#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"
-#include "content_mapnode.h"
-#ifndef SERVER
-#include <IMaterialRenderer.h>
-#endif
#include "settings.h"
#include "log.h"
#include "profiler.h"
+#include "nodedef.h"
+#include "gamedef.h"
+#ifndef SERVER
+#include "client.h"
+#include "mapblock_mesh.h"
+#include <IMaterialRenderer.h>
+#endif
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
Map
*/
-Map::Map(std::ostream &dout):
+Map::Map(std::ostream &dout, IGameDef *gamedef):
m_dout(dout),
+ m_gamedef(gamedef),
m_sector_cache(NULL)
{
/*m_sector_mutex.Init();
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 \""
+ <<m_gamedef->ndef()->get(block->getNodeNoCheck(relpos)).name
+ <<"\" at "<<PP(p)<<" (block "<<PP(blockpos)<<")"<<std::endl;
+ debug_stacks_print_to(infostream);
+ return;
+ }
block->setNodeNoCheck(relpos, n);
}
core::map<v3s16, bool> & light_sources,
core::map<v3s16, MapBlock*> & modified_blocks)
{
+ INodeDefManager *nodemgr = m_gamedef->ndef();
+
v3s16 dirs[6] = {
v3s16(0,0,1), // back
v3s16(0,1,0), // top
If the neighbor is dimmer than what was specified
as oldlight (the light of the previous node)
*/
- if(n2.getLight(bank) < oldlight)
+ if(n2.getLight(bank, nodemgr) < oldlight)
{
/*
And the neighbor is transparent and it has some light
*/
- if(n2.light_propagates() && n2.getLight(bank) != 0)
+ 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);
- n2.setLight(bank, 0);
+ u8 current_light = n2.getLight(bank, nodemgr);
+ n2.setLight(bank, 0, nodemgr);
block->setNode(relpos, n2);
unlighted_nodes.insert(n2pos, current_light);
core::map<v3s16, bool> & from_nodes,
core::map<v3s16, MapBlock*> & modified_blocks)
{
+ INodeDefManager *nodemgr = m_gamedef->ndef();
+
const v3s16 dirs[6] = {
v3s16(0,0,1), // back
v3s16(0,1,0), // top
// Get node straight from the block
MapNode n = block->getNode(relpos);
- u8 oldlight = n.getLight(bank);
+ u8 oldlight = n.getLight(bank, nodemgr);
u8 newlight = diminish_light(oldlight);
// Loop through 6 neighbors
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) > undiminish_light(oldlight))
+ if(n2.getLight(bank, nodemgr) > undiminish_light(oldlight))
{
lighted_nodes.insert(n2pos, true);
//lighted_nodes.push_back(n2pos);
If the neighbor is dimmer than how much light this node
would spread on it, add to list
*/
- if(n2.getLight(bank) < newlight)
+ if(n2.getLight(bank, nodemgr) < newlight)
{
- if(n2.light_propagates())
+ if(nodemgr->get(n2).light_propagates)
{
- n2.setLight(bank, newlight);
+ n2.setLight(bank, newlight, nodemgr);
block->setNode(relpos, n2);
lighted_nodes.insert(n2pos, true);
//lighted_nodes.push_back(n2pos);
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
{
continue;
}
- if(n2.getLight(bank) > brightest_light || found_something == false){
- brightest_light = n2.getLight(bank);
+ if(n2.getLight(bank, nodemgr) > brightest_light || found_something == false){
+ brightest_light = n2.getLight(bank, nodemgr);
brightest_pos = n2pos;
found_something = true;
}
s16 Map::propagateSunlight(v3s16 start,
core::map<v3s16, MapBlock*> & modified_blocks)
{
+ INodeDefManager *nodemgr = m_gamedef->ndef();
+
s16 y = start.Y;
for(; ; y--)
{
v3s16 relpos = pos - blockpos*MAP_BLOCKSIZE;
MapNode n = block->getNode(relpos);
- if(n.sunlight_propagates())
