]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/voxelalgorithms.cpp
Fix mods not being recursively enabled
[dragonfireclient.git] / src / voxelalgorithms.cpp
index 1af934f80ddb8146bd4aeb1db34fc7ba7e5b1e55..ffb70aa719762b92fd4d7b5a5a57d4a3554344fd 100644 (file)
@@ -1,6 +1,6 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU Lesser General Public License as published by
@@ -19,138 +19,1313 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "voxelalgorithms.h"
 #include "nodedef.h"
+#include "mapblock.h"
+#include "map.h"
 
 namespace voxalgo
 {
 
-void setLight(VoxelManipulator &v, VoxelArea a, u8 light,
-               INodeDefManager *ndef)
-{
-       for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
-       for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
-       for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
+/*!
+ * A direction.
+ * 0=X+
+ * 1=Y+
+ * 2=Z+
+ * 3=Z-
+ * 4=Y-
+ * 5=X-
+ * 6=no direction
+ * Two directions are opposite only if their sum is 5.
+ */
+typedef u8 direction;
+/*!
+ * Relative node position.
+ * This represents a node's position in its map block.
+ * All coordinates must be between 0 and 15.
+ */
+typedef v3s16 relative_v3;
+/*!
+ * Position of a map block (block coordinates).
+ * One block_pos unit is as long as 16 node position units.
+ */
+typedef v3s16 mapblock_v3;
+
+//! Contains information about a node whose light is about to change.
+struct ChangingLight {
+       //! Relative position of the node in its map block.
+       relative_v3 rel_position;
+       //! Position of the node's block.
+       mapblock_v3 block_position;
+       //! Pointer to the node's block.
+       MapBlock *block = NULL;
+       /*!
+        * Direction from the node that caused this node's changing
+        * to this node.
+        */
+       direction source_direction = 6;
+
+       ChangingLight() = default;
+
+       ChangingLight(relative_v3 rel_pos, mapblock_v3 block_pos,
+               MapBlock *b, direction source_dir) :
+               rel_position(rel_pos),
+               block_position(block_pos),
+               block(b),
+               source_direction(source_dir)
+       {}
+};
+
+/*!
+ * A fast, priority queue-like container to contain ChangingLights.
+ * The ChangingLights are ordered by the given light levels.
+ * The brightest ChangingLight is returned first.
+ */
+struct LightQueue {
+       //! For each light level there is a vector.
+       std::vector<ChangingLight> lights[LIGHT_SUN + 1];
+       //! Light of the brightest ChangingLight in the queue.
+       u8 max_light;
+
+       /*!
+        * Creates a LightQueue.
+        * \param reserve for each light level that many slots are reserved.
+        */
+       LightQueue(size_t reserve)
        {
-               v3s16 p(x,y,z);
-               MapNode &n = v.getNodeRefUnsafe(p);
-               n.setLight(LIGHTBANK_DAY, light, ndef);
-               n.setLight(LIGHTBANK_NIGHT, light, ndef);
+               max_light = LIGHT_SUN;
+               for (u8 i = 0; i <= LIGHT_SUN; i++) {
+                       lights[i].reserve(reserve);
+               }
+       }
+
+       /*!
+        * Returns the next brightest ChangingLight and
+        * removes it from the queue.
+        * If there were no elements in the queue, the given parameters
+        * remain unmodified.
+        * \param light light level of the popped ChangingLight
+        * \param data the ChangingLight that was popped
+        * \returns true if there was a ChangingLight in the queue.
+        */
+       bool next(u8 &light, ChangingLight &data)
+       {
+               while (lights[max_light].empty()) {
+                       if (max_light == 0) {
+                               return false;
+                       }
+                       max_light--;
+               }
+               light = max_light;
+               data = lights[max_light].back();
+               lights[max_light].pop_back();
+               return true;
+       }
+
+       /*!
+        * Adds an element to the queue.
+        * The parameters are the same as in ChangingLight's constructor.
+        * \param light light level of the ChangingLight
+        */
+       inline void push(u8 light, relative_v3 rel_pos,
+               mapblock_v3 block_pos, MapBlock *block,
+               direction source_dir)
+       {
+               assert(light <= LIGHT_SUN);
+               lights[light].emplace_back(rel_pos, block_pos, block, source_dir);
+       }
+};
+
+/*!
+ * This type of light queue is for unlighting.
+ * A node can be pushed in it only if its raw light is zero.
+ * This prevents pushing nodes twice into this queue.
+ * The light of the pushed ChangingLight must be the
+ * light of the node before unlighting it.
+ */
+typedef LightQueue UnlightQueue;
+/*!
+ * This type of light queue is for spreading lights.
+ * While spreading lights, all the nodes in it must
+ * have the same light as the light level the ChangingLights
+ * were pushed into this queue with. This prevents unnecessary
+ * re-pushing of the nodes into the queue.
+ * If a node doesn't let light trough but emits light, it can be added
+ * too.
+ */
+typedef LightQueue ReLightQueue;
+
+/*!
+ * neighbor_dirs[i] points towards
+ * the direction i.
