<=1; x++) for(s16 z=-1; z<=1; z++) { v2s16 sectorpos(blockpos.X+x, blockpos.Z+z); // Sector metadata is loaded from disk if not already loaded. ServerMapSector *sector = createSector(sectorpos); assert(sector); for(s16 y=-1; y<=1; y++) { v3s16 p(blockpos.X+x, blockpos.Y+y, blockpos.Z+z); //MapBlock *block = createBlock(p); // 1) get from memory, 2) load from disk MapBlock *block = emergeBlock(p, false); // 3) create a blank one if(block == NULL) { block = createBlock(p); /* Block gets sunlight if this is true. Refer to the map generator heuristics. */ bool ug = mapgen::block_is_underground(data->seed, p); block->setIsUnderground(ug); } // Lighting will not be valid after make_chunk is called block->setLightingExpired(true); // Lighting will be calculated //block->setLightingExpired(false); } } } /* Now we have a big empty area. Make a ManualMapVoxelManipulator that contains this and the neighboring blocks */ // The area that contains this block and it's neighbors v3s16 bigarea_blocks_min = blockpos - v3s16(1,1,1); v3s16 bigarea_blocks_max = blockpos + v3s16(1,1,1); data->vmanip = new ManualMapVoxelManipulator(this); //data->vmanip->setMap(this); // Add the area { //TimeTaker timer("initBlockMake() initialEmerge"); data->vmanip->initialEmerge(bigarea_blocks_min, bigarea_blocks_max); } // Data is ready now. } MapBlock* ServerMap::finishBlockMake(mapgen::BlockMakeData *data, core::map &changed_blocks) { v3s16 blockpos = data->blockpos; /*infostream<<"finishBlockMake(): ("<no_op) { //infostream<<"finishBlockMake(): no-op"<getBool("enable_mapgen_debug_info"); /*infostream<<"Resulting vmanip:"<vmanip.print(infostream);*/ // Make sure affected blocks are loaded for(s16 x=-1; x<=1; x++) for(s16 z=-1; z<=1; z++) for(s16 y=-1; y<=1; y++) { v3s16 p(blockpos.X+x, blockpos.Y+y, blockpos.Z+z); // Load from disk if not already in memory emergeBlock(p, false); } /* Blit generated stuff to map NOTE: blitBackAll adds nearly everything to changed_blocks */ { // 70ms @cs=8 //TimeTaker timer("finishBlockMake() blitBackAll"); data->vmanip->blitBackAll(&changed_blocks); } if(enable_mapgen_debug_info) infostream<<"finishBlockMake: changed_blocks.size()=" <transforming_liquid.size() > 0) { v3s16 p = data->transforming_liquid.pop_front(); m_transforming_liquid.push_back(p); } /* Get central block */ MapBlock *block = getBlockNoCreateNoEx(data->blockpos); assert(block); /* Set is_underground flag for lighting with sunlight. Refer to map generator heuristics. NOTE: This is done in initChunkMake */ //block->setIsUnderground(mapgen::block_is_underground(data->seed, blockpos)); /* Add sunlight to central block. This makes in-dark-spawning monsters to not flood the whole thing. Do not spread the light, though. */ /*core::map light_sources; bool black_air_left = false; block->propagateSunlight(light_sources, true, &black_air_left);*/ /* NOTE: Lighting and object adding shouldn't really be here, but lighting is a bit tricky to move properly to makeBlock. TODO: Do this the right way anyway, that is, move it to makeBlock. - There needs to be some way for makeBlock to report back if the lighting update is going further down because of the new block blocking light */ /* Update lighting NOTE: This takes ~60ms, TODO: Investigate why */ { TimeTaker t("finishBlockMake lighting update"); core::map lighting_update_blocks; #if 1 // Center block lighting_update_blocks.insert(block->getPos(), block); /*{ s16 x = 0; s16 z = 0; v3s16 p = block->getPos()+v3s16(x,1,z); lighting_update_blocks[p] = getBlockNoCreateNoEx(p); }*/ #endif #if 0 // All modified blocks // NOTE: Should this be done? If this is not done, then the lighting // of the others will be updated in a different place, one by one, i // think... or they might not? Well, at least they are left marked as // "lighting expired"; it seems that is not handled at all anywhere, // so enabling this will slow it down A LOT because otherwise it // would not do this at all. This causes the black trees. for(core::map::Iterator i = changed_blocks.getIterator(); i.atEnd() == false; i++) { lighting_update_blocks.insert(i.getNode()->getKey(), i.getNode()->getValue()); } /*// Also force-add all the upmost blocks for proper sunlight for(s16 x=-1; x<=1; x++) for(s16 z=-1; z<=1; z++) { v3s16 p = block->getPos()+v3s16(x,1,z); lighting_update_blocks[p] = getBlockNoCreateNoEx(p); }*/ #endif