+ if(nodemgr->get(n).sunlight_propagates)
{
- n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
+ n.setLight(LIGHTBANK_DAY, LIGHT_SUN, nodemgr);
block->setNode(relpos, n);
modified_blocks.insert(blockpos, block);
}
else
{
- /*// Turn mud into grass
- if(n.getContent() == CONTENT_MUD)
- {
- n.setContent(CONTENT_GRASS);
- block->setNode(relpos, n);
- modified_blocks.insert(blockpos, block);
- }*/
-
// Sunlight goes no further
break;
}
core::map<v3s16, MapBlock*> & a_blocks,
core::map<v3s16, MapBlock*> & modified_blocks)
{
+ INodeDefManager *nodemgr = m_gamedef->ndef();
+
/*m_dout<<DTIME<<"Map::updateLighting(): "
<<a_blocks.size()<<" blocks."<<std::endl;*/
try{
v3s16 p(x,y,z);
MapNode n = block->getNode(v3s16(x,y,z));
- u8 oldlight = n.getLight(bank);
- n.setLight(bank, 0);
+ u8 oldlight = n.getLight(bank, nodemgr);
+ n.setLight(bank, 0, nodemgr);
block->setNode(v3s16(x,y,z), n);
// Collect borders for unlighting
for(s16 y=-1; y<=1; y++)
for(s16 x=-1; x<=1; x++)
{
- v3s16 p(x,y,z);
- MapBlock *block = getBlockNoCreateNoEx(p);
+ 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(p, p);
+ vmanip.initialEmerge(p2, p2);
}*/
// Lighting of block will be updated completely
{
//TimeTaker timer("unSpreadLight");
- vmanip.unspreadLight(bank, unlight_from, light_sources);
+ vmanip.unspreadLight(bank, unlight_from, light_sources, nodemgr);
}
{
//TimeTaker timer("spreadLight");
- vmanip.spreadLight(bank, light_sources);
+ vmanip.spreadLight(bank, light_sources, nodemgr);
}
{
//TimeTaker timer("blitBack");
/*
*/
void Map::addNodeAndUpdate(v3s16 p, MapNode n,
- core::map<v3s16, MapBlock*> &modified_blocks, std::string &player_name)
+ core::map<v3s16, MapBlock*> &modified_blocks)
{
+ INodeDefManager *nodemgr = m_gamedef->ndef();
+
/*PrintInfo(m_dout);
m_dout<<DTIME<<"Map::addNodeAndUpdate(): p=("
<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
try{
MapNode topnode = getNode(toppos);
- if(topnode.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
+ if(topnode.getLight(LIGHTBANK_DAY, nodemgr) != LIGHT_SUN)
node_under_sunlight = false;
}
catch(InvalidPositionException &e)
{
}
-#if 0
- /*
- If the new node is solid and there is grass below, change it to mud
- */
- if(content_features(n).walkable == true)
- {
- try{
- MapNode bottomnode = getNode(bottompos);
-
- if(bottomnode.getContent() == CONTENT_GRASS
- || bottomnode.getContent() == CONTENT_GRASS_FOOTSTEPS)
- {
- bottomnode.setContent(CONTENT_MUD);
- setNode(bottompos, bottomnode);
- }
- }
- catch(InvalidPositionException &e)
- {
- }
- }
-#endif
-
-#if 0
- /*
- If the new node is mud and it is under sunlight, change it
- to grass
- */
- if(n.getContent() == CONTENT_MUD && node_under_sunlight)
- {
- n.setContent(CONTENT_GRASS);
- }
-#endif
-
/*
Remove all light that has come out of this node
*/
{
enum LightBank bank = banks[i];
- u8 lightwas = getNode(p).getLight(bank);
+ u8 lightwas = getNode(p).getLight(bank, nodemgr);
// Add the block of the added node to modified_blocks
v3s16 blockpos = getNodeBlockPos(p);
// light again into this.
unLightNeighbors(bank, p, lightwas, light_sources, modified_blocks);
- n.setLight(bank, 0);
+ n.setLight(bank, 0, nodemgr);
}
/*
If node lets sunlight through and is under sunlight, it has
sunlight too.
