#include "map.h"
#include "util/directiontables.h"
+static class BlockPlaceholder {
+public:
+ MapNode data[MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE];
+
+ BlockPlaceholder()
+ {
+ for (std::size_t i = 0; i < MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE; i++)
+ data[i] = MapNode(CONTENT_IGNORE);
+ }
+
+} block_placeholder;
/*
QueuedMeshUpdate
*/
MutexAutoLock lock(m_mutex);
+ // Mesh is placed at even positions at all coordinates
+ // (every 8-th block) and will cover 8 blocks
+ v3s16 mesh_position(p.X & ~1, p.Y & ~1, p.Z & ~1);
/*
Mark the block as urgent if requested
*/
if (urgent)
- m_urgents.insert(p);
+ m_urgents.insert(mesh_position);
/*
Find if block is already in queue.
If it is, update the data and quit.
*/
for (QueuedMeshUpdate *q : m_queue) {
- if (q->p == p) {
+ if (q->p == mesh_position) {
// NOTE: We are not adding a new position to the queue, thus
// refcount_from_queue stays the same.
if(ack_block_to_server)
- q->ack_block_to_server = true;
+ q->ack_list.push_back(p);
q->crack_level = m_client->getCrackLevel();
q->crack_pos = m_client->getCrackPos();
q->urgent |= urgent;
- for (std::size_t i = 1; i < q->map_blocks.size(); i++) {
+ for (std::size_t i = 0; i < q->map_blocks.size(); i++) {
if (!q->map_blocks[i]) {
- MapBlock *block = map->getBlockNoCreateNoEx(q->p + g_26dirs[i - 1]);
+ MapBlock *block = map->getBlockNoCreateNoEx(q->p + g_64dirs[i]);
if (block) {
block->refGrab();
q->map_blocks[i] = block;
}
/*
- Cache the block data (force-update the center block, don't update the
- neighbors but get them if they aren't already cached)
+ Make a list of blocks necessary for mesh generation and lock the blocks in memory.
*/
- std::vector<MapBlock *> cached_blocks;
- cached_blocks.reserve(3*3*3);
- cached_blocks.push_back(main_block);
- main_block->refGrab();
- for (v3s16 dp : g_26dirs) {
- MapBlock *block = map->getBlockNoCreateNoEx(p + dp);
- cached_blocks.push_back(block);
+ std::vector<MapBlock *> map_blocks;
+ map_blocks.reserve(4*4*4);
+ for (v3s16 dp : g_64dirs) {
+ MapBlock *block = map->getBlockNoCreateNoEx(mesh_position + dp);
+ map_blocks.push_back(block);
if (block)
block->refGrab();
}
Add the block
*/
QueuedMeshUpdate *q = new QueuedMeshUpdate;
- q->p = p;
- q->ack_block_to_server = ack_block_to_server;
+ q->p = mesh_position;
+ if(ack_block_to_server)
+ q->ack_list.push_back(p);
q->crack_level = m_client->getCrackLevel();
q->crack_pos = m_client->getCrackPos();
q->urgent = urgent;
- q->map_blocks = std::move(cached_blocks);
+ q->map_blocks = std::move(map_blocks);
m_queue.push_back(q);
return true;
{
MeshMakeData *data = new MeshMakeData(m_client, m_cache_enable_shaders);
q->data = data;
+ data->side_length = 2 * MAP_BLOCKSIZE;
data->fillBlockDataBegin(q->p);
- for (MapBlock *block : q->map_blocks)
- if (block)
- data->fillBlockData(block->getPos() - q->p, block->getData());
+ for (std::size_t i = 0; i < 64; i++) {
+ MapBlock *block = q->map_blocks[i];
+ data->fillBlockData(g_64dirs[i], block ? block->getData() : block_placeholder.data);
+ }
data->setCrack(q->crack_level, q->crack_pos);
data->setSmoothLighting(m_cache_smooth_lighting);
r.p = q->p;
r.mesh = mesh_new;
r.solid_sides = get_solid_sides(q->data);
- r.ack_block_to_server = q->ack_block_to_server;
+ r.ack_list = std::move(q->ack_list);
r.urgent = q->urgent;
r.map_blocks = q->map_blocks;