updateLighting(lighting_update_blocks, changed_blocks); /* Set lighting to non-expired state in all of them. This is cheating, but it is not fast enough if all of them would actually be updated. */ for(s16 x=-1; x<=1; x++) for(s16 y=-1; y<=1; y++) for(s16 z=-1; z<=1; z++) { v3s16 p = block->getPos()+v3s16(x,y,z); getBlockNoCreateNoEx(p)->setLightingExpired(false); } if(enable_mapgen_debug_info == false) t.stop(true); // Hide output } /* Add random objects to block */ mapgen::add_random_objects(block); /* Go through changed blocks */ for(core::map::Iterator i = changed_blocks.getIterator(); i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); assert(block); /* Update day/night difference cache of the MapBlocks */ block->updateDayNightDiff(); /* Set block as modified */ block->raiseModified(MOD_STATE_WRITE_NEEDED, "finishBlockMake updateDayNightDiff"); } /* Set central block as generated */ block->setGenerated(true); /* Save changed parts of map NOTE: Will be saved later. */ //save(MOD_STATE_WRITE_AT_UNLOAD); /*infostream<<"finishBlockMake() done for ("<getPos()+v3s16(x,y,z); MapBlock *block = getBlockNoCreateNoEx(p); char spos[20]; snprintf(spos, 20, "(%2d,%2d,%2d)", x, y, z); infostream<<"Generated "< MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE) throw InvalidPositionException("createSector(): pos. over limit"); /* Generate blank sector */ sector = new ServerMapSector(this, p2d, m_gamedef); // Sector position on map in nodes v2s16 nodepos2d = p2d * MAP_BLOCKSIZE; /* Insert to container */ m_sectors.insert(p2d, sector); return sector; } /* This is a quick-hand function for calling makeBlock(). */ MapBlock * ServerMap::generateBlock( v3s16 p, core::map &modified_blocks ) { DSTACKF("%s: p=(%d,%d,%d)", __FUNCTION_NAME, p.X, p.Y, p.Z); /*infostream<<"generateBlock(): " <<"("<getBool("enable_mapgen_debug_info"); TimeTaker timer("generateBlock"); //MapBlock *block = original_dummy; v2s16 p2d(p.X, p.Z); v2s16 p2d_nodes = p2d * MAP_BLOCKSIZE; /* Do not generate over-limit */ if(blockpos_over_limit(p)) { infostream<<__FUNCTION_NAME<<": Block position over limit"<getNode(p); if(n.getContent() == CONTENT_IGNORE) { infostream<<"CONTENT_IGNORE at " <<"("<setNode(v3s16(x0,y0,z0), n); } } } #endif if(enable_mapgen_debug_info == false) timer.stop(true); // Hide output return block; } MapBlock * ServerMap::createBlock(v3s16 p) { DSTACKF("%s: p=(%d,%d,%d)", __FUNCTION_NAME, p.X, p.Y, p.Z); /* Do not create over-limit */ if(p.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.Z < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.Z > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE) throw InvalidPositionException("createBlock(): pos. over limit"); v2s16 p2d(p.X, p.Z); s16 block_y = p.Y; /* This will create or load a sector if not found in memory. If block exists on disk, it will be loaded. NOTE: On old save formats, this will be slow, as it generates lighting on blocks for them. */ ServerMapSector *sector; try{ sector = (ServerMapSector*)createSector(p2d); assert(sector->getId() == MAPSECTOR_SERVER); } catch(InvalidPositionException &e) { infostream<<"createBlock: createSector() failed"<getBlockNoCreateNoEx(block_y); if(block) { if(block->isDummy()) block->unDummify(); return block; } // Create blank block = sector->createBlankBlock(block_y); return block; } MapBlock * ServerMap::emergeBlock(v3s16 p, bool allow_generate) { DSTACKF("%s: p=(%d,%d,%d), allow_generate=%d", __FUNCTION_NAME, p.X, p.Y, p.Z, allow_generate); { MapBlock *block = getBlockNoCreateNoEx(p); if(block && block->isDummy() == false) return block; } { MapBlock *block = loadBlock(p); if(block) return block; } if(allow_generate) { core::map modified_blocks; MapBlock *block = generateBlock(p, modified_blocks); if(block) { MapEditEvent event; event.type = MEET_OTHER; event.p = p; // Copy modified_blocks to event for(core::map::Iterator i = modified_blocks.getIterator(); i.atEnd()==false; i++) { event.modified_blocks.insert(i.getNode()->getKey(), false); } // Queue event dispatchEvent(&event); return block; } } return NULL; } s16 ServerMap::findGroundLevel(v2s16 p2d) { #if 0 /* Uh, just do something random... */ // Find existing map from top to down s16 max=63; s16 min=-64; v3s16 p(p2d.X, max, p2d.Y); for(; p.Y>min; p.Y--) { MapNode n = getNodeNoEx(p); if(n.getContent() != CONTENT_IGNORE) break; } if(p.Y == min) goto plan_b; // If this node is not air, go to plan b if(getNodeNoEx(p).getContent() != CONTENT_AIR) goto plan_b; // Search existing walkable and return it for(; p.Y>min; p.Y--) { MapNode n = getNodeNoEx(p); if(content_walkable(n.d) && n.getContent() != CONTENT_IGNORE) return p.Y; } // Move to plan b plan_b: #endif /* Determine from map generator noise functions */ s16 level = mapgen::find_ground_level_from_noise(m_seed, p2d, 1); return level; //double level = base_rock_level_2d(m_seed, p2d) + AVERAGE_MUD_AMOUNT; //return (s16)level; } void ServerMap::createDatabase() { int e; assert(m_database); e = sqlite3_exec(m_database, "CREATE TABLE IF NOT EXISTS `blocks` (" "`pos` INT NOT NULL PRIMARY KEY," "`data` BLOB" ");" , NULL, NULL, NULL); if(e == SQLITE_ABORT) throw FileNotGoodException("Could not create database structure"); else infostream<<"Server: Database structure was created"; } void ServerMap::verifyDatabase() { if(m_database) return; { std::string dbp = m_savedir + DIR_DELIM + "map.sqlite"; bool needs_create = false; int d; /* Open the database connection */ createDirs(m_savedir); if(!fs::PathExists(dbp)) needs_create = true; d = sqlite3_open_v2(dbp.c_str(), &m_database, SQLITE_OPEN_READWRITE | SQLITE_OPEN_CREATE, NULL); if(d != SQLITE_OK) { infostream<<"WARNING: Database failed to open: "<::Iterator i = m_sectors.getIterator(); for(; i.atEnd() == false; i++) { ServerMapSector *sector = (ServerMapSector*)i.getNode()->getValue(); assert(sector->getId() == MAPSECTOR_SERVER); if(sector->differs_from_disk || save_level == MOD_STATE_CLEAN) { saveSectorMeta(sector); sector_meta_count++; } core::list blocks; sector->getBlocks(blocks); core::list::Iterator j; for(j=blocks.begin(); j!=blocks.end(); j++) { MapBlock *block = *j; block_count_all++; if(block->getModified() >= save_level) { // Lazy beginSave() if(!save_started){ beginSave(); save_started = true; } modprofiler.add(block->getModifiedReason(), 1); saveBlock(block); block_count++; /*infostream<<"ServerMap: Written block (" <getPos().X<<"," <getPos().Y<<"," <getPos().Z<<")" <= 0) return i % mod; return mod - ((-i) % mod); } v3s16 ServerMap::getIntegerAsBlock(sqlite3_int64 i) { s32 x = unsignedToSigned(pythonmodulo(i, 4096), 2048); i = (i - x) / 4096; s32 y = unsignedToSigned(pythonmodulo(i, 4096), 2048); i = (i - y) / 4096; s32 z = unsignedToSigned(pythonmodulo(i, 4096), 2048); return v3s16(x,y,z); } void ServerMap::listAllLoadableBlocks(core::list &dst) { if(loadFromFolders()){ errorstream<<"Map::listAllLoadableBlocks(): Result will be missing " <<"all blocks that are stored in flat files"<serialize(o, version); sector->differs_from_disk = false; } MapSector* ServerMap::loadSectorMeta(std::string sectordir, bool save_after_load) { DSTACK(__FUNCTION_NAME); // Get destination v2s16 p2d = getSectorPos(sectordir); ServerMapSector *sector = NULL; std::string fullpath = sectordir + DIR_DELIM + "meta"; std::ifstream is(fullpath.c_str(), std::ios_base::binary); if(is.good() == false) { // If the directory exists anyway, it probably is in some old // format. Just go ahead and create the sector. if(fs::PathExists(sectordir)) { /*infostream<<"ServerMap::loadSectorMeta(): Sector metafile " <differs_from_disk = false; return sector; } bool ServerMap::loadSectorMeta(v2s16 p2d) { DSTACK(__FUNCTION_NAME); MapSector *sector = NULL; // The directory layout we're going to load from. // 1 - original sectors/xxxxzzzz/ // 2 - new sectors2/xxx/zzz/ // If we load from anything but the latest structure, we will // immediately save to the new one, and remove the old. int loadlayout = 1; std::string sectordir1 = getSectorDir(p2d, 1); std::string sectordir; if(fs::PathExists(sectordir1)) { sectordir = sectordir1; } else { loadlayout = 2; sectordir = getSectorDir(p2d, 2); } try{ sector = loadSectorMeta(sectordir, loadlayout != 2); } catch(InvalidFilenameException &e) { return false; } catch(FileNotGoodException &e) { return false; } catch(std::exception &e) { return false; } return true; } #if 0 bool ServerMap::loadSectorFull(v2s16 p2d) { DSTACK(__FUNCTION_NAME); MapSector *sector = NULL; // The directory layout we're going to load from. // 1 - original sectors/xxxxzzzz/ // 2 - new sectors2/xxx/zzz/ // If we load from anything but the latest structure, we will // immediately save to the new one, and remove the old. int loadlayout = 1; std::string sectordir1 = getSectorDir(p2d, 1); std::string sectordir; if(fs::PathExists(sectordir1)) { sectordir = sectordir1; } else { loadlayout = 2; sectordir = getSectorDir(p2d, 2); } try{ sector = loadSectorMeta(sectordir, loadlayout != 2); } catch(InvalidFilenameException &e) { return false; } catch(FileNotGoodException &e) { return false; } catch(std::exception &e) { return false; } /* Load blocks */ std::vector list2 = fs::GetDirListing (sectordir); std::vector::iterator i2; for(i2=list2.begin(); i2!