#include "filesys.h"
#include "mapblock_mesh.h"
#include "mapblock.h"
+#include "mapsector.h"
#include "minimap.h"
#include "modchannels.h"
#include "content/mods.h"
m_sound(sound),
m_event(event),
m_rendering_engine(rendering_engine),
- m_mesh_update_thread(this),
+ m_mesh_update_manager(this),
m_env(
new ClientMap(this, rendering_engine, control, 666),
tsrc, this
// Make the mod storage database and begin the save for later
m_mod_storage_database =
- new ModMetadataDatabaseSQLite3(porting::path_user + DIR_DELIM + "client");
+ new ModStorageDatabaseSQLite3(porting::path_user + DIR_DELIM + "client");
m_mod_storage_database->beginSave();
if (g_settings->getBool("enable_minimap")) {
}
m_cache_save_interval = g_settings->getU16("server_map_save_interval");
+ m_mesh_grid = { g_settings->getU16("client_mesh_chunk") };
}
void Client::migrateModStorage()
if (fs::IsDir(old_mod_storage)) {
infostream << "Migrating client mod storage to SQLite3 database" << std::endl;
{
- ModMetadataDatabaseFiles files_db(mod_storage_dir);
+ ModStorageDatabaseFiles files_db(mod_storage_dir);
std::vector<std::string> mod_list;
files_db.listMods(&mod_list);
for (const std::string &modname : mod_list) {
// Load builtin
scanModIntoMemory(BUILTIN_MOD_NAME, getBuiltinLuaPath());
m_script->loadModFromMemory(BUILTIN_MOD_NAME);
+ m_script->checkSetByBuiltin();
ModConfiguration modconf;
{
if (m_mods_loaded)
m_script->on_shutdown();
//request all client managed threads to stop
- m_mesh_update_thread.stop();
+ m_mesh_update_manager.stop();
// Save local server map
if (m_localdb) {
infostream << "Local map saving ended." << std::endl;
bool Client::isShutdown()
{
- return m_shutdown || !m_mesh_update_thread.isRunning();
+ return m_shutdown || !m_mesh_update_manager.isRunning();
}
Client::~Client()
deleteAuthData();
- m_mesh_update_thread.stop();
- m_mesh_update_thread.wait();
- while (!m_mesh_update_thread.m_queue_out.empty()) {
- MeshUpdateResult r = m_mesh_update_thread.m_queue_out.pop_frontNoEx();
+ m_mesh_update_manager.stop();
+ m_mesh_update_manager.wait();
+
+ MeshUpdateResult r;
+ while (m_mesh_update_manager.getNextResult(r)) {
+ for (auto block : r.map_blocks)
+ if (block)
+ block->refDrop();
delete r.mesh;
}
-
delete m_inventory_from_server;
// Delete detached inventories
int num_processed_meshes = 0;
std::vector<v3s16> blocks_to_ack;
bool force_update_shadows = false;
- while (!m_mesh_update_thread.m_queue_out.empty())
+ MeshUpdateResult r;
+ while (m_mesh_update_manager.getNextResult(r))
{
num_processed_meshes++;
- MinimapMapblock *minimap_mapblock = NULL;
+ std::vector<MinimapMapblock*> minimap_mapblocks;
bool do_mapper_update = true;
- MeshUpdateResult r = m_mesh_update_thread.m_queue_out.pop_frontNoEx();
- MapBlock *block = m_env.getMap().getBlockNoCreateNoEx(r.p);
+ MapSector *sector = m_env.getMap().emergeSector(v2s16(r.p.X, r.p.Z));
+
+ MapBlock *block = sector->getBlockNoCreateNoEx(r.p.Y);
+
+ // The block in question is not visible (perhaps it is culled at the server),
+ // create a blank block just to hold the chunk's mesh.
+ // If the block becomes visible later it will replace the blank block.
+ if (!block && r.mesh)
+ block = sector->createBlankBlock(r.p.Y);
+
if (block) {
// Delete the old mesh
delete block->mesh;
block->mesh = nullptr;
if (r.mesh) {
- minimap_mapblock = r.mesh->moveMinimapMapblock();
- if (minimap_mapblock == NULL)
+ minimap_mapblocks = r.mesh->moveMinimapMapblocks();
+ if (minimap_mapblocks.empty())
do_mapper_update = false;
bool is_empty = true;
delete r.mesh;
}
- if (m_minimap && do_mapper_update)
- m_minimap->addBlock(r.p, minimap_mapblock);
+ for (auto p : r.solid_sides) {
+ auto block = m_env.getMap().getBlockNoCreateNoEx(p.first);
+ if (block)
+ block->solid_sides = p.second;
+ }
+
+ if (m_minimap && do_mapper_update) {
+ v3s16 ofs;
+
+ // See also mapblock_mesh.cpp for the code that creates the array of minimap blocks.