+ * See the definition of the type "direction"
+ */
+const static v3s16 neighbor_dirs[6] = {
+       v3s16(1, 0, 0), // right
+       v3s16(0, 1, 0), // top
+       v3s16(0, 0, 1), // back
+       v3s16(0, 0, -1), // front
+       v3s16(0, -1, 0), // bottom
+       v3s16(-1, 0, 0), // left
+};
+
+/*!
+ * Transforms the given map block offset by one node towards
+ * the specified direction.
+ * \param dir the direction of the transformation
+ * \param rel_pos the node's relative position in its map block
+ * \param block_pos position of the node's block
+ */
+bool step_rel_block_pos(direction dir, relative_v3 &rel_pos,
+       mapblock_v3 &block_pos)
+{
+       switch (dir) {
+       case 0:
+               if (rel_pos.X < MAP_BLOCKSIZE - 1) {
+                       rel_pos.X++;
+               } else {
+                       rel_pos.X = 0;
+                       block_pos.X++;
+                       return true;
+               }
+               break;
+       case 1:
+               if (rel_pos.Y < MAP_BLOCKSIZE - 1) {
+                       rel_pos.Y++;
+               } else {
+                       rel_pos.Y = 0;
+                       block_pos.Y++;
+                       return true;
+               }
+               break;
+       case 2:
+               if (rel_pos.Z < MAP_BLOCKSIZE - 1) {
+                       rel_pos.Z++;
+               } else {
+                       rel_pos.Z = 0;
+                       block_pos.Z++;
+                       return true;
+               }
+               break;
+       case 3:
+               if (rel_pos.Z > 0) {
+                       rel_pos.Z--;
+               } else {
+                       rel_pos.Z = MAP_BLOCKSIZE - 1;
+                       block_pos.Z--;
+                       return true;
+               }
+               break;
+       case 4:
+               if (rel_pos.Y > 0) {
+                       rel_pos.Y--;
+               } else {
+                       rel_pos.Y = MAP_BLOCKSIZE - 1;
+                       block_pos.Y--;
+                       return true;
+               }
+               break;
+       case 5:
+               if (rel_pos.X > 0) {
+                       rel_pos.X--;
+               } else {
+                       rel_pos.X = MAP_BLOCKSIZE - 1;
+                       block_pos.X--;
+                       return true;
+               }
+               break;
        }
+       return false;
 }
 
-void clearLightAndCollectSources(VoxelManipulator &v, VoxelArea a,
-               enum LightBank bank, INodeDefManager *ndef,
-               core::map<v3s16, bool> & light_sources,
-               core::map<v3s16, u8> & unlight_from)
+/*
+ * Removes all light that is potentially emitted by the specified
+ * light sources. These nodes will have zero light.
+ * Returns all nodes whose light became zero but should be re-lighted.
+ *
+ * \param bank the light bank in which the procedure operates
+ * \param from_nodes nodes whose light is removed
+ * \param light_sources nodes that should be re-lighted
+ * \param modified_blocks output, all modified map blocks are added to this
+ */
+void unspread_light(Map *map, const NodeDefManager *nodemgr, LightBank bank,
+       UnlightQueue &from_nodes, ReLightQueue &light_sources,
+       std::map<v3s16, MapBlock*> &modified_blocks)
 {
-       // The full area we shall touch
-       VoxelArea required_a = a;
-       required_a.pad(v3s16(0,0,0));
-       // Make sure we have access to it
-       v.emerge(a);
+       // Stores data popped from from_nodes
+       u8 current_light;
+       ChangingLight current;
+       // Data of the current neighbor
+       mapblock_v3 neighbor_block_pos;
+       relative_v3 neighbor_rel_pos;
+       // A dummy boolean
+       bool is_valid_position;
+       // Direction of the brightest neighbor of the node
+       direction source_dir;
+       while (from_nodes.next(current_light, current)) {
+               // For all nodes that need unlighting
 
-       for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
-       for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
-       for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
-       {
-               v3s16 p(x,y,z);
-               MapNode &n = v.getNodeRefUnsafe(p);
-               u8 oldlight = n.getLight(bank, ndef);
-               n.setLight(bank, 0, ndef);
-
-               // If node sources light, add to list
-               u8 source = ndef->get(n).light_source;
-               if(source != 0)
-                       light_sources[p] = true;
-
-               // Collect borders for unlighting
-               if((x==a.MinEdge.X || x == a.MaxEdge.X
-               || y==a.MinEdge.Y || y == a.MaxEdge.Y
-               || z==a.MinEdge.Z || z == a.MaxEdge.Z)
-               && oldlight != 0)
-               {
-                       unlight_from.insert(p, oldlight);
-               }
-       }
-}
-
-SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
-               bool inexistent_top_provides_sunlight,
-               core::map<v3s16, bool> & light_sources,
-               INodeDefManager *ndef)
-{
-       // Return values
-       bool bottom_sunlight_valid = true;
-
-       // The full area we shall touch extends one extra at top and bottom
-       VoxelArea required_a = a;
-       required_a.pad(v3s16(0,1,0));
-       // Make sure we have access to it
-       v.emerge(a);
-       
-       s16 max_y = a.MaxEdge.Y;
-       s16 min_y = a.MinEdge.Y;
-       
-       for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
-       for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
-       {
-               v3s16 p_overtop(x, max_y+1, z);
-               bool overtop_has_sunlight = false;
-               // If overtop node does not exist, trust heuristics
-               if(!v.exists(p_overtop))
-                       overtop_has_sunlight = inexistent_top_provides_sunlight;
-               else if(v.getNodeRefUnsafe(p_overtop).getContent() == CONTENT_IGNORE)
-                       overtop_has_sunlight = inexistent_top_provides_sunlight;
-               // Otherwise refer to it's light value
-               else
-                       overtop_has_sunlight = (v.getNodeRefUnsafe(p_overtop).getLight(
-                                       LIGHTBANK_DAY, ndef) == LIGHT_SUN);
