#include "mapblock.h"
#include "filesys.h"
#include "voxel.h"
+#include "voxelalgorithms.h"
#include "porting.h"
#include "serialization.h"
#include "nodemetadata.h"
#include "nodedef.h"
#include "gamedef.h"
#include "util/directiontables.h"
-#include "util/mathconstants.h"
+#include "util/basic_macros.h"
#include "rollback_interface.h"
#include "environment.h"
+#include "reflowscan.h"
#include "emerge.h"
#include "mapgen_v6.h"
#include "mg_biome.h"
#if USE_REDIS
#include "database-redis.h"
#endif
-
-#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
+#if USE_POSTGRESQL
+#include "database-postgresql.h"
+#endif
/*
m_dout(dout),
m_gamedef(gamedef),
m_sector_cache(NULL),
+ m_nodedef(gamedef->ndef()),
m_transforming_liquid_loop_count_multiplier(1.0f),
m_unprocessed_count(0),
m_inc_trending_up_start_time(0),
bool Map::isValidPosition(v3s16 p)
{
v3s16 blockpos = getNodeBlockPos(p);
- MapBlock *block = getBlockNoCreate(blockpos);
+ MapBlock *block = getBlockNoCreateNoEx(blockpos);
return (block != NULL);
}
bool temp_bool;
errorstream<<"Map::setNode(): Not allowing to place CONTENT_IGNORE"
<<" while trying to replace \""
- <<m_gamedef->ndef()->get(block->getNodeNoCheck(relpos, &temp_bool)).name
+ <<m_nodedef->get(block->getNodeNoCheck(relpos, &temp_bool)).name
<<"\" at "<<PP(p)<<" (block "<<PP(blockpos)<<")"<<std::endl;
debug_stacks_print_to(infostream);
return;
block->setNodeNoCheck(relpos, n);
}
-
/*
Goes recursively through the neighbours of the node.
std::set<v3s16> & light_sources,
std::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, nodemgr) < oldlight)
+ if(n2.getLight(bank, m_nodedef) < oldlight)
{
/*
And the neighbor is transparent and it has some light
*/
- if(nodemgr->get(n2).light_propagates
- && n2.getLight(bank, nodemgr) != 0)
+ if(m_nodedef->get(n2).light_propagates
+ && n2.getLight(bank, m_nodedef) != 0)
{
/*
Set light to 0 and add to queue
*/
- u8 current_light = n2.getLight(bank, nodemgr);
- n2.setLight(bank, 0, nodemgr);
+ u8 current_light = n2.getLight(bank, m_nodedef);
+ n2.setLight(bank, 0, m_nodedef);
block->setNode(relpos, n2);
unlighted_nodes[n2pos] = current_light;
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,
- std::set<v3s16> & light_sources,
- std::map<v3s16, MapBlock*> & modified_blocks)
-{
- std::map<v3s16, u8> from_nodes;
- from_nodes[pos] = lightwas;
-
- unspreadLight(bank, from_nodes, light_sources, modified_blocks);
-}
-
/*
Lights neighbors of from_nodes, collects all them and then
goes on recursively.
std::set<v3s16> & from_nodes,
std::map<v3s16, MapBlock*> & modified_blocks)
{
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
const v3s16 dirs[6] = {
v3s16(0,0,1), // back
v3s16(0,1,0), // top
bool is_valid_position;
MapNode n = block->getNode(relpos, &is_valid_position);
- u8 oldlight = is_valid_position ? n.getLight(bank, nodemgr) : 0;
+ u8 oldlight = is_valid_position ? n.getLight(bank, m_nodedef) : 0;
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, nodemgr) > undiminish_light(oldlight))
+ if(n2.getLight(bank, m_nodedef) > undiminish_light(oldlight))
{
lighted_nodes.insert(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(n2.getLight(bank, m_nodedef) < newlight)
{
- if(nodemgr->get(n2).light_propagates)
+ if(m_nodedef->get(n2).light_propagates)
{
- n2.setLight(bank, newlight, nodemgr);
+ n2.setLight(bank, newlight, m_nodedef);
block->setNode(relpos, n2);
lighted_nodes.insert(n2pos);
changed = true;
spreadLight(bank, lighted_nodes, modified_blocks);
}
-/*
- A single-node source variation of the above.
-*/
-void Map::lightNeighbors(enum LightBank bank,
- v3s16 pos,
- std::map<v3s16, MapBlock*> & modified_blocks)
-{
- std::set<v3s16> from_nodes;
- from_nodes.insert(pos);
- 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;
- bool is_valid_position;
- n2 = getNodeNoEx(n2pos, &is_valid_position);
- if (!is_valid_position)
- 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,
- std::map<v3s16, MapBlock*> & 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;
- bool is_valid_position;
- MapNode n = block->getNode(relpos, &is_valid_position);
- if (!is_valid_position)
- break;
-
- if(nodemgr->get(n).sunlight_propagates)
- {
- n.setLight(LIGHTBANK_DAY, LIGHT_SUN, nodemgr);
- block->setNode(relpos, n);
-
- modified_blocks[blockpos] = block;
- }
- else
- {
- // Sunlight goes no further
- break;
- }
- }
- return y + 1;
-}
-
void Map::updateLighting(enum LightBank bank,
std::map<v3s16, MapBlock*> & a_blocks,
std::map<v3s16, MapBlock*> & modified_blocks)
{
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
- /*m_dout<<DTIME<<"Map::updateLighting(): "
+ /*m_dout<<"Map::updateLighting(): "
<<a_blocks.size()<<" blocks."<<std::endl;*/
//TimeTaker timer("updateLighting");
<<std::endl;
continue;
}
- u8 oldlight = n.getLight(bank, nodemgr);
- n.setLight(bank, 0, nodemgr);
+ u8 oldlight = n.getLight(bank, m_nodedef);
+ n.setLight(bank, 0, m_nodedef);
block->setNode(p, n);
// If node sources light, add to list
- u8 source = nodemgr->get(n).light_source;
+ u8 source = m_nodedef->get(n).light_source;
if(source != 0)
light_sources.insert(p + posnodes);
}
}
-/*
-*/
void Map::addNodeAndUpdate(v3s16 p, MapNode n,
std::map<v3s16, MapBlock*> &modified_blocks,
bool remove_metadata)
{
- 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
- set lighting to 0.
- Else discontinue.