=list2.end(); i2++) { // We want files if(i2->dir) continue; try{ loadBlock(sectordir, i2->name, sector, loadlayout != 2); } catch(InvalidFilenameException &e) { // This catches unknown crap in directory } } if(loadlayout != 2) { infostream<<"Sector converted to new layout - deleting "<< sectordir1<isDummy()) { /*v3s16 p = block->getPos(); infostream<<"ServerMap::saveBlock(): WARNING: Not writing dummy block " <<"("<getPos(); #if 0 v2s16 p2d(p3d.X, p3d.Z); std::string sectordir = getSectorDir(p2d); createDirs(sectordir); std::string fullpath = sectordir+DIR_DELIM+getBlockFilename(p3d); std::ofstream o(fullpath.c_str(), std::ios_base::binary); if(o.good() == false) throw FileNotGoodException("Cannot open block data"); #endif /* [0] u8 serialization version [1] data */ verifyDatabase(); std::ostringstream o(std::ios_base::binary); o.write((char*)&version, 1); // Write basic data block->serialize(o, version, true); // Write block to database std::string tmp = o.str(); const char *bytes = tmp.c_str(); if(sqlite3_bind_int64(m_database_write, 1, getBlockAsInteger(p3d)) != SQLITE_OK) infostream<<"WARNING: Block position failed to bind: "<resetModified(); } void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector, bool save_after_load) { DSTACK(__FUNCTION_NAME); std::string fullpath = sectordir+DIR_DELIM+blockfile; try{ std::ifstream is(fullpath.c_str(), std::ios_base::binary); if(is.good() == false) throw FileNotGoodException("Cannot open block file"); v3s16 p3d = getBlockPos(sectordir, blockfile); v2s16 p2d(p3d.X, p3d.Z); assert(sector->getPos() == p2d); u8 version = SER_FMT_VER_INVALID; is.read((char*)&version, 1); if(is.fail()) throw SerializationError("ServerMap::loadBlock(): Failed" " to read MapBlock version"); /*u32 block_size = MapBlock::serializedLength(version); SharedBuffer data(block_size); is.read((char*)*data, block_size);*/ // This will always return a sector because we're the server //MapSector *sector = emergeSector(p2d); MapBlock *block = NULL; bool created_new = false; block = sector->getBlockNoCreateNoEx(p3d.Y); if(block == NULL) { block = sector->createBlankBlockNoInsert(p3d.Y); created_new = true; } // Read basic data block->deSerialize(is, version, true); // If it's a new block, insert it to the map if(created_new) sector->insertBlock(block); /* Save blocks loaded in old format in new format */ if(version < SER_FMT_VER_HIGHEST || save_after_load) { saveBlock(block); // Should be in database now, so delete the old file fs::RecursiveDelete(fullpath); } // We just loaded it from the disk, so it's up-to-date. block->resetModified(); } catch(SerializationError &e) { infostream<<"WARNING: Invalid block data on disk " <<"fullpath="< data(block_size); is.read((char*)*data, block_size);*/ // This will always return a sector because we're the server //MapSector *sector = emergeSector(p2d); MapBlock *block = NULL; bool created_new = false; block = sector->getBlockNoCreateNoEx(p3d.Y); if(block == NULL) { block = sector->createBlankBlockNoInsert(p3d.Y); created_new = true; } // Read basic data block->deSerialize(is, version, true); // If it's a new block, insert it to the map if(created_new) sector->insertBlock(block); /* Save blocks loaded in old format in new format */ //if(version < SER_FMT_VER_HIGHEST || save_after_load) // Only save if asked to; no need to update version if(save_after_load) saveBlock(block); // We just loaded it from, so it's up-to-date. block->resetModified(); } catch(SerializationError &e) { infostream<<"WARNING: Invalid block data in database " <<" (SerializationError). " <<"what()="<(-BS*1000000,-BS*1000000,-BS*1000000, BS*1000000,BS*1000000,BS*1000000); } ClientMap::~ClientMap() { /*JMutexAutoLock lock(mesh_mutex); if(mesh != NULL) { mesh->drop(); mesh = NULL; }*/ } MapSector * ClientMap::emergeSector(v2s16 p2d) { DSTACK(__FUNCTION_NAME); // Check