-
-               // Copy overtop's sunlight all over the place
-               u8 incoming_light = overtop_has_sunlight ? LIGHT_SUN : 0;
-               for(s32 y=max_y; y>=min_y; y--)
-               {
-                       v3s16 p(x,y,z);
-                       MapNode &n = v.getNodeRefUnsafe(p);
-                       if(incoming_light == 0){
-                               // Do nothing
-                       } else if(incoming_light == LIGHT_SUN &&
-                                       ndef->get(n).sunlight_propagates){
-                               // Do nothing
-                       } else if(ndef->get(n).sunlight_propagates == false){
-                               incoming_light = 0;
+               // There is no brightest neighbor
+               source_dir = 6;
+               // The current node
+               const MapNode &node = current.block->getNodeNoCheck(
+                       current.rel_position, &is_valid_position);
+               const ContentFeatures &f = nodemgr->get(node);
+               // If the node emits light, it behaves like it had a
+               // brighter neighbor.
+               u8 brightest_neighbor_light = f.light_source + 1;
+               for (direction i = 0; i < 6; i++) {
+                       //For each neighbor
+
+                       // The node that changed this node has already zero light
+                       // and it can't give light to this node
+                       if (current.source_direction + i == 5) {
+                               continue;
+                       }
+                       // Get the neighbor's position and block
+                       neighbor_rel_pos = current.rel_position;
+                       neighbor_block_pos = current.block_position;
+                       MapBlock *neighbor_block;
+                       if (step_rel_block_pos(i, neighbor_rel_pos, neighbor_block_pos)) {
+                               neighbor_block = map->getBlockNoCreateNoEx(neighbor_block_pos);
+                               if (neighbor_block == NULL) {
+                                       current.block->setLightingComplete(bank, i, false);
+                                       continue;
+                               }
                        } else {
-                               incoming_light = diminish_light(incoming_light);
-                       }
-                       u8 old_light = n.getLight(LIGHTBANK_DAY, ndef);
-
-                       if(incoming_light > old_light)
-                               n.setLight(LIGHTBANK_DAY, incoming_light, ndef);
-                       
-                       if(diminish_light(incoming_light) != 0)
-                               light_sources.insert(p, true);
-               }
-               
-               // Check validity of sunlight at top of block below if it
-               // hasn't already been proven invalid
-               if(bottom_sunlight_valid)
-               {
-                       bool sunlight_should_continue_down = (incoming_light == LIGHT_SUN);
-                       v3s16 p_overbottom(x, min_y-1, z);
-                       if(!v.exists(p_overbottom) ||
-                                       v.getNodeRefUnsafe(p_overbottom
-                                                       ).getContent() == CONTENT_IGNORE){
-                               // Is not known, cannot compare
+                               neighbor_block = current.block;
+                       }
+                       // Get the neighbor itself
+                       MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos,
+                               &is_valid_position);
+                       const ContentFeatures &neighbor_f = nodemgr->get(
+                               neighbor.getContent());
+                       u8 neighbor_light = neighbor.getLightRaw(bank, neighbor_f);
+                       // If the neighbor has at least as much light as this node, then
+                       // it won't lose its light, since it should have been added to
+                       // from_nodes earlier, so its light would be zero.
+                       if (neighbor_f.light_propagates && neighbor_light < current_light) {
+                               // Unlight, but only if the node has light.
+                               if (neighbor_light > 0) {
+                                       neighbor.setLight(bank, 0, neighbor_f);
+                                       neighbor_block->setNodeNoCheck(neighbor_rel_pos, neighbor);
+                                       from_nodes.push(neighbor_light, neighbor_rel_pos,
+                                               neighbor_block_pos, neighbor_block, i);
+                                       // The current node was modified earlier, so its block
+                                       // is in modified_blocks.
+                                       if (current.block != neighbor_block) {
+                                               modified_blocks[neighbor_block_pos] = neighbor_block;
+                                       }
+                               }
                        } else {
-                               bool overbottom_has_sunlight = (v.getNodeRefUnsafe(p_overbottom
-                                               ).getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN);
-                               if(sunlight_should_continue_down != overbottom_has_sunlight){
-                                       bottom_sunlight_valid = false;
+                               // The neighbor can light up this node.
+                               if (neighbor_light < neighbor_f.light_source) {
+                                       neighbor_light = neighbor_f.light_source;
+                               }
+                               if (brightest_neighbor_light < neighbor_light) {
+                                       brightest_neighbor_light = neighbor_light;
+                                       source_dir = i;
                                }
                        }
                }
+               // If the brightest neighbor is able to light up this node,
+               // then add this node to the output nodes.