*/
- if(node_under_sunlight && content_features(n).sunlight_propagates)
+ if(node_under_sunlight && nodemgr->get(n).sunlight_propagates)
{
- n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
+ n.setLight(LIGHTBANK_DAY, LIGHT_SUN, nodemgr);
}
/*
/*
Add intial metadata
*/
-
- NodeMetadata *meta_proto = content_features(n).initial_metadata;
- if(meta_proto)
- {
- NodeMetadata *meta = meta_proto->clone();
- meta->setOwner(player_name);
- setNodeMetadata(p, meta);
+
+ 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 \""
+ <<metadata_name<<"\""<<std::endl;
+ } else {
+ setNodeMetadata(p, meta);
+ }
}
/*
TODO: This could be optimized by mass-unlighting instead
of looping
*/
- if(node_under_sunlight && !content_features(n).sunlight_propagates)
+ if(node_under_sunlight && !nodemgr->get(n).sunlight_propagates)
{
s16 y = p.Y - 1;
for(;; y--){
break;
}
- if(n2.getLight(LIGHTBANK_DAY) == LIGHT_SUN)
+ if(n2.getLight(LIGHTBANK_DAY, nodemgr) == LIGHT_SUN)
{
unLightNeighbors(LIGHTBANK_DAY,
- n2pos, n2.getLight(LIGHTBANK_DAY),
+ n2pos, n2.getLight(LIGHTBANK_DAY, nodemgr),
light_sources, modified_blocks);
- n2.setLight(LIGHTBANK_DAY, 0);
+ n2.setLight(LIGHTBANK_DAY, 0, nodemgr);
setNode(n2pos, n2);
}
else
v3s16 p2 = p + dirs[i];
MapNode n2 = getNode(p2);
- if(content_liquid(n2.getContent()) || n2.getContent() == CONTENT_AIR)
+ if(nodemgr->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)
{
m_transforming_liquid.push_back(p2);
}
void Map::removeNodeAndUpdate(v3s16 p,
core::map<v3s16, MapBlock*> &modified_blocks)
{
+ INodeDefManager *nodemgr = m_gamedef->ndef();
+
/*PrintInfo(m_dout);
m_dout<<DTIME<<"Map::removeNodeAndUpdate(): p=("
<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
try{
MapNode topnode = getNode(toppos);
- if(topnode.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
+ if(topnode.getLight(LIGHTBANK_DAY, nodemgr) != LIGHT_SUN)
node_under_sunlight = false;
}
catch(InvalidPositionException &e)
Unlight neighbors (in case the node is a light source)
*/
unLightNeighbors(bank, p,
- getNode(p).getLight(bank),
+ getNode(p).getLight(bank, nodemgr),
light_sources, modified_blocks);
}
// TODO: Is this needed? Lighting is cleared up there already.
try{
MapNode n = getNode(p);
- n.setLight(LIGHTBANK_DAY, 0);
+ n.setLight(LIGHTBANK_DAY, 0, nodemgr);
setNode(p, n);
}
catch(InvalidPositionException &e)
v3s16 p2 = p + dirs[i];
MapNode n2 = getNode(p2);
- if(content_liquid(n2.getContent()) || n2.getContent() == CONTENT_AIR)
+ if(nodemgr->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)
{
m_transforming_liquid.push_back(p2);
}
bool succeeded = true;
try{
core::map<v3s16, MapBlock*> modified_blocks;
- std::string st = std::string("");
- addNodeAndUpdate(p, n, modified_blocks, st);
+ addNodeAndUpdate(p, n, modified_blocks);
// Copy modified_blocks to event
for(core::map<v3s16, MapBlock*>::Iterator
{
bool save_before_unloading = (mapType() == MAPTYPE_SERVER);
+ // Profile modified reasons
+ Profiler modprofiler;
+
core::list<v2s16> sector_deletion_queue;
u32 deleted_blocks_count = 0;
u32 saved_blocks_count = 0;
+ u32 block_count_all = 0;
core::map<v2s16, MapSector*>::Iterator si;
if(block->getModified() != MOD_STATE_CLEAN
&& save_before_unloading)
{
+ modprofiler.add(block->getModifiedReason(), 1);
saveBlock(block);
saved_blocks_count++;
}
else
{
all_blocks_deleted = false;
+ block_count_all++;
}
}
<<" blocks from memory";
if(save_before_unloading)
infostream<<", of which "<<saved_blocks_count<<" were written";
+ infostream<<", "<<block_count_all<<" blocks in memory";
infostream<<"."<<std::endl;
+ if(saved_blocks_count != 0){
+ PrintInfo(infostream); // ServerMap/ClientMap:
+ infostream<<"Blocks modified by: "<<std::endl;
+ modprofiler.print(infostream);
+ }
}
}
void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