that it doesn't exist already try{ return getSectorNoGenerate(p2d); } catch(InvalidPositionException &e) { } // Create a sector ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef); { //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out m_sectors.insert(p2d, sector); } return sector; } #if 0 void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is) { DSTACK(__FUNCTION_NAME); ClientMapSector *sector = NULL; //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out core::map::Node *n = m_sectors.find(p2d); if(n != NULL) { sector = (ClientMapSector*)n->getValue(); assert(sector->getId() == MAPSECTOR_CLIENT); } else { sector = new ClientMapSector(this, p2d); { //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out m_sectors.insert(p2d, sector); } } sector->deSerialize(is); } #endif void ClientMap::OnRegisterSceneNode() { if(IsVisible) { SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID); SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT); } ISceneNode::OnRegisterSceneNode(); } static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac, float start_off, float end_off, u32 needed_count, INodeDefManager *nodemgr) { float d0 = (float)BS * p0.getDistanceFrom(p1); v3s16 u0 = p1 - p0; v3f uf = v3f(u0.X, u0.Y, u0.Z) * BS; uf.normalize(); v3f p0f = v3f(p0.X, p0.Y, p0.Z) * BS; u32 count = 0; for(float s=start_off; sgetNodeNoEx(p); bool is_transparent = false; const ContentFeatures &f = nodemgr->get(n); if(f.solidness == 0) is_transparent = (f.visual_solidness != 2); else is_transparent = (f.solidness != 2); if(!is_transparent){ count++; if(count >= needed_count) return true; } step *= stepfac; } return false; } void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) { INodeDefManager *nodemgr = m_gamedef->ndef(); //m_dout<getDayNightRatio(); m_camera_mutex.Lock(); v3f camera_position = m_camera_position; v3f camera_direction = m_camera_direction; f32 camera_fov = m_camera_fov; m_camera_mutex.Unlock(); /* Get all blocks and draw all visible ones */ v3s16 cam_pos_nodes = floatToInt(camera_position, BS); v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1); v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d; v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d; // Take a fair amount as we will be dropping more out later // Umm... these additions are a bit strange but they are needed. v3s16 p_blocks_min( p_nodes_min.X / MAP_BLOCKSIZE - 3, p_nodes_min.Y / MAP_BLOCKSIZE - 3, p_nodes_min.Z / MAP_BLOCKSIZE - 3); v3s16 p_blocks_max( p_nodes_max.X / MAP_BLOCKSIZE + 1, p_nodes_max.Y / MAP_BLOCKSIZE + 1, p_nodes_max.Z / MAP_BLOCKSIZE + 1); u32 vertex_count = 0; u32 meshbuffer_count = 0; // For limiting number of mesh updates per frame u32 mesh_update_count = 0; // Number of blocks in rendering range u32 blocks_in_range = 0; // Number of blocks occlusion culled u32 blocks_occlusion_culled = 0; // Number of blocks in rendering range but don't have a mesh u32 blocks_in_range_without_mesh = 0; // Blocks that had mesh that would have been drawn according to // rendering range (if max blocks limit didn't kick in) u32 blocks_would_have_drawn = 0; // Blocks that were drawn and had a mesh u32 blocks_drawn = 0; // Blocks which had a corresponding meshbuffer for this pass u32 blocks_had_pass_meshbuf = 0; // Blocks from which stuff was actually drawn u32 blocks_without_stuff = 0; /* Collect a set of blocks for drawing */ core::map drawset; { ScopeProfiler sp(g_profiler, prefix+"collecting blocks for drawing", SPT_AVG); for(core::map::Iterator si = m_sectors.getIterator(); si.atEnd() == false; si++) { MapSector *sector = si.getNode()->getValue(); v2s16 sp = sector->getPos(); if(m_control.range_all == false) { if(sp.X < p_blocks_min.X || sp.X > p_blocks_max.X || sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z) continue; } core::list< MapBlock * > sectorblocks; sector->getBlocks(sectorblocks); /* Loop through blocks in sector */ u32 sector_blocks_drawn = 0; core::list< MapBlock * >::Iterator i; for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++) { MapBlock *block = *i; /* Compare block position to camera position, skip if not seen on display */ float range = 100000 * BS; if(m_control.range_all == false) range = m_control.wanted_range * BS; float d = 0.0; if(isBlockInSight(block->getPos(), camera_position, camera_direction, camera_fov, range, &d) == false) { continue; } // This