+               if (brightest_neighbor_light > 1 && f.light_propagates) {
+                       brightest_neighbor_light--;
+                       light_sources.push(brightest_neighbor_light, current.rel_position,
+                               current.block_position, current.block,
+                               (source_dir == 6) ? 6 : 5 - source_dir
+                               /* with opposite direction*/);
+               }
        }
+}
+
+/*
+ * Spreads light from the specified starting nodes.
+ *
+ * Before calling this procedure, make sure that all ChangingLights
+ * in light_sources have as much light on the map as they have in
+ * light_sources (if the queue contains a node multiple times, the brightest
+ * occurrence counts).
+ *
+ * \param bank the light bank in which the procedure operates
+ * \param light_sources starting nodes
+ * \param modified_blocks output, all modified map blocks are added to this
+ */
+void spread_light(Map *map, const NodeDefManager *nodemgr, LightBank bank,
+       LightQueue &light_sources,
+       std::map<v3s16, MapBlock*> &modified_blocks)
+{
+       // The light the current node can provide to its neighbors.
+       u8 spreading_light;
+       // The ChangingLight for the current node.
+       ChangingLight current;
+       // Position of the current neighbor.
+       mapblock_v3 neighbor_block_pos;
+       relative_v3 neighbor_rel_pos;
+       // A dummy boolean.
+       bool is_valid_position;
+       while (light_sources.next(spreading_light, current)) {
+               spreading_light--;
+               for (direction i = 0; i < 6; i++) {
+                       // This node can't light up its light source
+                       if (current.source_direction + i == 5) {
+                               continue;
+                       }
+                       // Get the neighbor's position and block
+                       neighbor_rel_pos = current.rel_position;
+                       neighbor_block_pos = current.block_position;
+                       MapBlock *neighbor_block;
+                       if (step_rel_block_pos(i, neighbor_rel_pos, neighbor_block_pos)) {
+                               neighbor_block = map->getBlockNoCreateNoEx(neighbor_block_pos);
+                               if (neighbor_block == NULL) {
+                                       current.block->setLightingComplete(bank, i, false);
+                                       continue;
+                               }
+                       } else {
+                               neighbor_block = current.block;
+                       }
+                       // Get the neighbor itself
+                       MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos,
+                               &is_valid_position);
+                       const ContentFeatures &f = nodemgr->get(neighbor.getContent());
+                       if (f.light_propagates) {
+                               // Light up the neighbor, if it has less light than it should.
+                               u8 neighbor_light = neighbor.getLightRaw(bank, f);
+                               if (neighbor_light < spreading_light) {
+                                       neighbor.setLight(bank, spreading_light, f);
+                                       neighbor_block->setNodeNoCheck(neighbor_rel_pos, neighbor);
+                                       light_sources.push(spreading_light, neighbor_rel_pos,
+                                               neighbor_block_pos, neighbor_block, i);
+                                       // The current node was modified earlier, so its block
+                                       // is in modified_blocks.
+                                       if (current.block != neighbor_block) {
+                                               modified_blocks[neighbor_block_pos] = neighbor_block;
+                                       }
+                               }
+                       }
+               }
+       }
+}
+
+struct SunlightPropagationUnit{
+       v2s16 relative_pos;
+       bool is_sunlit;
+
+       SunlightPropagationUnit(v2s16 relpos, bool sunlit):
+               relative_pos(relpos),
+               is_sunlit(sunlit)
+       {}
+};
+
+struct SunlightPropagationData{
+       std::vector<SunlightPropagationUnit> data;
+       v3s16 target_block;
+};
+
+/*!
+ * Returns true if the node gets sunlight from the
+ * node above it.
+ *
+ * \param pos position of the node.
+ */
+bool is_sunlight_above(Map *map, v3s16 pos, const NodeDefManager *ndef)
+{
+       bool sunlight = true;
+       mapblock_v3 source_block_pos;
+       relative_v3 source_rel_pos;
+       getNodeBlockPosWithOffset(pos + v3s16(0, 1, 0), source_block_pos,
+               source_rel_pos);
+       // If the node above has sunlight, this node also can get it.
+       MapBlock *source_block = map->getBlockNoCreateNoEx(source_block_pos);
+       if (source_block == NULL) {
+               // But if there is no node above, then use heuristics
+               MapBlock *node_block = map->getBlockNoCreateNoEx(getNodeBlockPos(pos));
+               if (node_block == NULL) {
+                       sunlight = false;
+               } else {
+                       sunlight = !node_block->getIsUnderground();
+               }
+       } else {
+               bool is_valid_position;
+               MapNode above = source_block->getNodeNoCheck(source_rel_pos,
+                       &is_valid_position);
+               if (is_valid_position) {
+                       if (above.getContent() == CONTENT_IGNORE) {
+                               // Trust heuristics
+                               if (source_block->getIsUnderground()) {
+                                       sunlight = false;
+                               }
+                       } else if (above.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN) {
+                               // If the node above doesn't have sunlight, this
+                               // node is in shadow.