- */
-
- v3s16 toppos = p + v3s16(0,1,0);
- //v3s16 bottompos = p + v3s16(0,-1,0);
-
- bool node_under_sunlight = true;
- std::set<v3s16> light_sources;
-
- /*
- Collect old node for rollback
- */
+ // 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 has not been any sunlight going down.
-
- Otherwise there probably is.
- */
-
- bool is_valid_position;
- MapNode topnode = getNodeNoEx(toppos, &is_valid_position);
-
- if(is_valid_position && topnode.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN)
- node_under_sunlight = false;
-
- /*
- Remove all light that has come out of this node
- */
+ // This is needed for updating the lighting
+ MapNode oldnode = getNodeNoEx(p);
- enum LightBank banks[] =
- {
- LIGHTBANK_DAY,
- LIGHTBANK_NIGHT
- };
- for(s32 i=0; i<2; i++)
- {
- enum LightBank bank = banks[i];
-
- u8 lightwas = getNodeNoEx(p).getLight(bank, ndef);
-
- // Add the block of the added node to modified_blocks
- v3s16 blockpos = getNodeBlockPos(p);
- MapBlock * block = getBlockNoCreate(blockpos);
- assert(block != NULL);
- modified_blocks[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, ndef);
- }
-
- /*
- If node lets sunlight through and is under sunlight, it has
- sunlight too.
- */
- if(node_under_sunlight && ndef->get(n).sunlight_propagates)
- {
- n.setLight(LIGHTBANK_DAY, LIGHT_SUN, ndef);
- }
-
- /*
- Remove node metadata
- */
+ // Remove node metadata
if (remove_metadata) {
removeNodeMetadata(p);
}
- /*
- Set the node on the map
- */
-
+ // Set the node on the map
+ // Ignore light (because calling voxalgo::update_lighting_nodes)
+ n.setLight(LIGHTBANK_DAY, 0, m_nodedef);
+ n.setLight(LIGHTBANK_NIGHT, 0, m_nodedef);
setNode(p, n);
- /*
- If node is under sunlight and doesn't let sunlight through,
- take all sunlighted nodes under it and clear light from them
- and from where the light has been spread.
- TODO: This could be optimized by mass-unlighting instead
- of looping
- */
- if(node_under_sunlight && !ndef->get(n).sunlight_propagates)
- {
- s16 y = p.Y - 1;
- for(;; y--){
- //m_dout<<DTIME<<"y="<<y<<std::endl;
- v3s16 n2pos(p.X, y, p.Z);
-
- MapNode n2;
+ // Update lighting
+ std::vector<std::pair<v3s16, MapNode> > oldnodes;
+ oldnodes.push_back(std::pair<v3s16, MapNode>(p, oldnode));
+ voxalgo::update_lighting_nodes(this, m_nodedef, oldnodes, modified_blocks);
- n2 = getNodeNoEx(n2pos, &is_valid_position);
- if (!is_valid_position)
- break;
-
- if(n2.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
- {
- unLightNeighbors(LIGHTBANK_DAY,
- n2pos, n2.getLight(LIGHTBANK_DAY, ndef),
- light_sources, modified_blocks);
- n2.setLight(LIGHTBANK_DAY, 0, ndef);
- setNode(n2pos, n2);
- }
- else
- break;
- }
- }
-
- for(s32 i=0; i<2; i++)
- {
- enum LightBank bank = banks[i];
-
- /*
- Spread light from all nodes that might be capable of doing so
- */
- spreadLight(bank, light_sources, modified_blocks);
- }
-
- /*
- Update information about whether day and night light differ
- */
for(std::map<v3s16, MapBlock*>::iterator
i = modified_blocks.begin();
i != modified_blocks.end(); ++i)
i->second->expireDayNightDiff();
}
- /*
- Report for rollback
- */
+ // Report for rollback
if(m_gamedef->rollback())
{
RollbackNode rollback_newnode(this, p, m_gamedef);
}
/*
- Add neighboring liquid nodes and the node itself if it is
- liquid (=water node was added) to transform queue.
- */
+ Add neighboring liquid nodes and this node to transform queue.
+ (it's vital for the node itself to get updated last, if it was removed.)
+ */
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
+ v3s16(0,0,0), // self
};
for(u16 i=0; i<7; i++)
{
v3s16 p2 = p + dirs[i];
+ bool is_valid_position;
MapNode n2 = getNodeNoEx(p2, &is_valid_position);
- if(is_valid_position
- && (ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR))
- {
+ if(is_valid_position &&
+ (m_nodedef->get(n2).isLiquid() ||
+ n2.getContent() == CONTENT_AIR))
m_transforming_liquid.push_back(p2);
- }
}
}
-/*
-*/
void Map::removeNodeAndUpdate(v3s16 p,
std::map<v3s16, MapBlock*> &modified_blocks)
{
- INodeDefManager *ndef = m_gamedef->ndef();
-
- /*PrintInfo(m_dout);
- m_dout<<DTIME<<"Map::removeNodeAndUpdate(): p=("
- <<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
-
- bool node_under_sunlight = true;
-
- v3s16 toppos = p + v3s16(0,1,0);
-
- // 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.
- */
- bool is_valid_position;
- MapNode topnode = getNodeNoEx(toppos, &is_valid_position);
-
- if(is_valid_position && topnode.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN)
- node_under_sunlight = false;
-
- std::set<v3s16> 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,
- getNodeNoEx(p).getLight(bank, ndef),
- light_sources, modified_blocks);
- }
-
- /*
- Remove node metadata
- */
-
- removeNodeMetadata(p);
-
- /*
- Remove the node.
- This also clears the lighting.
- */
-
- MapNode n(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[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<<DTIME<<"Node was under sunlight. "
- "Propagating sunlight";
- m_dout<<DTIME<<" -> ybottom="<<ybottom<<std::endl;*/
- s16 y = p.Y;
- for(; y >= ybottom; y--)
- {
- v3s16 p2(p.X, y, p.Z);
- /*m_dout<<DTIME<<"lighting neighbors of node ("
- <<p2.X<<","<<p2.Y<<","<<p2.Z<<")"
- <<std::endl;*/
- lightNeighbors(LIGHTBANK_DAY, p2, modified_blocks);
- }
- }
- else
- {
- // Set the lighting of this node to 0
- // TODO: Is this needed? Lighting is cleared up there already.