{
+ INodeDefManager *nodemgr = m_gamedef->ndef();
+
DSTACK(__FUNCTION_NAME);
//TimeTaker timer("transformLiquids()");
*/
s8 liquid_level = -1;
u8 liquid_kind = CONTENT_IGNORE;
- LiquidType liquid_type = content_features(n0.getContent()).liquid_type;
+ LiquidType liquid_type = nodemgr->get(n0).liquid_type;
switch (liquid_type) {
case LIQUID_SOURCE:
liquid_level = LIQUID_LEVEL_SOURCE;
- liquid_kind = content_features(n0.getContent()).liquid_alternative_flowing;
+ liquid_kind = nodemgr->getId(nodemgr->get(n0).liquid_alternative_flowing);
break;
case LIQUID_FLOWING:
liquid_level = (n0.param2 & LIQUID_LEVEL_MASK);
}
v3s16 npos = p0 + dirs[i];
NodeNeighbor nb = {getNodeNoEx(npos), nt, npos};
- switch (content_features(nb.n.getContent()).liquid_type) {
+ switch (nodemgr->get(nb.n.getContent()).liquid_type) {
case LIQUID_NONE:
if (nb.n.getContent() == CONTENT_AIR) {
airs[num_airs++] = nb;
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 = content_features(nb.n.getContent()).liquid_alternative_flowing;
- if (content_features(nb.n.getContent()).liquid_alternative_flowing !=liquid_kind) {
+ 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 {
- sources[num_sources++] = nb;
+ // 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 = content_features(nb.n.getContent()).liquid_alternative_flowing;
- if (content_features(nb.n.getContent()).liquid_alternative_flowing != liquid_kind) {
+ 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;
// 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 = content_features(liquid_kind).liquid_alternative_source;
+ 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;
}
}
- u8 viscosity = content_features(liquid_kind).liquid_viscosity;
+ 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
/*
check if anything has changed. if not, just continue with the next node.
*/
- if (new_node_content == n0.getContent() && (content_features(n0.getContent()).liquid_type != LIQUID_FLOWING ||
+ 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)))
/*
update the current node
*/
- bool flow_down_enabled = (flowing_down && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK));
- if (content_features(new_node_content).liquid_type == LIQUID_FLOWING) {
+ //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 {
if(block != NULL) {
modified_blocks.insert(blockpos, block);
// If node emits light, MapBlock requires lighting update
- if(content_features(n0).light_source != 0)
+ if(nodemgr->get(n0).light_source != 0)
lighting_modified_blocks[block->getPos()] = block;
}
/*
enqueue neighbors for update if neccessary
*/
- switch (content_features(n0.getContent()).liquid_type) {
+ switch (nodemgr->get(n0.getContent()).liquid_type) {
case LIQUID_SOURCE:
case LIQUID_FLOWING:
// make sure source flows into all neighboring nodes
<<std::endl;
return NULL;
}
- NodeMetadata *meta = block->m_node_metadata.get(p_rel);
+ NodeMetadata *meta = block->m_node_metadata->get(p_rel);
return meta;
}
<<std::endl;
return;
}
- block->m_node_metadata.set(p_rel, meta);
+ block->m_node_metadata->set(p_rel, meta);
}
void Map::removeNodeMetadata(v3s16 p)
<<std::endl;
return;
}
- block->m_node_metadata.remove(p_rel);
+ block->m_node_metadata->remove(p_rel);
}
void Map::nodeMetadataStep(float dtime,
for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
{
MapBlock *block = *i;
- bool changed = block->m_node_metadata.step(dtime);
+ bool changed = block->m_node_metadata->step(dtime);
if(changed)
changed_blocks[block->getPos()] = block;
}
ServerMap
*/
-ServerMap::ServerMap(std::string savedir):
- Map(dout_server),
+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<<std::endl;
+ verbosestream<<__FUNCTION_NAME<<std::endl;
//m_chunksize = 8; // Takes a few seconds
// 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."