is ugly (spherical distance limit?) /*if(m_control.range_all == false && d - 0.5*BS*MAP_BLOCKSIZE > range) continue;*/ blocks_in_range++; #if 1 /* Update expired mesh (used for day/night change) It doesn't work exactly like it should now with the tasked mesh update but whatever. */ bool mesh_expired = false; { JMutexAutoLock lock(block->mesh_mutex); mesh_expired = block->getMeshExpired(); // Mesh has not been expired and there is no mesh: // block has no content if(block->mesh == NULL && mesh_expired == false){ blocks_in_range_without_mesh++; continue; } } f32 faraway = BS*50; //f32 faraway = m_control.wanted_range * BS; /* This has to be done with the mesh_mutex unlocked */ // Pretty random but this should work somewhat nicely if(mesh_expired && ( (mesh_update_count < 3 && (d < faraway || mesh_update_count < 2) ) || (m_control.range_all && mesh_update_count < 20) ) ) /*if(mesh_expired && mesh_update_count < 6 && (d < faraway || mesh_update_count < 3))*/ { mesh_update_count++; // Mesh has been expired: generate new mesh //block->updateMesh(daynight_ratio); m_client->addUpdateMeshTask(block->getPos()); mesh_expired = false; } #endif /* Occlusion culling */ v3s16 cpn = block->getPos() * MAP_BLOCKSIZE; cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2); float step = BS*1; float stepfac = 1.1; float startoff = BS*1; float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42; v3s16 spn = cam_pos_nodes + v3s16(0,0,0); s16 bs2 = MAP_BLOCKSIZE/2 + 1; u32 needed_count = 1; if( isOccluded(this, spn, cpn + v3s16(0,0,0), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) ) { blocks_occlusion_culled++; continue; } // This block is in range. Reset usage timer. block->resetUsageTimer(); /* Ignore if mesh doesn't exist */ { JMutexAutoLock lock(block->mesh_mutex); scene::SMesh *mesh = block->mesh; if(mesh == NULL){ blocks_in_range_without_mesh++; continue; } } // Limit block count in case of a sudden increase blocks_would_have_drawn++; if(blocks_drawn >= m_control.wanted_max_blocks && m_control.range_all == false && d > m_control.wanted_min_range * BS) continue; // Add to set drawset[block->getPos()] = block; sector_blocks_drawn++; blocks_drawn++; } // foreach sectorblocks if(sector_blocks_drawn != 0) m_last_drawn_sectors[sp] = true; } } // ScopeProfiler /* Draw the selected MapBlocks */ { ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG); int timecheck_counter = 0; for(core::map::Iterator i = drawset.getIterator(); i.atEnd() == false; i++) { { timecheck_counter++; if(timecheck_counter > 50) { timecheck_counter = 0; int time2 = time(0); if(time2 > time1 + 4) { infostream<<"ClientMap::renderMap(): " "Rendering takes ages, returning." <getValue(); /* Draw the faces of the block */ { JMutexAutoLock lock(block->mesh_mutex); scene::SMesh *mesh = block->mesh; assert(mesh); u32 c = mesh->getMeshBufferCount(); bool stuff_actually_drawn = false; for(u32 i=0; igetMeshBuffer(i); const video::SMaterial& material = buf->getMaterial(); video::IMaterialRenderer* rnd = driver->getMaterialRenderer(material.MaterialType); bool transparent = (rnd && rnd->isTransparent()); // Render transparent on transparent pass and likewise. if(transparent == is_transparent_pass) { if(buf->getVertexCount() == 0) errorstream<<"Block ["<setMaterial(buf->getMaterial()); driver->drawMeshBuffer(buf); vertex_count += buf->getVertexCount(); meshbuffer_count++; stuff_actually_drawn = true; } } if(stuff_actually_drawn) blocks_had_pass_meshbuf++; else blocks_without_stuff++; } } } // ScopeProfiler // Log only on solid pass because values are the same if(pass == scene::ESNRP_SOLID){ g_profiler->avg("CM: blocks in range", blocks_in_range); g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled); if(blocks_in_range != 0) g_profiler->avg("CM: blocks in range without mesh (frac)", (float)blocks_in_range_without_mesh/blocks_in_range); g_profiler->avg("CM: blocks drawn", blocks_drawn); } g_profiler->avg(prefix+"vertices drawn", vertex_count); if(blocks_had_pass_meshbuf != 0) g_profiler->avg(prefix+"meshbuffers per block", (float)meshbuffer_count / (float)blocks_had_pass_meshbuf); if(blocks_drawn != 0) g_profiler->avg(prefix+"empty blocks (frac)", (float)blocks_without_stuff / blocks_drawn); m_control.blocks_drawn = blocks_drawn; m_control.blocks_would_have_drawn = blocks_would_have_drawn; /*infostream<<"renderMap(): is_transparent_pass="<ndef(); // Sadly ISceneManager has no "post effects" render pass, in that case we // could just register for that and handle it in renderMap(). m_camera_mutex.Lock(); v3f camera_position = m_camera_position; m_camera_mutex.Unlock(); MapNode n = getNodeNoEx(floatToInt(camera_position, BS)); // - If the player is in a solid node, make everything black. // - If the player is in liquid, draw a semi-transparent overlay. const ContentFeatures& features = nodemgr->get(n); video::SColor post_effect_color = features.post_effect_color; if(features.solidness == 2 && g_settings->getBool("free_move") == false) { post_effect_color = video::SColor(255, 0, 0, 0); } if (post_effect_color.getAlpha() != 0) { // Draw a full-screen rectangle video::IVideoDriver* driver = SceneManager->getVideoDriver(); v2u32 ss = driver->getScreenSize(); core::rect rect(0,0, ss.X, ss.Y); driver->draw2DRectangle(post_effect_color, rect); } } bool ClientMap::setTempMod(v3s16 p, NodeMod mod, core::map *affected_blocks) { bool changed = false; /* Add it to all blocks touching it */ v3s16 dirs[7] = { v3s16(0,0,0), // this 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 }; for(u16 i=0; i<7; i++) { v3s16 p2 = p + dirs[i]; // Block position of neighbor (or requested) node v3s16 blockpos = getNodeBlockPos(p2); MapBlock * blockref = getBlockNoCreateNoEx(blockpos); if(blockref == NULL) continue; // Relative position of requested node v3s16 relpos = p - blockpos*MAP_BLOCKSIZE; if(blockref->setTempMod(relpos, mod)) { changed = true; } } if(changed && affected_blocks!=NULL) { for(u16 i=0; i<7; i++) { v3s16 p2 = p + dirs[i]; // Block position of neighbor (or requested) node v3s16 blockpos = getNodeBlockPos(p2); MapBlock * blockref = getBlockNoCreateNoEx(blockpos); if(blockref == NULL) continue; affected_blocks->insert(blockpos, blockref); } } return changed; } bool ClientMap::clearTempMod(v3s16 p, core::map *affected_blocks) { bool changed = false; v3s16 dirs[7] = { v3s16(0,0,0), // this 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 }; for(u16 i=0; i<7; i++) { v3s16 p2 = p + dirs[i]; // Block position of neighbor (or requested) node v3s16 blockpos = getNodeBlockPos(p2); MapBlock * blockref = getBlockNoCreateNoEx(blockpos); if(blockref == NULL) continue; // Relative position of requested node v3s16 relpos = p - blockpos*MAP_BLOCKSIZE; if(blockref->clearTempMod(relpos)) { changed = true; } } if(changed && affected_blocks!=NULL) { for(u16 i=0; i<7; i++) { v3s16 p2 = p + dirs[i]; // Block position of neighbor (or requested) node v3s16 blockpos = getNodeBlockPos(p2); MapBlock * blockref = getBlockNoCreateNoEx(blockpos); if(blockref == NULL) continue; affected_blocks->insert(blockpos, blockref); } } return changed; } void ClientMap::expireMeshes(bool only_daynight_diffed) { TimeTaker timer("expireMeshes()"); core::map::Iterator si; si = m_sectors.getIterator(); for(; si.atEnd() == false; si++) { MapSector *sector = si.getNode()->getValue(); core::list< MapBlock * > sectorblocks; sector->getBlocks(sectorblocks); core::list< MapBlock * >::Iterator i; for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++) { MapBlock *block = *i; if(only_daynight_diffed && dayNightDiffed(block->getPos()) == false) { continue; } { JMutexAutoLock lock(block->mesh_mutex); if(block->mesh != NULL) { /*block->mesh->drop(); block->mesh = NULL;*/ block->setMeshExpired(true); } } } } } void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio) { assert(mapType() == MAPTYPE_CLIENT); try{ v3s16 p = blockpos + v3s16(0,0,0); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); //b->setMeshExpired(true); } catch(InvalidPositionException &e){} // Leading edge try{ v3s16 p = blockpos + v3s16(-1,0,0); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); //b->setMeshExpired(true); } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,-1,0); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); //b->setMeshExpired(true); } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,0,-1); MapBlock *b = getBlockNoCreate(p); b->updateMesh(daynight_ratio); //b->setMeshExpired(true); } catch(InvalidPositionException &e){} } #if 0 /* Update mesh of block in which the node is, and if the node is at the leading edge, update the appropriate leading blocks too. */ void ClientMap::updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio) { v3s16 