- MapNode n = getNodeNoEx(p, &is_valid_position);
- if (is_valid_position) {
- n.setLight(LIGHTBANK_DAY, 0, ndef);
- setNode(p, n);
- } else {
- FATAL_ERROR("Invalid position");
- }
- }
-
- for(s32 i=0; i<2; i++)
- {
- enum LightBank bank = banks[i];
-
- // Get the brightest neighbour node and propagate light from it
- v3s16 n2p = getBrightestNeighbour(bank, p);
- try{
- //MapNode n2 = getNode(n2p);
- lightNeighbors(bank, n2p, modified_blocks);
- }
- catch(InvalidPositionException &e)
- {
- }
- }
-
- /*
- Update information about whether day and night light differ
- */
- for(std::map<v3s16, MapBlock*>::iterator
- i = modified_blocks.begin();
- i != modified_blocks.end(); ++i)
- {
- i->second->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 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++)
- {
- v3s16 p2 = p + dirs[i];
-
- bool is_position_valid;
- MapNode n2 = getNodeNoEx(p2, &is_position_valid);
- if (is_position_valid
- && (ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR))
- {
- m_transforming_liquid.push_back(p2);
- }
- }
+ addNodeAndUpdate(p, MapNode(CONTENT_AIR), modified_blocks, true);
}
bool Map::addNodeWithEvent(v3s16 p, MapNode n, bool remove_metadata)
beginSave();
// If there is no practical limit, we spare creation of mapblock_queue
- if (max_loaded_blocks == (u32)-1) {
+ if (max_loaded_blocks == U32_MAX) {
for (std::map<v2s16, MapSector*>::iterator si = m_sectors.begin();
si != m_sectors.end(); ++si) {
MapSector *sector = si->second;
}
block_count_all = mapblock_queue.size();
// Delete old blocks, and blocks over the limit from the memory
- while (mapblock_queue.size() > max_loaded_blocks
- || mapblock_queue.top().block->getUsageTimer() > unload_timeout) {
+ while (!mapblock_queue.empty() && (mapblock_queue.size() > max_loaded_blocks
+ || mapblock_queue.top().block->getUsageTimer() > unload_timeout)) {
TimeOrderedMapBlock b = mapblock_queue.top();
mapblock_queue.pop();
return m_transforming_liquid.size();
}
-void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
+void Map::transformLiquids(std::map<v3s16, MapBlock*> &modified_blocks)
{
-
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
- DSTACK(__FUNCTION_NAME);
+ DSTACK(FUNCTION_NAME);
//TimeTaker timer("transformLiquids()");
u32 loopcount = 0;
// list of nodes that due to viscosity have not reached their max level height
std::deque<v3s16> must_reflow;
- // List of MapBlocks that will require a lighting update (due to lava)
- std::map<v3s16, MapBlock*> lighting_modified_blocks;
+ std::vector<std::pair<v3s16, MapNode> > changed_nodes;
u32 liquid_loop_max = g_settings->getS32("liquid_loop_max");
u32 loop_max = liquid_loop_max;
loop_max *= m_transforming_liquid_loop_count_multiplier;
#endif
- while(m_transforming_liquid.size() != 0)
+ while (m_transforming_liquid.size() != 0)
{
// This should be done here so that it is done when continue is used
- if(loopcount >= initial_size || loopcount >= loop_max)
+ if (loopcount >= initial_size || loopcount >= loop_max)
break;
loopcount++;
Collect information about current node
*/
s8 liquid_level = -1;
+ // The liquid node which will be placed there if
+ // the liquid flows into this node.
content_t liquid_kind = CONTENT_IGNORE;
- LiquidType liquid_type = nodemgr->get(n0).liquid_type;
+ // The node which will be placed there if liquid
+ // can't flow into this node.
+ content_t floodable_node = CONTENT_AIR;
+ const ContentFeatures &cf = m_nodedef->get(n0);
+ LiquidType liquid_type = cf.liquid_type;
switch (liquid_type) {
case LIQUID_SOURCE:
liquid_level = LIQUID_LEVEL_SOURCE;
- liquid_kind = nodemgr->getId(nodemgr->get(n0).liquid_alternative_flowing);
+ liquid_kind = m_nodedef->getId(cf.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)
+ // if this node is 'floodable', it *could* be transformed
+ // into a liquid, otherwise, continue with the next node.
+ if (!cf.floodable)
continue;
+ floodable_node = n0.getContent();
liquid_kind = CONTENT_AIR;
break;
}
NodeNeighbor neutrals[6]; // nodes that are solid or another kind of liquid
int num_neutrals = 0;
bool flowing_down = false;
+ bool ignored_sources = false;
for (u16 i = 0; i < 6; i++) {
NeighborType nt = NEIGHBOR_SAME_LEVEL;
switch (i) {
}
v3s16 npos = p0 + dirs[i];
NodeNeighbor nb(getNodeNoEx(npos), nt, npos);
- switch (nodemgr->get(nb.n.getContent()).liquid_type) {
+ const ContentFeatures &cfnb = m_nodedef->get(nb.n);
+ switch (m_nodedef->get(nb.n.getContent()).liquid_type) {
case LIQUID_NONE:
- if (nb.n.getContent() == CONTENT_AIR) {
+ if (cfnb.floodable) {
airs[num_airs++] = nb;
// if the current node is a water source the neighbor
// should be enqueded for transformation regardless of whether the
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) {
+ if (nb.t == NEIGHBOR_LOWER)
flowing_down = true;
- }
} else {
neutrals[num_neutrals++] = nb;
+ if (nb.n.getContent() == CONTENT_IGNORE) {
+ // If node below is ignore prevent water from
+ // spreading outwards and otherwise prevent from
+ // flowing away as ignore node might be the source
+ if (nb.t == NEIGHBOR_LOWER)
+ flowing_down = true;
+ else
+ ignored_sources = true;
+ }
}
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) {
+ liquid_kind = m_nodedef->getId(cfnb.liquid_alternative_flowing);
+ if (m_nodedef->getId(cfnb.liquid_alternative_flowing) != liquid_kind) {
neutrals[num_neutrals++] = nb;
} else {
// Do not count bottom source, it will screw things up
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) {
+ liquid_kind = m_nodedef->getId(cfnb.liquid_alternative_flowing);
+ if (m_nodedef->getId(cfnb.liquid_alternative_flowing) != liquid_kind) {
neutrals[num_neutrals++] = nb;
} else {
flows[num_flows++] = nb;
s8 new_node_level = -1;
s8 max_node_level = -1;
- u8 range = nodemgr->get(liquid_kind).liquid_range;
- if (range > LIQUID_LEVEL_MAX+1)
- range = LIQUID_LEVEL_MAX+1;
+ u8 range = m_nodedef->get(liquid_kind).liquid_range;
+ if (range > LIQUID_LEVEL_MAX + 1)
+ range = LIQUID_LEVEL_MAX + 1;
- if ((num_sources >= 2 && nodemgr->get(liquid_kind).liquid_renewable) || liquid_type == LIQUID_SOURCE) {
+ if ((num_sources >= 2 && m_nodedef->get(liquid_kind).liquid_renewable) || 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);
+ new_node_content = m_nodedef->getId(m_nodedef->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;
- if (new_node_level < (LIQUID_LEVEL_MAX+1-range))
- new_node_content = CONTENT_AIR;
+ if (new_node_level >= (LIQUID_LEVEL_MAX + 1 - range))
+ new_node_content = liquid_kind;
+ else
+ new_node_content = floodable_node;
+ } else if (ignored_sources && liquid_level >= 0) {
+ // Maybe there are neighbouring sources that aren't loaded yet
+ // so prevent flowing away.