+                               sunlight = false;
+                       }
+               }
+       }
+       return sunlight;
+}
+
+static const LightBank banks[] = { LIGHTBANK_DAY, LIGHTBANK_NIGHT };
+
+void update_lighting_nodes(Map *map,
+       const std::vector<std::pair<v3s16, MapNode>> &oldnodes,
+       std::map<v3s16, MapBlock*> &modified_blocks)
+{
+       const NodeDefManager *ndef = map->getNodeDefManager();
+       // For node getter functions
+       bool is_valid_position;
+
+       // Process each light bank separately
+       for (LightBank bank : banks) {
+               UnlightQueue disappearing_lights(256);
+               ReLightQueue light_sources(256);
+               // Nodes that are brighter than the brightest modified node was
+               // won't change, since they didn't get their light from a
+               // modified node.
+               u8 min_safe_light = 0;
+               for (auto it = oldnodes.cbegin(); it < oldnodes.cend(); ++it) {
+                       u8 old_light = it->second.getLight(bank, ndef);
+                       if (old_light > min_safe_light) {
+                               min_safe_light = old_light;
+                       }
+               }
+               // If only one node changed, even nodes with the same brightness
+               // didn't get their light from the changed node.
+               if (oldnodes.size() > 1) {
+                       min_safe_light++;
+               }
+               // For each changed node process sunlight and initialize
+               for (auto it = oldnodes.cbegin(); it < oldnodes.cend(); ++it) {
+                       // Get position and block of the changed node
+                       v3s16 p = it->first;
+                       relative_v3 rel_pos;
+                       mapblock_v3 block_pos;
+                       getNodeBlockPosWithOffset(p, block_pos, rel_pos);
+                       MapBlock *block = map->getBlockNoCreateNoEx(block_pos);
+                       if (block == NULL || block->isDummy()) {
+                               continue;
+                       }
+                       // Get the new node
+                       MapNode n = block->getNodeNoCheck(rel_pos, &is_valid_position);
+                       if (!is_valid_position) {
+                               break;
+                       }
+
+                       // Light of the old node
+                       u8 old_light = it->second.getLight(bank, ndef);
+
+                       // Add the block of the added node to modified_blocks
+                       modified_blocks[block_pos] = block;
+
+                       // Get new light level of the node
+                       u8 new_light = 0;
+                       if (ndef->get(n).light_propagates) {
+                               if (bank == LIGHTBANK_DAY && ndef->get(n).sunlight_propagates
+                                       && is_sunlight_above(map, p, ndef)) {
+                                       new_light = LIGHT_SUN;
+                               } else {
+                                       new_light = ndef->get(n).light_source;
+                                       for (const v3s16 &neighbor_dir : neighbor_dirs) {
+                                               v3s16 p2 = p + neighbor_dir;
+                                               bool is_valid;
+                                               MapNode n2 = map->getNode(p2, &is_valid);
+                                               if (is_valid) {
+                                                       u8 spread = n2.getLight(bank, ndef);
+                                                       // If it is sure that the neighbor won't be
+                                                       // unlighted, its light can spread to this node.
+                                                       if (spread > new_light && spread >= min_safe_light) {
+                                                               new_light = spread - 1;
+                                                       }
+                                               }
+                                       }
+                               }
+                       } else {
+                               // If this is an opaque node, it still can emit light.
+                               new_light = ndef->get(n).light_source;
+                       }
+
+                       if (new_light > 0) {
+                               light_sources.push(new_light, rel_pos, block_pos, block, 6);
+                       }
+
+                       if (new_light < old_light) {
+                               // The node became opaque or doesn't provide as much
+                               // light as the previous one, so it must be unlighted.
+
+                               // Add to unlight queue
+                               n.setLight(bank, 0, ndef);
+                               block->setNodeNoCheck(rel_pos, n);
+                               disappearing_lights.push(old_light, rel_pos, block_pos, block,
+                                       6);
+
+                               // Remove sunlight, if there was any
+                               if (bank == LIGHTBANK_DAY && old_light == LIGHT_SUN) {
+                                       for (s16 y = p.Y - 1;; y--) {
+                                               v3s16 n2pos(p.X, y, p.Z);
+
+                                               MapNode n2;
+
+                                               n2 = map->getNode(n2pos, &is_valid_position);
+                                               if (!is_valid_position)
+                                                       break;
+
+                                               // If this node doesn't have sunlight, the nodes below
+                                               // it don't have too.
+                                               if (n2.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN) {
+                                                       break;
+                                               }
+                                               // Remove sunlight and add to unlight queue.
+                                               n2.setLight(LIGHTBANK_DAY, 0, ndef);
+                                               map->setNode(n2pos, n2);
+                                               relative_v3 rel_pos2;
+                                               mapblock_v3 block_pos2;
+                                               getNodeBlockPosWithOffset(n2pos, block_pos2, rel_pos2);
+                                               MapBlock *block2 = map->getBlockNoCreateNoEx(
+                                                       block_pos2);
+                                               disappearing_lights.push(LIGHT_SUN, rel_pos2,
+                                                       block_pos2, block2,
+                                                       4 /* The node above caused the change */);
+                                       }
+                               }
+                       } else if (new_light > old_light) {
+                               // It is sure that the node provides more light than the previous
+                               // one, unlighting is not necessary.