+ infostream<<"ServerMap: Empty save directory is valid."
<<std::endl;
m_map_saving_enabled = true;
}
//m_chunksize = 0;
}
- /*try{
- // Load chunk metadata
- loadChunkMeta();
- }
- catch(FileNotGoodException &e){
- infostream<<"WARNING: Could not load chunk metadata."
- <<" Disabling chunk-based generator."
- <<std::endl;
- m_chunksize = 0;
- }*/
-
- /*infostream<<"Server: Successfully loaded chunk "
- "metadata and sector (0,0) from "<<savedir<<
- ", assuming valid save directory."
- <<std::endl;*/
-
- infostream<<"Server: Successfully loaded map "
- <<"and chunk metadata from "<<savedir
+ infostream<<"ServerMap: Successfully loaded map "
+ <<"metadata from "<<savedir
<<", assuming valid save directory."
+ <<" seed="<<m_seed<<"."
<<std::endl;
m_map_saving_enabled = true;
}
catch(std::exception &e)
{
- infostream<<"WARNING: Server: Failed to load map from "<<savedir
+ infostream<<"WARNING: ServerMap: Failed to load map from "<<savedir
<<", exception: "<<e.what()<<std::endl;
infostream<<"Please remove the map or fix it."<<std::endl;
infostream<<"WARNING: Map saving will be disabled."<<std::endl;
emergeSector(v2s16(0,0));
// Initially write whole map
- save(false);
+ save(MOD_STATE_CLEAN);
}
ServerMap::~ServerMap()
{
- infostream<<__FUNCTION_NAME<<std::endl;
+ verbosestream<<__FUNCTION_NAME<<std::endl;
try
{
if(m_map_saving_enabled)
{
// Save only changed parts
- save(true);
- infostream<<"Server: saved map to "<<m_savedir<<std::endl;
+ save(MOD_STATE_WRITE_AT_UNLOAD);
+ infostream<<"ServerMap: Saved map to "<<m_savedir<<std::endl;
}
else
{
- infostream<<"Server: map not saved"<<std::endl;
+ infostream<<"ServerMap: Map not saved"<<std::endl;
}
}
catch(std::exception &e)
{
- infostream<<"Server: Failed to save map to "<<m_savedir
+ infostream<<"ServerMap: Failed to save map to "<<m_savedir
<<", exception: "<<e.what()<<std::endl;
}
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
/*infostream<<"Resulting vmanip:"<<std::endl;
data->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
/*
Set block as modified
*/
- block->raiseModified(MOD_STATE_WRITE_NEEDED);
+ block->raiseModified(MOD_STATE_WRITE_NEEDED,
+ "finishBlockMake updateDayNightDiff");
}
/*
Save changed parts of map
NOTE: Will be saved later.
*/
- //save(true);
+ //save(MOD_STATE_WRITE_AT_UNLOAD);
/*infostream<<"finishBlockMake() done for ("<<blockpos.X<<","<<blockpos.Y<<","
<<blockpos.Z<<")"<<std::endl;*/
Generate blank sector
*/
- sector = new ServerMapSector(this, p2d);
+ sector = new ServerMapSector(this, p2d, m_gamedef);
// Sector position on map in nodes
v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
{
MapNode n;
- if(y0%2==0)
- n.setContent(CONTENT_AIR);
- else
- n.setContent(CONTENT_STONE);
+ n.setContent(CONTENT_AIR);
block->setNode(v3s16(x0,y0,z0), n);
}
}
if(e == SQLITE_ABORT)
throw FileNotGoodException("Could not create database structure");
else
- infostream<<"Server: Database structure was created";
+ infostream<<"ServerMap: Database structure was created";
}
void ServerMap::verifyDatabase() {
throw FileNotGoodException("Cannot prepare read statement");
}
- infostream<<"Server: Database opened"<<std::endl;
+ infostream<<"ServerMap: Database opened"<<std::endl;
}
}
return cc;
}
-void ServerMap::save(bool only_changed)
+void ServerMap::save(ModifiedState save_level)
{
DSTACK(__FUNCTION_NAME);
if(m_map_saving_enabled == false)
return;
}
- if(only_changed == false)
+ if(save_level == MOD_STATE_CLEAN)
infostream<<"ServerMap: Saving whole map, this can take time."