+ new_node_level = liquid_level;
+ new_node_content = liquid_kind;
} else {
// no surrounding sources, so get the maximum level that can flow into this node
for (u16 i = 0; i < num_flows; i++) {
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)
+ } 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) {
+ 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;
+ u8 viscosity = m_nodedef->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
new_node_level = liquid_level + 1;
if (new_node_level != max_node_level)
must_reflow.push_back(p0);
- } else
+ } else {
new_node_level = max_node_level;
+ }
- if (max_node_level >= (LIQUID_LEVEL_MAX+1-range))
+ if (max_node_level >= (LIQUID_LEVEL_MAX + 1 - range))
new_node_content = liquid_kind;
else
- new_node_content = CONTENT_AIR;
+ new_node_content = floodable_node;
}
/*
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)))
+ if (new_node_content == n0.getContent() &&
+ (m_nodedef->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;
*/
MapNode n00 = n0;
//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) {
+ if (m_nodedef->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 {
}
n0.setContent(new_node_content);
+ // Ignore light (because calling voxalgo::update_lighting_nodes)
+ n0.setLight(LIGHTBANK_DAY, 0, m_nodedef);
+ n0.setLight(LIGHTBANK_NIGHT, 0, m_nodedef);
+
// Find out whether there is a suspect for this action
std::string suspect;
- if(m_gamedef->rollback()) {
+ if (m_gamedef->rollback())
suspect = m_gamedef->rollback()->getSuspect(p0, 83, 1);
- }
- if(m_gamedef->rollback() && !suspect.empty()){
+ if (m_gamedef->rollback() && !suspect.empty()) {
// Blame suspect
RollbackScopeActor rollback_scope(m_gamedef->rollback(), suspect, true);
// Get old node for rollback
v3s16 blockpos = getNodeBlockPos(p0);
MapBlock *block = getBlockNoCreateNoEx(blockpos);
- if(block != NULL) {
+ if (block != NULL) {
modified_blocks[blockpos] = block;
- // If new or old node emits light, MapBlock requires lighting update
- if(nodemgr->get(n0).light_source != 0 ||
- nodemgr->get(n00).light_source != 0)
- lighting_modified_blocks[block->getPos()] = block;
+ changed_nodes.push_back(std::pair<v3s16, MapNode>(p0, n00));
}
/*
enqueue neighbors for update if neccessary
*/
- switch (nodemgr->get(n0.getContent()).liquid_type) {
+ switch (m_nodedef->get(n0.getContent()).liquid_type) {
case LIQUID_SOURCE:
case LIQUID_FLOWING:
// make sure source flows into all neighboring nodes
for (std::deque<v3s16>::iterator iter = must_reflow.begin(); iter != must_reflow.end(); ++iter)
m_transforming_liquid.push_back(*iter);
- updateLighting(lighting_modified_blocks, modified_blocks);
+ voxalgo::update_lighting_nodes(this, m_nodedef, changed_nodes, modified_blocks);
/* ----------------------------------------------------------------------
block = emergeBlock(blockpos, false);
}
if(!block){
- infostream<<"WARNING: Map::getNodeMetadata(): Block not found"
+ warningstream<<"Map::getNodeMetadata(): Block not found"
<<std::endl;
return NULL;
}
block = emergeBlock(blockpos, false);
}
if(!block){
- infostream<<"WARNING: Map::setNodeMetadata(): Block not found"
+ warningstream<<"Map::setNodeMetadata(): Block not found"
<<std::endl;
return false;
}
MapBlock *block = getBlockNoCreateNoEx(blockpos);
if(block == NULL)
{
- infostream<<"WARNING: Map::removeNodeMetadata(): Block not found"
+ warningstream<<"Map::removeNodeMetadata(): Block not found"
<<std::endl;
return;
}
block = emergeBlock(blockpos, false);
}
if(!block){
- infostream<<"WARNING: Map::getNodeTimer(): Block not found"
+ warningstream<<"Map::getNodeTimer(): Block not found"
<<std::endl;
return NodeTimer();
}
NodeTimer t = block->m_node_timers.get(p_rel);
- return t;
+ NodeTimer nt(t.timeout, t.elapsed, p);
+ return nt;
}
-void Map::setNodeTimer(v3s16 p, NodeTimer t)
+void Map::setNodeTimer(const NodeTimer &t)
{
+ v3s16 p = t.position;
v3s16 blockpos = getNodeBlockPos(p);
v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
MapBlock *block = getBlockNoCreateNoEx(blockpos);
block = emergeBlock(blockpos, false);
}
if(!block){
- infostream<<"WARNING: Map::setNodeTimer(): Block not found"
+ warningstream<<"Map::setNodeTimer(): Block not found"
<<std::endl;
return;
}
- block->m_node_timers.set(p_rel, t);
+ NodeTimer nt(t.timeout, t.elapsed, p_rel);
+ block->m_node_timers.set(nt);
}
void Map::removeNodeTimer(v3s16 p)
MapBlock *block = getBlockNoCreateNoEx(blockpos);
if(block == NULL)
{
- infostream<<"WARNING: Map::removeNodeTimer(): Block not found"
+ warningstream<<"Map::removeNodeTimer(): Block not found"
<<std::endl;
return;
}
*/
ServerMap::ServerMap(std::string savedir, IGameDef *gamedef, EmergeManager *emerge):
Map(dout_server, gamedef),
+ settings_mgr(g_settings, savedir + DIR_DELIM + "map_meta.txt"),
m_emerge(emerge),
m_map_metadata_changed(true)
{
- verbosestream<<__FUNCTION_NAME<<std::endl;
+ verbosestream<<FUNCTION_NAME<<std::endl;
+
+ // Tell the EmergeManager about our MapSettingsManager
+ emerge->map_settings_mgr = &settings_mgr;
/*
Try to load map; if not found, create a new one.