+                               // Propagate sunlight
+                               if (bank == LIGHTBANK_DAY && new_light == LIGHT_SUN) {
+                                       for (s16 y = p.Y - 1;; y--) {
+                                               v3s16 n2pos(p.X, y, p.Z);
+
+                                               MapNode n2;
+
+                                               n2 = map->getNode(n2pos, &is_valid_position);
+                                               if (!is_valid_position)
+                                                       break;
+
+                                               // This should not happen, but if the node has sunlight
+                                               // then the iteration should stop.
+                                               if (n2.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN) {
+                                                       break;
+                                               }
+                                               // If the node terminates sunlight, stop.
+                                               if (!ndef->get(n2).sunlight_propagates) {
+                                                       break;
+                                               }
+                                               relative_v3 rel_pos2;
+                                               mapblock_v3 block_pos2;
+                                               getNodeBlockPosWithOffset(n2pos, block_pos2, rel_pos2);
+                                               MapBlock *block2 = map->getBlockNoCreateNoEx(
+                                                       block_pos2);
+                                               // Mark node for lighting.
+                                               light_sources.push(LIGHT_SUN, rel_pos2, block_pos2,
+                                                       block2, 4);
+                                       }
+                               }
+                       }
+
+               }
+               // Remove lights
+               unspread_light(map, ndef, bank, disappearing_lights, light_sources,
+                       modified_blocks);
+               // Initialize light values for light spreading.
+               for (u8 i = 0; i <= LIGHT_SUN; i++) {
+                       const std::vector<ChangingLight> &lights = light_sources.lights[i];
+                       for (std::vector<ChangingLight>::const_iterator it = lights.begin();
+                                       it < lights.end(); ++it) {
+                               MapNode n = it->block->getNodeNoCheck(it->rel_position,
+                                       &is_valid_position);
+                               n.setLight(bank, i, ndef);
+                               it->block->setNodeNoCheck(it->rel_position, n);
+                       }
+               }
+               // Spread lights.
+               spread_light(map, ndef, bank, light_sources, modified_blocks);
+       }
+}
+
+/*!
+ * Borders of a map block in relative node coordinates.
+ * Compatible with type 'direction'.
+ */
+const VoxelArea block_borders[] = {
+       VoxelArea(v3s16(15, 0, 0), v3s16(15, 15, 15)), //X+
+       VoxelArea(v3s16(0, 15, 0), v3s16(15, 15, 15)), //Y+
+       VoxelArea(v3s16(0, 0, 15), v3s16(15, 15, 15)), //Z+
+       VoxelArea(v3s16(0, 0, 0), v3s16(15, 15, 0)),   //Z-
+       VoxelArea(v3s16(0, 0, 0), v3s16(15, 0, 15)),   //Y-
+       VoxelArea(v3s16(0, 0, 0), v3s16(0, 15, 15))    //X-
+};
+
+/*!
+ * Returns true if:
+ * -the node has unloaded neighbors
+ * -the node doesn't have light
+ * -the node's light is the same as the maximum of
+ * its light source and its brightest neighbor minus one.
+ * .
+ */
+bool is_light_locally_correct(Map *map, const NodeDefManager *ndef,
+       LightBank bank, v3s16 pos)
+{
+       bool is_valid_position;
+       MapNode n = map->getNode(pos, &is_valid_position);
+       const ContentFeatures &f = ndef->get(n);
+       if (f.param_type != CPT_LIGHT) {
+               return true;
+       }
+       u8 light = n.getLightNoChecks(bank, &f);
+       assert(f.light_source <= LIGHT_MAX);
+       u8 brightest_neighbor = f.light_source + 1;
+       for (const v3s16 &neighbor_dir : neighbor_dirs) {
+               MapNode n2 = map->getNode(pos + neighbor_dir,
+                       &is_valid_position);
+               u8 light2 = n2.getLight(bank, ndef);
+               if (brightest_neighbor < light2) {
+                       brightest_neighbor = light2;
+               }
+       }
+       assert(light <= LIGHT_SUN);
+       return brightest_neighbor == light + 1;
+}
+
+void update_block_border_lighting(Map *map, MapBlock *block,
+       std::map<v3s16, MapBlock*> &modified_blocks)
+{
+       const NodeDefManager *ndef = map->getNodeDefManager();
+       bool is_valid_position;
+       for (LightBank bank : banks) {
+               // Since invalid light is not common, do not allocate
+               // memory if not needed.
+               UnlightQueue disappearing_lights(0);
+               ReLightQueue light_sources(0);
+               // Get incorrect lights
+               for (direction d = 0; d < 6; d++) {
+                       // For each direction
+                       // Get neighbor block
+                       v3s16 otherpos = block->getPos() + neighbor_dirs[d];
+                       MapBlock *other = map->getBlockNoCreateNoEx(otherpos);
+                       if (other == NULL) {
+                               continue;
+                       }
+                       // Only update if lighting was not completed.