<<std::endl;
- if(only_changed == false || m_map_metadata_changed)
+ if(m_map_metadata_changed || save_level == MOD_STATE_CLEAN)
{
saveMapMeta();
}
+ // Profile modified reasons
+ Profiler modprofiler;
+
u32 sector_meta_count = 0;
u32 block_count = 0;
u32 block_count_all = 0; // Number of blocks in memory
- beginSave();
+ // Don't do anything with sqlite unless something is really saved
+ bool save_started = false;
+
core::map<v2s16, MapSector*>::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 || only_changed == false)
+ if(sector->differs_from_disk || save_level == MOD_STATE_CLEAN)
{
saveSectorMeta(sector);
sector_meta_count++;
sector->getBlocks(blocks);
core::list<MapBlock*>::Iterator j;
- //sqlite3_exec(m_database, "BEGIN;", NULL, NULL, NULL);
for(j=blocks.begin(); j!=blocks.end(); j++)
{
MapBlock *block = *j;
block_count_all++;
- if(block->getModified() >= MOD_STATE_WRITE_NEEDED
- || only_changed == false)
+ if(block->getModified() >= save_level)
{
+ // Lazy beginSave()
+ if(!save_started){
+ beginSave();
+ save_started = true;
+ }
+
+ modprofiler.add(block->getModifiedReason(), 1);
+
saveBlock(block);
block_count++;
<<block->getPos().Z<<")"
<<std::endl;*/
}
- //sqlite3_exec(m_database, "COMMIT;", NULL, NULL, NULL);
}
}
- endSave();
+ if(save_started)
+ endSave();
/*
Only print if something happened or saved whole map
*/
- if(only_changed == false || sector_meta_count != 0
+ if(save_level == MOD_STATE_CLEAN || sector_meta_count != 0
|| block_count != 0)
{
infostream<<"ServerMap: Written: "
<<block_count<<" block files"
<<", "<<block_count_all<<" blocks in memory."
<<std::endl;
+ PrintInfo(infostream); // ServerMap/ClientMap:
+ infostream<<"Blocks modified by: "<<std::endl;
+ modprofiler.print(infostream);
}
}
{
DSTACK(__FUNCTION_NAME);
- infostream<<"ServerMap::saveMapMeta(): "
+ /*infostream<<"ServerMap::saveMapMeta(): "
<<"seed="<<m_seed
- <<std::endl;
+ <<std::endl;*/
createDirs(m_savedir);
{
DSTACK(__FUNCTION_NAME);
- infostream<<"ServerMap::loadMapMeta(): Loading map metadata"
- <<std::endl;
+ /*infostream<<"ServerMap::loadMapMeta(): Loading map metadata"
+ <<std::endl;*/
std::string fullpath = m_savedir + DIR_DELIM + "map_meta.txt";
std::ifstream is(fullpath.c_str(), std::ios_base::binary);
m_seed = params.getU64("seed");
- infostream<<"ServerMap::loadMapMeta(): "<<"seed="<<m_seed<<std::endl;
+ verbosestream<<"ServerMap::loadMapMeta(): "<<"seed="<<m_seed<<std::endl;
}
void ServerMap::saveSectorMeta(ServerMapSector *sector)
<<fullpath<<" doesn't exist but directory does."
<<" Continuing with a sector with no metadata."