}
else
{
- try{
- // Load map metadata (seed, chunksize)
- loadMapMeta();
- }
- catch(SettingNotFoundException &e){
- infostream<<"ServerMap: Some metadata not found."
- <<" Using default settings."<<std::endl;
- }
- catch(FileNotGoodException &e){
- infostream<<"WARNING: Could not load map metadata"
- //<<" Disabling chunk-based generator."
- <<std::endl;
- //m_chunksize = 0;
- }
- infostream<<"ServerMap: Successfully loaded map "
- <<"metadata from "<<savedir
- <<", assuming valid save directory."
- <<" seed="<< m_emerge->params.seed <<"."
- <<std::endl;
+ if (settings_mgr.loadMapMeta()) {
+ infostream << "ServerMap: Metadata loaded from "
+ << savedir << std::endl;
+ } else {
+ infostream << "ServerMap: Metadata could not be loaded "
+ "from " << savedir << ", assuming valid save "
+ "directory." << std::endl;
+ }
m_map_saving_enabled = true;
// Map loaded, not creating new one
}
catch(std::exception &e)
{
- infostream<<"WARNING: ServerMap: Failed to load map from "<<savedir
+ warningstream<<"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;
+ warningstream<<"Map saving will be disabled."<<std::endl;
}
infostream<<"Initializing new map."<<std::endl;
ServerMap::~ServerMap()
{
- verbosestream<<__FUNCTION_NAME<<std::endl;
+ verbosestream<<FUNCTION_NAME<<std::endl;
try
{
#endif
}
+MapgenParams *ServerMap::getMapgenParams()
+{
+ // getMapgenParams() should only ever be called after Server is initialized
+ assert(settings_mgr.mapgen_params != NULL);
+ return settings_mgr.mapgen_params;
+}
+
u64 ServerMap::getSeed()
{
- return m_emerge->params.seed;
+ return getMapgenParams()->seed;
}
s16 ServerMap::getWaterLevel()
{
- return m_emerge->params.water_level;
+ return getMapgenParams()->water_level;
}
-bool ServerMap::initBlockMake(BlockMakeData *data, v3s16 blockpos)
+bool ServerMap::initBlockMake(v3s16 blockpos, BlockMakeData *data)
{
- bool enable_mapgen_debug_info = m_emerge->mapgen_debug_info;
- EMERGE_DBG_OUT("initBlockMake(): " PP(blockpos) " - " PP(blockpos));
+ s16 csize = getMapgenParams()->chunksize;
+ v3s16 bpmin = EmergeManager::getContainingChunk(blockpos, csize);
+ v3s16 bpmax = bpmin + v3s16(1, 1, 1) * (csize - 1);
- s16 chunksize = m_emerge->params.chunksize;
- s16 coffset = -chunksize / 2;
- v3s16 chunk_offset(coffset, coffset, coffset);
- v3s16 blockpos_div = getContainerPos(blockpos - chunk_offset, chunksize);
- v3s16 blockpos_min = blockpos_div * chunksize;
- v3s16 blockpos_max = blockpos_div * chunksize + v3s16(1,1,1)*(chunksize-1);
- blockpos_min += chunk_offset;
- blockpos_max += chunk_offset;
+ bool enable_mapgen_debug_info = m_emerge->enable_mapgen_debug_info;
+ EMERGE_DBG_OUT("initBlockMake(): " PP(bpmin) " - " PP(bpmax));
- v3s16 extra_borders(1,1,1);
+ v3s16 extra_borders(1, 1, 1);
+ v3s16 full_bpmin = bpmin - extra_borders;
+ v3s16 full_bpmax = bpmax + extra_borders;
// Do nothing if not inside limits (+-1 because of neighbors)
- if(blockpos_over_limit(blockpos_min - extra_borders) ||
- blockpos_over_limit(blockpos_max + extra_borders))
+ if (blockpos_over_limit(full_bpmin) ||
+ blockpos_over_limit(full_bpmax))
return false;
- data->seed = m_emerge->params.seed;
- data->blockpos_min = blockpos_min;
- data->blockpos_max = blockpos_max;
+ data->seed = getSeed();
+ data->blockpos_min = bpmin;
+ data->blockpos_max = bpmax;
data->blockpos_requested = blockpos;
- data->nodedef = m_gamedef->ndef();
+ data->nodedef = m_nodedef;
/*
Create the whole area of this and the neighboring blocks
*/
- {
- //TimeTaker timer("initBlockMake() create area");
-
- for(s16 x=blockpos_min.X-extra_borders.X;
- x<=blockpos_max.X+extra_borders.X; x++)
- for(s16 z=blockpos_min.Z-extra_borders.Z;
- z<=blockpos_max.Z+extra_borders.Z; z++)
- {
- v2s16 sectorpos(x, z);
- // Sector metadata is loaded from disk if not already loaded.
- ServerMapSector *sector = createSector(sectorpos);
- FATAL_ERROR_IF(sector == NULL, "createSector() failed");
- (void) sector;
-
- for(s16 y=blockpos_min.Y-extra_borders.Y;
- y<=blockpos_max.Y+extra_borders.Y; y++)
- {
- v3s16 p(x,y,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);
+ for (s16 x = full_bpmin.X; x <= full_bpmax.X; x++)
+ for (s16 z = full_bpmin.Z; z <= full_bpmax.Z; z++) {
+ v2s16 sectorpos(x, z);
+ // Sector metadata is loaded from disk if not already loaded.