+                       if (block->isLightingComplete(bank, d) &&
+                                       other->isLightingComplete(bank, 5 - d))
+                               continue;
+                       // Reset flags
+                       block->setLightingComplete(bank, d, true);
+                       other->setLightingComplete(bank, 5 - d, true);
+                       // The two blocks and their connecting surfaces
+                       MapBlock *blocks[] = {block, other};
+                       VoxelArea areas[] = {block_borders[d], block_borders[5 - d]};
+                       // For both blocks
+                       for (u8 blocknum = 0; blocknum < 2; blocknum++) {
+                               MapBlock *b = blocks[blocknum];
+                               VoxelArea a = areas[blocknum];
+                               // For all nodes
+                               for (s32 x = a.MinEdge.X; x <= a.MaxEdge.X; x++)
+                               for (s32 z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++)
+                               for (s32 y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
+                                       MapNode n = b->getNodeNoCheck(x, y, z,
+                                               &is_valid_position);
+                                       u8 light = n.getLight(bank, ndef);
+                                       // Sunlight is fixed
+                                       if (light < LIGHT_SUN) {
+                                               // Unlight if not correct
+                                               if (!is_light_locally_correct(map, ndef, bank,
+                                                               v3s16(x, y, z) + b->getPosRelative())) {
+                                                       // Initialize for unlighting
+                                                       n.setLight(bank, 0, ndef);
+                                                       b->setNodeNoCheck(x, y, z, n);
+                                                       modified_blocks[b->getPos()]=b;
+                                                       disappearing_lights.push(light,
+                                                               relative_v3(x, y, z), b->getPos(), b,
+                                                               6);
+                                               }
+                                       }
+                               }
+                       }
+               }
+               // Remove lights
+               unspread_light(map, ndef, bank, disappearing_lights, light_sources,
+                       modified_blocks);
+               // Initialize light values for light spreading.
+               for (u8 i = 0; i <= LIGHT_SUN; i++) {
+                       const std::vector<ChangingLight> &lights = light_sources.lights[i];
+                       for (std::vector<ChangingLight>::const_iterator it = lights.begin();
+                                       it < lights.end(); ++it) {
+                               MapNode n = it->block->getNodeNoCheck(it->rel_position,
+                                       &is_valid_position);
+                               n.setLight(bank, i, ndef);
+                               it->block->setNodeNoCheck(it->rel_position, n);
+                       }
+               }
+               // Spread lights.
+               spread_light(map, ndef, bank, light_sources, modified_blocks);
+       }
+}
+
+/*!
+ * Resets the lighting of the given VoxelManipulator to
+ * complete darkness and full sunlight.
+ * Operates in one map sector.
+ *
+ * \param offset contains the least x and z node coordinates
+ * of the map sector.
+ * \param light incoming sunlight, light[x][z] is true if there
+ * is sunlight above the voxel manipulator at the given x-z coordinates.
+ * The array's indices are relative node coordinates in the sector.
+ * After the procedure returns, this contains outgoing light at
+ * the bottom of the voxel manipulator.
+ */
+void fill_with_sunlight(MMVManip *vm, const NodeDefManager *ndef, v2s16 offset,
+       bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE])
+{
+       // Distance in array between two nodes on top of each other.
+       s16 ystride = vm->m_area.getExtent().X;
+       // Cache the ignore node.
+       MapNode ignore = MapNode(CONTENT_IGNORE);
+       // For each column of nodes:
+       for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+       for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
+               // Position of the column on the map.
+               v2s16 realpos = offset + v2s16(x, z);
+               // Array indices in the voxel manipulator
+               s32 maxindex = vm->m_area.index(realpos.X, vm->m_area.MaxEdge.Y,
+                       realpos.Y);
+               s32 minindex = vm->m_area.index(realpos.X, vm->m_area.MinEdge.Y,
+                       realpos.Y);
+               // True if the current node has sunlight.
+               bool lig = light[z][x];
+               // For each node, downwards:
+               for (s32 i = maxindex; i >= minindex; i -= ystride) {
+                       MapNode *n;
+                       if (vm->m_flags[i] & VOXELFLAG_NO_DATA)
+                               n = &ignore;
+                       else
+                               n = &vm->m_data[i];
+                       // Ignore IGNORE nodes, these are not generated yet.
+                       if(n->getContent() == CONTENT_IGNORE)
+                               continue;
+                       const ContentFeatures &f = ndef->get(n->getContent());
+                       if (lig && !f.sunlight_propagates)
+                               // Sunlight is stopped.
+                               lig = false;
+                       // Reset light
+                       n->setLight(LIGHTBANK_DAY, lig ? 15 : 0, f);
+                       n->setLight(LIGHTBANK_NIGHT, 0, f);
+               }
+               // Output outgoing light.
+               light[z][x] = lig;
+       }
+}
+
+/*!
+ * Returns incoming sunlight for one map block.
+ * If block above is not found, it is loaded.
+ *
+ * \param pos position of the map block that gets the sunlight.
+ * \param light incoming sunlight, light[z][x] is true if there
+ * is sunlight above the block at the given z-x relative
+ * node coordinates.
+ */
+void is_sunlight_above_block(ServerMap *map, mapblock_v3 pos,
+       const NodeDefManager *ndef, bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE])
+{
+       mapblock_v3 source_block_pos = pos + v3s16(0, 1, 0);
+       // Get or load source block.
+       // It might take a while to load, but correcting incorrect
+       // sunlight may be even slower.
