#include "nodedef.h"
#include "gamedef.h"
#include "util/directiontables.h"
+#include "rollback_interface.h"
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
void Map::addNodeAndUpdate(v3s16 p, MapNode n,
core::map<v3s16, MapBlock*> &modified_blocks)
{
- INodeDefManager *nodemgr = m_gamedef->ndef();
+ INodeDefManager *ndef = m_gamedef->ndef();
/*PrintInfo(m_dout);
m_dout<<DTIME<<"Map::addNodeAndUpdate(): p=("
<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
-
+
/*
From this node to nodes underneath:
If lighting is sunlight (1.0), unlight neighbours and
bool node_under_sunlight = true;
core::map<v3s16, bool> light_sources;
+
+ /*
+ Collect old node for rollback
+ */
+ RollbackNode rollback_oldnode(this, p, m_gamedef);
/*
If there is a node at top and it doesn't have sunlight,
try{
MapNode topnode = getNode(toppos);
- if(topnode.getLight(LIGHTBANK_DAY, nodemgr) != LIGHT_SUN)
+ if(topnode.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN)
node_under_sunlight = false;
}
catch(InvalidPositionException &e)
{
enum LightBank bank = banks[i];
- u8 lightwas = getNode(p).getLight(bank, nodemgr);
+ u8 lightwas = getNode(p).getLight(bank, ndef);
// 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, nodemgr);
+ n.setLight(bank, 0, ndef);
}
/*
If node lets sunlight through and is under sunlight, it has
sunlight too.
*/
- if(node_under_sunlight && nodemgr->get(n).sunlight_propagates)
+ if(node_under_sunlight && ndef->get(n).sunlight_propagates)
{
- n.setLight(LIGHTBANK_DAY, LIGHT_SUN, nodemgr);
+ n.setLight(LIGHTBANK_DAY, LIGHT_SUN, ndef);
}
/*
TODO: This could be optimized by mass-unlighting instead
of looping
*/
- if(node_under_sunlight && !nodemgr->get(n).sunlight_propagates)
+ if(node_under_sunlight && !ndef->get(n).sunlight_propagates)
{
s16 y = p.Y - 1;
for(;; y--){
break;
}
- if(n2.getLight(LIGHTBANK_DAY, nodemgr) == LIGHT_SUN)
+ if(n2.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
{
unLightNeighbors(LIGHTBANK_DAY,
- n2pos, n2.getLight(LIGHTBANK_DAY, nodemgr),
+ n2pos, n2.getLight(LIGHTBANK_DAY, ndef),
light_sources, modified_blocks);
- n2.setLight(LIGHTBANK_DAY, 0, nodemgr);
+ n2.setLight(LIGHTBANK_DAY, 0, ndef);
setNode(n2pos, n2);
}
else
block->expireDayNightDiff();
}
+ /*
+ Report for rollback
+ */
+ if(m_gamedef->rollback())
+ {
+ RollbackNode rollback_newnode(this, p, m_gamedef);
+ RollbackAction action;
+ action.setSetNode(p, rollback_oldnode, rollback_newnode);
+ m_gamedef->rollback()->reportAction(action);
+ }
+
/*
Add neighboring liquid nodes and the node itself if it is
liquid (=water node was added) to transform queue.
v3s16 p2 = p + dirs[i];
MapNode n2 = getNode(p2);
- if(nodemgr->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)
+ if(ndef->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();
+ INodeDefManager *ndef = m_gamedef->ndef();
/*PrintInfo(m_dout);
m_dout<<DTIME<<"Map::removeNodeAndUpdate(): p=("
// Node will be replaced with this
content_t replace_material = CONTENT_AIR;
+ /*
+ Collect old node for rollback
+ */
+ RollbackNode rollback_oldnode(this, p, m_gamedef);
+
/*
If there is a node at top and it doesn't have sunlight,
there will be no sunlight going down.
try{
MapNode topnode = getNode(toppos);
- if(topnode.getLight(LIGHTBANK_DAY, nodemgr) != LIGHT_SUN)
+ if(topnode.getLight(LIGHTBANK_DAY, ndef) != 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, nodemgr),
+ getNode(p).getLight(bank, ndef),
light_sources, modified_blocks);
}
// TODO: Is this needed? Lighting is cleared up there already.
try{
MapNode n = getNode(p);
- n.setLight(LIGHTBANK_DAY, 0, nodemgr);
+ n.setLight(LIGHTBANK_DAY, 0, ndef);
setNode(p, n);
}
catch(InvalidPositionException &e)
block->expireDayNightDiff();
}
+ /*
+ Report for rollback
+ */
+ if(m_gamedef->rollback())
+ {
+ RollbackNode rollback_newnode(this, p, m_gamedef);
+ RollbackAction action;
+ action.setSetNode(p, rollback_oldnode, rollback_newnode);
+ m_gamedef->rollback()->reportAction(action);
+ }
+
/*
Add neighboring liquid nodes and this node to transform queue.
(it's vital for the node itself to get updated last.)
v3s16 p2 = p + dirs[i];
MapNode n2 = getNode(p2);
- if(nodemgr->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)
+ if(ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)
{
m_transforming_liquid.push_back(p2);
}
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)
+ if(loopcount >= initial_size || loopcount >= 10000)
break;
loopcount++;
n0.param2 = ~(LIQUID_LEVEL_MASK | LIQUID_FLOW_DOWN_MASK);
}
n0.setContent(new_node_content);
- setNode(p0, n0);
+
+ // Find out whether there is a suspect for this action
+ std::string suspect;
+ if(m_gamedef->rollback()){
+ suspect = m_gamedef->rollback()->getSuspect(p0, 83, 1);
+ }
+
+ if(!suspect.empty()){
+ // Blame suspect
+ RollbackScopeActor rollback_scope(m_gamedef->rollback(), suspect, true);
+ // Get old node for rollback
+ RollbackNode rollback_oldnode(this, p0, m_gamedef);
+ // Set node
+ setNode(p0, n0);
+ // Report
+ RollbackNode rollback_newnode(this, p0, m_gamedef);
+ RollbackAction action;
+ action.setSetNode(p0, rollback_oldnode, rollback_newnode);
+ m_gamedef->rollback()->reportAction(action);
+ } else {
+ // Set node
+ setNode(p0, n0);
+ }
+
v3s16 blockpos = getNodeBlockPos(p0);
MapBlock *block = getBlockNoCreateNoEx(blockpos);
if(block != NULL) {