+ ServerMapSector *sector = createSector(sectorpos);
+ FATAL_ERROR_IF(sector == NULL, "createSector() failed");
+
+ for (s16 y = full_bpmin.Y; y <= full_bpmax.Y; y++) {
+ v3s16 p(x, y, z);
- /*
- Block gets sunlight if this is true.
+ MapBlock *block = emergeBlock(p, false);
+ if (block == NULL) {
+ block = createBlock(p);
- Refer to the map generator heuristics.
- */
- bool ug = m_emerge->isBlockUnderground(p);
- block->setIsUnderground(ug);
- }
-
- // Lighting will not be valid after make_chunk is called
- block->setLightingExpired(true);
- // Lighting will be calculated
- //block->setLightingExpired(false);
+ // Block gets sunlight if this is true.
+ // Refer to the map generator heuristics.
+ bool ug = m_emerge->isBlockUnderground(p);
+ block->setIsUnderground(ug);
}
}
}
neighboring blocks
*/
- // The area that contains this block and it's neighbors
- v3s16 bigarea_blocks_min = blockpos_min - extra_borders;
- v3s16 bigarea_blocks_max = blockpos_max + extra_borders;
-
data->vmanip = new MMVManip(this);
- //data->vmanip->setMap(this);
+ data->vmanip->initialEmerge(full_bpmin, full_bpmax);
- // Add the area
- {
- //TimeTaker timer("initBlockMake() initialEmerge");
- data->vmanip->initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
- }
-
- // Ensure none of the blocks to be generated were marked as containing CONTENT_IGNORE
-/* for (s16 z = blockpos_min.Z; z <= blockpos_max.Z; z++) {
+ // Note: we may need this again at some point.
+#if 0
+ // Ensure none of the blocks to be generated were marked as
+ // containing CONTENT_IGNORE
+ for (s16 z = blockpos_min.Z; z <= blockpos_max.Z; z++) {
for (s16 y = blockpos_min.Y; y <= blockpos_max.Y; y++) {
for (s16 x = blockpos_min.X; x <= blockpos_max.X; x++) {
core::map<v3s16, u8>::Node *n;
n->setValue(flags);
}
}
- }*/
+ }
+#endif
// Data is ready now.
return true;
}
void ServerMap::finishBlockMake(BlockMakeData *data,
- std::map<v3s16, MapBlock*> &changed_blocks)
+ std::map<v3s16, MapBlock*> *changed_blocks)
{
- v3s16 blockpos_min = data->blockpos_min;
- v3s16 blockpos_max = data->blockpos_max;
- v3s16 blockpos_requested = data->blockpos_requested;
- /*infostream<<"finishBlockMake(): ("<<blockpos_requested.X<<","
- <<blockpos_requested.Y<<","
- <<blockpos_requested.Z<<")"<<std::endl;*/
+ v3s16 bpmin = data->blockpos_min;
+ v3s16 bpmax = data->blockpos_max;
- v3s16 extra_borders(1,1,1);
+ v3s16 extra_borders(1, 1, 1);
+ v3s16 full_bpmin = bpmin - extra_borders;
+ v3s16 full_bpmax = bpmax + extra_borders;
- bool enable_mapgen_debug_info = m_emerge->mapgen_debug_info;
+ bool enable_mapgen_debug_info = m_emerge->enable_mapgen_debug_info;
+ EMERGE_DBG_OUT("finishBlockMake(): " PP(bpmin) " - " PP(bpmax));
- /*infostream<<"Resulting vmanip:"<<std::endl;
- data->vmanip.print(infostream);*/
+ /*
+ 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 = full_bpmin.X; x <= full_bpmax.X; x++)
+ for (s16 z = full_bpmin.Z; z <= full_bpmax.Z; z++)
+ for (s16 y = full_bpmin.Y; y <= full_bpmax.Y; y++) {
+ MapBlock *block = emergeBlock(v3s16(x, y, z), false);
+ if (!block)
+ continue;
- // Make sure affected blocks are loaded
- for(s16 x=blockpos_min.X-extra_borders.X;
- x<=blockpos_max.X+extra_borders.X; x++)
- for(s16 z=blockpos_min.Z-extra_borders.Z;
- z<=blockpos_max.Z+extra_borders.Z; z++)
- for(s16 y=blockpos_min.Y-extra_borders.Y;
- y<=blockpos_max.Y+extra_borders.Y; y++)
- {
- v3s16 p(x, y, z);
- // Load from disk if not already in memory
- emergeBlock(p, false);
+ block->setLightingExpired(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);
- }
+ data->vmanip->blitBackAll(changed_blocks);
- EMERGE_DBG_OUT("finishBlockMake: changed_blocks.size()=" << changed_blocks.size());
+ EMERGE_DBG_OUT("finishBlockMake: changed_blocks.size()="
+ << changed_blocks->size());
/*
Copy transforming liquid information
*/
- while(data->transforming_liquid.size() > 0)
- {
+ while (data->transforming_liquid.size()) {
m_transforming_liquid.push_back(data->transforming_liquid.front());
data->transforming_liquid.pop_front();
}
- /*
- Do stuff in central blocks
- */
-
- /*
- Update lighting
- */
- {
-#if 0
- TimeTaker t("finishBlockMake lighting update");
-
- core::map<v3s16, MapBlock*> lighting_update_blocks;
-
- // Center blocks
- for(s16 x=blockpos_min.X-extra_borders.X;
- x<=blockpos_max.X+extra_borders.X; x++)
- for(s16 z=blockpos_min.Z-extra_borders.Z;
- z<=blockpos_max.Z+extra_borders.Z; z++)
- for(s16 y=blockpos_min.Y-extra_borders.Y;
- y<=blockpos_max.Y+extra_borders.Y; y++)
- {
- v3s16 p(x, y, z);
- MapBlock *block = getBlockNoCreateNoEx(p);
- assert(block);
- lighting_update_blocks.insert(block->getPos(), block);
- }
-
- updateLighting(lighting_update_blocks, changed_blocks);
-#endif
-
- /*
- 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=blockpos_min.X-extra_borders.X;
- x<=blockpos_max.X+extra_borders.X; x++)
- for(s16 z=blockpos_min.Z-extra_borders.Z;
- z<=blockpos_max.Z+extra_borders.Z; z++)
- for(s16 y=blockpos_min.Y-extra_borders.Y;
- y<=blockpos_max.Y+extra_borders.Y; y++)
- {
- v3s16 p(x, y, z);
- MapBlock * block = getBlockNoCreateNoEx(p);
- if (block != NULL)
- block->setLightingExpired(false);
- }
-
-#if 0
- if(enable_mapgen_debug_info == false)
- t.stop(true); // Hide output
-#endif
- }
-
- /*
- Go through changed blocks
- */
- for(std::map<v3s16, MapBlock*>::iterator i = changed_blocks.begin();
- i != changed_blocks.end(); ++i)
- {
- MapBlock *block = i->second;
+ for (std::map<v3s16, MapBlock *>::iterator
+ it = changed_blocks->begin();
+ it != changed_blocks->end(); ++it) {
+ MapBlock *block = it->second;
if (!block)
continue;
/*
/*
Set central blocks as generated
*/
- for(s16 x=blockpos_min.X; x<=blockpos_max.X; x++)
- for(s16 z=blockpos_min.Z; z<=blockpos_max.Z; z++)
- for(s16 y=blockpos_min.Y; y<=blockpos_max.Y; y++)
- {
- v3s16 p(x, y, z);
- MapBlock *block = getBlockNoCreateNoEx(p);
+ for (s16 x = bpmin.X; x <= bpmax.X; x++)
+ for (s16 z = bpmin.Z; z <= bpmax.Z; z++)
+ for (s16 y = bpmin.Y; y <= bpmax.Y; y++) {
+ MapBlock *block = getBlockNoCreateNoEx(v3s16(x, y, z));
if (!block)
continue;
+
block->setGenerated(true);
}
NOTE: Will be saved later.