<<std::endl;*/
- sector = new ServerMapSector(this, p2d);
+ sector = new ServerMapSector(this, p2d, m_gamedef);
m_sectors.insert(p2d, sector);
}
else
else
{
sector = ServerMapSector::deSerialize
- (is, this, p2d, m_sectors);
+ (is, this, p2d, m_sectors, m_gamedef);
if(save_after_load)
saveSectorMeta(sector);
}
o.write((char*)&version, 1);
// Write basic data
- block->serialize(o, version);
-
- // Write extra data stored on disk
- block->serializeDiskExtra(o, version);
+ block->serialize(o, version, true);
// Write block to database
}
// Read basic data
- block->deSerialize(is, version);
+ block->deSerialize(is, version, true);
- // Read extra data stored on disk
- block->deSerializeDiskExtra(is, version);
-
// If it's a new block, insert it to the map
if(created_new)
sector->insertBlock(block);
}
// Read basic data
- block->deSerialize(is, version);
-
- // Read extra data stored on disk
- block->deSerializeDiskExtra(is, version);
+ block->deSerialize(is, version, true);
// If it's a new block, insert it to the map
if(created_new)
Save blocks loaded in old format in new format
*/
- if(version < SER_FMT_VER_HIGHEST || save_after_load)
- {
+ //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();
ClientMap::ClientMap(
Client *client,
+ IGameDef *gamedef,
MapDrawControl &control,
scene::ISceneNode* parent,
scene::ISceneManager* mgr,
s32 id
):
- Map(dout_client),
+ Map(dout_client, gamedef),
scene::ISceneNode(parent, mgr, id),
m_client(client),
m_control(control),
}
// Create a sector
- ClientMapSector *sector = new ClientMapSector(this, p2d);
+ ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
{
//JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
}
static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
- float start_off, float end_off, u32 needed_count)
+ float start_off, float end_off, u32 needed_count, INodeDefManager *nodemgr)
{
float d0 = (float)BS * p0.getDistanceFrom(p1);
v3s16 u0 = p1 - p0;
v3s16 p = floatToInt(pf, BS);
MapNode n = map->getNodeNoEx(p);
bool is_transparent = false;
- ContentFeatures &f = content_features(n);
+ const ContentFeatures &f = nodemgr->get(n);
if(f.solidness == 0)
is_transparent = (f.visual_solidness != 2);
else
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
{
+ INodeDefManager *nodemgr = m_gamedef->ndef();
+
//m_dout<<DTIME<<"Rendering map..."<<std::endl;
DSTACK(__FUNCTION_NAME);
*/
int time1 = time(0);
- //u32 daynight_ratio = m_client->getDayNightRatio();
+ /*
+ Get animation parameters
+ */
+ float animation_time = m_client->getAnimationTime();
+ int crack = m_client->getCrackLevel();
+ u32 daynight_ratio = m_client->getDayNightRatio();
m_camera_mutex.Lock();
v3f camera_position = m_camera_position;
u32 vertex_count = 0;
u32 meshbuffer_count = 0;
- // For limiting number of mesh updates per frame
- u32 mesh_update_count = 0;
+ // For limiting number of mesh animations per frame
+ u32 mesh_animate_count = 0;
+ u32 mesh_animate_count_far = 0;
// Number of blocks in rendering range
u32 blocks_in_range = 0;
blocks_in_range++;
- // This block is in range. Reset usage timer.
- block->resetUsageTimer();
-
-#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.