dirs[4] = { v3s16(0,0,0), v3s16(-1,0,0), v3s16(0,-1,0), v3s16(0,0,-1), }; v3s16 blockposes[4]; for(u32 i=0; i<4; i++) { v3s16 np = nodepos + dirs[i]; blockposes[i] = getNodeBlockPos(np); // Don't update mesh of block if it has been done already bool already_updated = false; for(u32 j=0; jupdateMesh(daynight_ratio); } } #endif void ClientMap::PrintInfo(std::ostream &out) { out<<"ClientMap: "; } #endif // !SERVER /* MapVoxelManipulator */ MapVoxelManipulator::MapVoxelManipulator(Map *map) { m_map = map; } MapVoxelManipulator::~MapVoxelManipulator() { /*infostream<<"MapVoxelManipulator: blocks: "<::Node *n; n = m_loaded_blocks.find(p); if(n != NULL) continue; bool block_data_inexistent = false; try { TimeTaker timer1("emerge load", &emerge_load_time); /*infostream<<"Loading block (caller_id="<getBlockNoCreate(p); if(block->isDummy()) block_data_inexistent = true; else block->copyTo(*this); } catch(InvalidPositionException &e) { block_data_inexistent = true; } if(block_data_inexistent) { VoxelArea a(p*MAP_BLOCKSIZE, (p+1)*MAP_BLOCKSIZE-v3s16(1,1,1)); // Fill with VOXELFLAG_INEXISTENT for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++) for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++) { s32 i = m_area.index(a.MinEdge.X,y,z); memset(&m_flags[i], VOXELFLAG_INEXISTENT, MAP_BLOCKSIZE); } } m_loaded_blocks.insert(p, !block_data_inexistent); } //infostream<<"emerge done"< & modified_blocks) { if(m_area.getExtent() == v3s16(0,0,0)) return; //TimeTaker timer1("blitBack"); /*infostream<<"blitBack(): m_loaded_blocks.size()=" <getBlockNoCreate(blockpos); blockpos_last = blockpos; block_checked_in_modified = false; } // Calculate relative position in block v3s16 relpos = p - blockpos * MAP_BLOCKSIZE; // Don't continue if nothing has changed here if(block->getNode(relpos) == n) continue; //m_map->setNode(m_area.MinEdge + p, n); block->setNode(relpos, n); /* Make sure block is in modified_blocks */ if(block_checked_in_modified == false) { modified_blocks[blockpos] = block; block_checked_in_modified = true; } } catch(InvalidPositionException &e) { } } } ManualMapVoxelManipulator::ManualMapVoxelManipulator(Map *map): MapVoxelManipulator(map), m_create_area(false) { } ManualMapVoxelManipulator::~ManualMapVoxelManipulator() { } void ManualMapVoxelManipulator::emerge(VoxelArea a, s32 caller_id) { // Just create the area so that it can be pointed to VoxelManipulator::emerge(a, caller_id); } void ManualMapVoxelManipulator::initialEmerge( v3s16 blockpos_min, v3s16 blockpos_max) { TimeTaker timer1("initialEmerge", &emerge_time); // Units of these are MapBlocks v3s16 p_min = blockpos_min; v3s16 p_max = blockpos_max; VoxelArea block_area_nodes (p_min*MAP_BLOCKSIZE, (p_max+1)*MAP_BLOCKSIZE-v3s16(1,1,1)); u32 size_MB = block_area_nodes.getVolume()*4/1000000; if(size_MB >= 1) { infostream<<"initialEmerge: area: "; block_area_nodes.print(infostream); infostream<<" ("<::Node *n; n = m_loaded_blocks.find(p); if(n != NULL) continue; bool block_data_inexistent = false; try { TimeTaker timer1("emerge load", &emerge_load_time); MapBlock *block = m_map->getBlockNoCreate(p); if(block->isDummy()) block_data_inexistent = true; else block->copyTo(*this); } catch(InvalidPositionException &e) { block_data_inexistent = true; } if(block_data_inexistent) { /* Mark area inexistent */ VoxelArea a(p*MAP_BLOCKSIZE, (p+1)*MAP_BLOCKSIZE-v3s16(1,1,1)); // Fill with VOXELFLAG_INEXISTENT for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++) for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++) { s32 i = m_area.index(a.MinEdge.X,y,z); memset(&m_flags[i], VOXELFLAG_INEXISTENT, MAP_BLOCKSIZE); } } m_loaded_blocks.insert(p, !block_data_inexistent); } } void ManualMapVoxelManipulator::blitBackAll( core::map * modified_blocks) { if(m_area.getExtent() == v3s16(0,0,0)) return; /* Copy data of all blocks */ for(core::map::Iterator i = m_loaded_blocks.getIterator(); i.atEnd() == false; i++) { v3s16 p = i.getNode()->getKey(); bool existed = i.getNode()->getValue(); if(existed == false) { // The Great Bug was found using this /*infostream<<"ManualMapVoxelManipulator::blitBackAll: " <<"Inexistent ("<getBlockNoCreateNoEx(p); if(block == NULL) { infostream<<"WARNING: "<<__FUNCTION_NAME <<": got NULL block " <<"("<copyFrom(*this); if(modified_blocks) modified_blocks->insert(p, block); } } //END