*/
//save(MOD_STATE_WRITE_AT_UNLOAD);
-
- /*infostream<<"finishBlockMake() done for ("<<blockpos_requested.X
- <<","<<blockpos_requested.Y<<","
- <<blockpos_requested.Z<<")"<<std::endl;*/
-
-
-#if 0
- if(enable_mapgen_debug_info)
- {
- /*
- Analyze resulting blocks
- */
- /*for(s16 x=blockpos_min.X-1; x<=blockpos_max.X+1; x++)
- for(s16 z=blockpos_min.Z-1; z<=blockpos_max.Z+1; z++)
- for(s16 y=blockpos_min.Y-1; y<=blockpos_max.Y+1; y++)*/
- for(s16 x=blockpos_min.X-0; x<=blockpos_max.X+0; x++)
- for(s16 z=blockpos_min.Z-0; z<=blockpos_max.Z+0; z++)
- for(s16 y=blockpos_min.Y-0; y<=blockpos_max.Y+0; y++)
- {
- v3s16 p = v3s16(x,y,z);
- MapBlock *block = getBlockNoCreateNoEx(p);
- char spos[20];
- snprintf(spos, 20, "(%2d,%2d,%2d)", x, y, z);
- infostream<<"Generated "<<spos<<": "
- <<analyze_block(block)<<std::endl;
- }
- }
-#endif
-
- getBlockNoCreateNoEx(blockpos_requested);
}
-ServerMapSector * ServerMap::createSector(v2s16 p2d)
+ServerMapSector *ServerMap::createSector(v2s16 p2d)
{
DSTACKF("%s: p2d=(%d,%d)",
- __FUNCTION_NAME,
+ FUNCTION_NAME,
p2d.X, p2d.Y);
/*
return sector;
}
#endif
+
/*
- Do not create over-limit
+ Do not create over-limit.
+ We are checking for any nodes of the mapblocks of the sector being beyond the limit.
+ A sector is a vertical column of mapblocks, so sectorpos is like a 2D blockpos.
+
+ At the negative limit we are checking for
+ block minimum nodepos < -mapgenlimit.
+ At the positive limit we are checking for
+ block maximum nodepos > mapgenlimit.
+
+ Block minimum nodepos = blockpos * mapblocksize.
+ Block maximum nodepos = (blockpos + 1) * mapblocksize - 1.
*/
- const static u16 map_gen_limit = MYMIN(MAX_MAP_GENERATION_LIMIT,
+ const u16 map_gen_limit = MYMIN(MAX_MAP_GENERATION_LIMIT,
g_settings->getU16("map_generation_limit"));
- if(p2d.X < -map_gen_limit / MAP_BLOCKSIZE
- || p2d.X > map_gen_limit / MAP_BLOCKSIZE
- || p2d.Y < -map_gen_limit / MAP_BLOCKSIZE
- || p2d.Y > map_gen_limit / MAP_BLOCKSIZE)
+ if (p2d.X * MAP_BLOCKSIZE < -map_gen_limit
+ || (p2d.X + 1) * MAP_BLOCKSIZE - 1 > map_gen_limit
+ || p2d.Y * MAP_BLOCKSIZE < -map_gen_limit
+ || (p2d.Y + 1) * MAP_BLOCKSIZE - 1 > map_gen_limit)
throw InvalidPositionException("createSector(): pos. over limit");
/*
std::map<v3s16, MapBlock*> &modified_blocks
)
{
- DSTACKF("%s: p=(%d,%d,%d)", __FUNCTION_NAME, p.X, p.Y, p.Z);
+ DSTACKF("%s: p=(%d,%d,%d)", FUNCTION_NAME, p.X, p.Y, p.Z);
/*infostream<<"generateBlock(): "
<<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
*/
if(blockpos_over_limit(p))
{
- infostream<<__FUNCTION_NAME<<": Block position over limit"<<std::endl;
+ infostream<<FUNCTION_NAME<<": Block position over limit"<<std::endl;
throw InvalidPositionException("generateBlock(): pos. over limit");
}
MapBlock * ServerMap::createBlock(v3s16 p)
{
DSTACKF("%s: p=(%d,%d,%d)",
- __FUNCTION_NAME, p.X, p.Y, p.Z);
+ FUNCTION_NAME, p.X, p.Y, p.Z);
/*
Do not create over-limit
MapBlock * ServerMap::emergeBlock(v3s16 p, bool create_blank)
{
DSTACKF("%s: p=(%d,%d,%d), create_blank=%d",
- __FUNCTION_NAME,
+ FUNCTION_NAME,
p.X, p.Y, p.Z, create_blank);
{
{
if(fs::CreateAllDirs(path) == false)
{
- m_dout<<DTIME<<"ServerMap: Failed to create directory "
+ m_dout<<"ServerMap: Failed to create directory "
<<"\""<<path<<"\""<<std::endl;
throw BaseException("ServerMap failed to create directory");
}
void ServerMap::save(ModifiedState save_level)
{
- DSTACK(__FUNCTION_NAME);
+ DSTACK(FUNCTION_NAME);
if(m_map_saving_enabled == false) {
- infostream<<"WARNING: Not saving map, saving disabled."<<std::endl;
+ warningstream<<"Not saving map, saving disabled."<<std::endl;
return;
}
infostream<<"ServerMap: Saving whole map, this can take time."