+ Ignore if mesh doesn't exist
*/
-
- bool mesh_expired = false;
-
{
- JMutexAutoLock lock(block->mesh_mutex);
+ //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){
+ if(block->mesh == NULL){
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 = v3s16(block->getPos() * MAP_BLOCKSIZE)
- + v3s16(MAP_BLOCKSIZE)/2;
+ 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;
u32 needed_count = 1;
if(
isOccluded(this, spn, cpn + v3s16(0,0,0),
- step, stepfac, startoff, endoff, needed_count) &&
+ step, stepfac, startoff, endoff, needed_count, nodemgr) &&
isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
- step, stepfac, startoff, endoff, needed_count) &&
+ step, stepfac, startoff, endoff, needed_count, nodemgr) &&
isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
- step, stepfac, startoff, endoff, needed_count) &&
+ step, stepfac, startoff, endoff, needed_count, nodemgr) &&
isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
- step, stepfac, startoff, endoff, needed_count) &&
+ step, stepfac, startoff, endoff, needed_count, nodemgr) &&
isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
- step, stepfac, startoff, endoff, needed_count) &&
+ step, stepfac, startoff, endoff, needed_count, nodemgr) &&
isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
- step, stepfac, startoff, endoff, needed_count) &&
+ step, stepfac, startoff, endoff, needed_count, nodemgr) &&
isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2),
- step, stepfac, startoff, endoff, needed_count) &&
+ step, stepfac, startoff, endoff, needed_count, nodemgr) &&
isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
- step, stepfac, startoff, endoff, needed_count) &&
+ step, stepfac, startoff, endoff, needed_count, nodemgr) &&
isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
- step, stepfac, startoff, endoff, needed_count)
+ step, stepfac, startoff, endoff, needed_count, nodemgr)
)
{
blocks_occlusion_culled++;
continue;
}
- /*
- Ignore if mesh doesn't exist
- */
- {
- JMutexAutoLock lock(block->mesh_mutex);
+ // This block is in range. Reset usage timer.
+ block->resetUsageTimer();
- 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;
-
+
+ // Mesh animation
+ {
+ //JMutexAutoLock lock(block->mesh_mutex);
+ MapBlockMesh *mapBlockMesh = block->mesh;
+ // Pretty random but this should work somewhat nicely
+ bool faraway = d >= BS*50;
+ //bool faraway = d >= m_control.wanted_range * BS;
+ if(mapBlockMesh->isAnimationForced() ||
+ !faraway ||
+ mesh_animate_count_far < (m_control.range_all ? 200 : 50))
+ {
+ bool animated = mapBlockMesh->animate(
+ faraway,
+ animation_time,
+ crack,
+ daynight_ratio);
+ if(animated)
+ mesh_animate_count++;
+ if(animated && faraway)
+ mesh_animate_count_far++;
+ }
+ else
+ {
+ mapBlockMesh->decreaseAnimationForceTimer();
+ }
+ }
+
// Add to set
drawset[block->getPos()] = block;
Draw the faces of the block
*/
{
- JMutexAutoLock lock(block->mesh_mutex);
+ //JMutexAutoLock lock(block->mesh_mutex);
+
+ MapBlockMesh *mapBlockMesh = block->mesh;
+ assert(mapBlockMesh);
- scene::SMesh *mesh = block->mesh;
+ scene::SMesh *mesh = mapBlockMesh->getMesh();
assert(mesh);
-
+
u32 c = mesh->getMeshBufferCount();
bool stuff_actually_drawn = false;
for(u32 i=0; i<c; i++)
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("CM: animated meshes", mesh_animate_count);
+ g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far);
}
g_profiler->avg(prefix+"vertices drawn", vertex_count);
void ClientMap::renderPostFx()
{
+ INodeDefManager *nodemgr = m_gamedef->ndef();
+
// Sadly ISceneManager has no "post effects" render pass, in that case we
// could just register for that and handle it in renderMap().
// - If the player is in a solid node, make everything black.
// - If the player is in liquid, draw a semi-transparent overlay.
- ContentFeatures& features = content_features(n);
+ 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)
{
}
}
-bool ClientMap::setTempMod(v3s16 p, NodeMod mod,
- core::map<v3s16, MapBlock*> *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<v3s16, MapBlock*> *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<v2s16, MapSector*>::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; j<i; j++)
- {
- if(blockposes[j] == blockposes[i])
- {
- already_updated = true;
- break;
- }
- }
- if(already_updated)
- continue;
- // Update mesh
- MapBlock *b = getBlockNoCreate(blockposes[i]);
- b->updateMesh(daynight_ratio);
- }
-}
-#endif
-
void ClientMap::PrintInfo(std::ostream &out)
{
out<<"ClientMap: ";