+ for (ofs.Z = 0; ofs.Z < m_mesh_grid.cell_size; ofs.Z++)
+ for (ofs.Y = 0; ofs.Y < m_mesh_grid.cell_size; ofs.Y++)
+ for (ofs.X = 0; ofs.X < m_mesh_grid.cell_size; ofs.X++) {
+ size_t i = m_mesh_grid.getOffsetIndex(ofs);
+ if (i < minimap_mapblocks.size() && minimap_mapblocks[i])
+ m_minimap->addBlock(r.p + ofs, minimap_mapblocks[i]);
+ }
+ }
- if (r.ack_block_to_server) {
+ for (auto p : r.ack_list) {
if (blocks_to_ack.size() == 255) {
sendGotBlocks(blocks_to_ack);
blocks_to_ack.clear();
}
- blocks_to_ack.emplace_back(r.p);
+ blocks_to_ack.emplace_back(p);
}
+
+ for (auto block : r.map_blocks)
+ if (block)
+ block->refDrop();
}
if (blocks_to_ack.size() > 0) {
// Acknowledge block(s)
{
NetworkPacket pkt;
u64 start_ms = porting::getTimeMs();
- const u64 budget = 100;
+ const u64 budget = 10;
for(;;) {
// Limit time even if there would be huge amounts of data to
// process
Send(&pkt);
}
+void Client::sendUpdateClientInfo(const ClientDynamicInfo& info)
+{
+ NetworkPacket pkt(TOSERVER_UPDATE_CLIENT_INFO, 4*2 + 4 + 4 + 4*2);
+ pkt << (u32)info.render_target_size.X << (u32)info.render_target_size.Y;
+ pkt << info.real_gui_scaling;
+ pkt << info.real_hud_scaling;
+ pkt << (f32)info.max_fs_size.X << (f32)info.max_fs_size.Y;
+
+ Send(&pkt);
+}
+
void Client::removeNode(v3s16 p)
{
std::map<v3s16, MapBlock*> modified_blocks;
list->setModified(false);
if (auto *list = player->inventory.getList("hand"))
list->setModified(false);
+ if (auto *list = player->inventory.getList("offhand"))
+ list->setModified(false);
return true;
}
if (b == NULL)
return;
- m_mesh_update_thread.updateBlock(&m_env.getMap(), p, ack_to_server, urgent);
+ m_mesh_update_manager.updateBlock(&m_env.getMap(), p, ack_to_server, urgent);
}
void Client::addUpdateMeshTaskWithEdge(v3s16 blockpos, bool ack_to_server, bool urgent)
{
- m_mesh_update_thread.updateBlock(&m_env.getMap(), blockpos, ack_to_server, urgent, true);
+ m_mesh_update_manager.updateBlock(&m_env.getMap(), blockpos, ack_to_server, urgent, true);
}
void Client::addUpdateMeshTaskForNode(v3s16 nodepos, bool ack_to_server, bool urgent)
v3s16 blockpos = getNodeBlockPos(nodepos);
v3s16 blockpos_relative = blockpos * MAP_BLOCKSIZE;
- m_mesh_update_thread.updateBlock(&m_env.getMap(), blockpos, ack_to_server, urgent, false);
+ m_mesh_update_manager.updateBlock(&m_env.getMap(), blockpos, ack_to_server, urgent, false);
// Leading edge
if (nodepos.X == blockpos_relative.X)
addUpdateMeshTask(blockpos + v3s16(-1, 0, 0), false, urgent);
TextureUpdateArgs* targs = (TextureUpdateArgs*) args;
u16 cur_percent = ceil(progress / (double) max_progress * 100.);
- // update the loading menu -- if neccessary
+ // update the loading menu -- if necessary
bool do_draw = false;
u64 time_ms = targs->last_time_ms;
if (cur_percent != targs->last_percent) {
// Start mesh update thread after setting up content definitions
infostream<<"- Starting mesh update thread"<<std::endl;
- m_mesh_update_thread.start();
+ m_mesh_update_manager.start();
m_state = LC_Ready;
sendReady();