<<std::endl;
- if(m_map_metadata_changed || save_level == MOD_STATE_CLEAN) {
- saveMapMeta();
+ if (m_map_metadata_changed || save_level == MOD_STATE_CLEAN) {
+ if (settings_mgr.saveMapMeta())
+ m_map_metadata_changed = false;
}
// Profile modified reasons
}
}
-void ServerMap::saveMapMeta()
-{
- DSTACK(__FUNCTION_NAME);
-
- createDirs(m_savedir);
-
- std::string fullpath = m_savedir + DIR_DELIM + "map_meta.txt";
- std::ostringstream oss(std::ios_base::binary);
- Settings conf;
-
- m_emerge->params.save(conf);
- conf.writeLines(oss);
-
- oss << "[end_of_params]\n";
-
- if(!fs::safeWriteToFile(fullpath, oss.str())) {
- errorstream << "ServerMap::saveMapMeta(): "
- << "could not write " << fullpath << std::endl;
- throw FileNotGoodException("Cannot save chunk metadata");
- }
-
- m_map_metadata_changed = false;
-}
-
-void ServerMap::loadMapMeta()
-{
- DSTACK(__FUNCTION_NAME);
-
- Settings conf;
- std::string fullpath = m_savedir + DIR_DELIM + "map_meta.txt";
-
- std::ifstream is(fullpath.c_str(), std::ios_base::binary);
- if (!is.good()) {
- errorstream << "ServerMap::loadMapMeta(): "
- "could not open " << fullpath << std::endl;
- throw FileNotGoodException("Cannot open map metadata");
- }
-
- if (!conf.parseConfigLines(is, "[end_of_params]")) {
- throw SerializationError("ServerMap::loadMapMeta(): "
- "[end_of_params] not found!");
- }
-
- m_emerge->params.load(conf);
-
- verbosestream << "ServerMap::loadMapMeta(): seed="
- << m_emerge->params.seed << std::endl;
-}
-
void ServerMap::saveSectorMeta(ServerMapSector *sector)
{
- DSTACK(__FUNCTION_NAME);
+ DSTACK(FUNCTION_NAME);
// Format used for writing
u8 version = SER_FMT_VER_HIGHEST_WRITE;
// Get destination
MapSector* ServerMap::loadSectorMeta(std::string sectordir, bool save_after_load)
{
- DSTACK(__FUNCTION_NAME);
+ DSTACK(FUNCTION_NAME);
// Get destination
v2s16 p2d = getSectorPos(sectordir);
bool ServerMap::loadSectorMeta(v2s16 p2d)
{
- DSTACK(__FUNCTION_NAME);
+ DSTACK(FUNCTION_NAME);
// The directory layout we're going to load from.
// 1 - original sectors/xxxxzzzz/
#if 0
bool ServerMap::loadSectorFull(v2s16 p2d)
{
- DSTACK(__FUNCTION_NAME);
+ DSTACK(FUNCTION_NAME);
MapSector *sector = NULL;
}
#endif
-Database *ServerMap::createDatabase(const std::string &name, const std::string &savedir, Settings &conf)
+Database *ServerMap::createDatabase(
+ const std::string &name,
+ const std::string &savedir,
+ Settings &conf)
{
if (name == "sqlite3")
return new Database_SQLite3(savedir);
else if (name == "redis")
return new Database_Redis(conf);
#endif
+ #if USE_POSTGRESQL
+ else if (name == "postgresql")
+ return new Database_PostgreSQL(conf);
+ #endif
else
throw BaseException(std::string("Database backend ") + name + " not supported.");
}
// Dummy blocks are not written
if (block->isDummy()) {
- errorstream << "WARNING: saveBlock: Not writing dummy block "
+ warningstream << "saveBlock: Not writing dummy block "
<< PP(p3d) << std::endl;
return true;
}
void ServerMap::loadBlock(std::string sectordir, std::string blockfile,
MapSector *sector, bool save_after_load)
{
- DSTACK(__FUNCTION_NAME);
+ DSTACK(FUNCTION_NAME);
std::string fullpath = sectordir + DIR_DELIM + blockfile;
try {
block->deSerialize(is, version, true);
// If it's a new block, insert it to the map
- if(created_new)
+ if (created_new) {
sector->insertBlock(block);
+ ReflowScan scanner(this, m_emerge->ndef);
+ scanner.scan(block, &m_transforming_liquid);
+ }
/*
Save blocks loaded in old format in new format
}
catch(SerializationError &e)
{
- infostream<<"WARNING: Invalid block data on disk "
+ warningstream<<"Invalid block data on disk "
<<"fullpath="<<fullpath
<<" (SerializationError). "
<<"what()="<<e.what()
void ServerMap::loadBlock(std::string *blob, v3s16 p3d, MapSector *sector, bool save_after_load)
{
- DSTACK(__FUNCTION_NAME);
+ DSTACK(FUNCTION_NAME);
try {
std::istringstream is(*blob, std::ios_base::binary);
block->deSerialize(is, version, true);
// If it's a new block, insert it to the map
- if(created_new)
+ if (created_new) {
sector->insertBlock(block);
+ ReflowScan scanner(this, m_emerge->ndef);
+ scanner.scan(block, &m_transforming_liquid);
+ }
/*
Save blocks loaded in old format in new format
MapBlock* ServerMap::loadBlock(v3s16 blockpos)
{
- DSTACK(__FUNCTION_NAME);
+ DSTACK(FUNCTION_NAME);
v2s16 p2d(blockpos.X, blockpos.Z);
std::string ret;
-
- ret = dbase->loadBlock(blockpos);
+ dbase->loadBlock(blockpos, &ret);
if (ret != "") {
loadBlock(&ret, blockpos, createSector(p2d), false);
return getBlockNoCreateNoEx(blockpos);
/*
Make sure sector is loaded
*/
+
MapSector *sector = getSectorNoGenerateNoEx(p2d);
if(sector == NULL)
{