+       MapBlock *source_block = map->emergeBlock(source_block_pos, false);
+       // Trust only generated blocks.
+       if (source_block == NULL || source_block->isDummy()
+                       || !source_block->isGenerated()) {
+               // But if there is no block above, then use heuristics
+               bool sunlight = true;
+               MapBlock *node_block = map->getBlockNoCreateNoEx(pos);
+               if (node_block == NULL)
+                       // This should not happen.
+                       sunlight = false;
+               else
+                       sunlight = !node_block->getIsUnderground();
+               for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+               for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
+                       light[z][x] = sunlight;
+       } else {
+               // Dummy boolean, the position is valid.
+               bool is_valid_position;
+               // For each column:
+               for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+               for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
+                       // Get the bottom block.
+                       MapNode above = source_block->getNodeNoCheck(x, 0, z,
+                               &is_valid_position);
+                       light[z][x] = above.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN;
+               }
+       }
+}
+
+/*!
+ * Propagates sunlight down in a given map block.
+ *
+ * \param data contains incoming sunlight and shadow and
+ * the coordinates of the target block.
+ * \param unlight propagated shadow is inserted here
+ * \param relight propagated sunlight is inserted here
+ *
+ * \returns true if the block was modified, false otherwise.
+ */
+bool propagate_block_sunlight(Map *map, const NodeDefManager *ndef,
+       SunlightPropagationData *data, UnlightQueue *unlight, ReLightQueue *relight)
+{
+       bool modified = false;
+       // Get the block.
+       MapBlock *block = map->getBlockNoCreateNoEx(data->target_block);
+       if (block == NULL || block->isDummy()) {
+               // The work is done if the block does not contain data.
+               data->data.clear();
+               return false;
+       }
+       // Dummy boolean
+       bool is_valid;
+       // For each changing column of nodes:
+       size_t index;
+       for (index = 0; index < data->data.size(); index++) {
+               SunlightPropagationUnit it = data->data[index];
+               // Relative position of the currently inspected node.
+               relative_v3 current_pos(it.relative_pos.X, MAP_BLOCKSIZE - 1,
+                       it.relative_pos.Y);
+               if (it.is_sunlit) {
+                       // Propagate sunlight.
+                       // For each node downwards:
+                       for (; current_pos.Y >= 0; current_pos.Y--) {
+                               MapNode n = block->getNodeNoCheck(current_pos, &is_valid);
+                               const ContentFeatures &f = ndef->get(n);
+                               if (n.getLightRaw(LIGHTBANK_DAY, f) < LIGHT_SUN
+                                               && f.sunlight_propagates) {
+                                       // This node gets sunlight.
+                                       n.setLight(LIGHTBANK_DAY, LIGHT_SUN, f);
+                                       block->setNodeNoCheck(current_pos, n);
+                                       modified = true;
+                                       relight->push(LIGHT_SUN, current_pos, data->target_block,
+                                               block, 4);
+                               } else {
+                                       // Light already valid, propagation stopped.
+                                       break;
+                               }
+                       }
+               } else {
+                       // Propagate shadow.
+                       // For each node downwards:
+                       for (; current_pos.Y >= 0; current_pos.Y--) {
+                               MapNode n = block->getNodeNoCheck(current_pos, &is_valid);
+                               const ContentFeatures &f = ndef->get(n);
+                               if (n.getLightRaw(LIGHTBANK_DAY, f) == LIGHT_SUN) {
+                                       // The sunlight is no longer valid.
+                                       n.setLight(LIGHTBANK_DAY, 0, f);
+                                       block->setNodeNoCheck(current_pos, n);
+                                       modified = true;
+                                       unlight->push(LIGHT_SUN, current_pos, data->target_block,
+                                               block, 4);
+                               } else {
+                                       // Reached shadow, propagation stopped.
+                                       break;
+                               }
+                       }
+               }
+               if (current_pos.Y >= 0) {
+                       // Propagation stopped, remove from data.
+                       data->data[index] = data->data.back();
+                       data->data.pop_back();
+                       index--;
+               }
+       }
+       return modified;
+}
+
+/*!
+ * Borders of a map block in relative node coordinates.
+ * The areas do not overlap.
+ * Compatible with type 'direction'.
+ */
+const VoxelArea block_pad[] = {
+       VoxelArea(v3s16(15, 0, 0), v3s16(15, 15, 15)), //X+
+       VoxelArea(v3s16(1, 15, 0), v3s16(14, 15, 15)), //Y+
+       VoxelArea(v3s16(1, 1, 15), v3s16(14, 14, 15)), //Z+
+       VoxelArea(v3s16(1, 1, 0), v3s16(14, 14, 0)),   //Z-
+       VoxelArea(v3s16(1, 0, 0), v3s16(14, 0, 15)),   //Y-
+       VoxelArea(v3s16(0, 0, 0), v3s16(0, 15, 15))    //X-
+};
+
+/*!
+ * The common part of bulk light updates - it is always executed.
+ * The procedure takes the nodes that should be unlit, and the
+ * full modified area.
+ *
+ * The procedure handles the correction of all lighting except
+ * direct sunlight spreading.
+ *
+ * \param minblock least coordinates of the changed area in block
+ * coordinates
+ * \param maxblock greatest coordinates of the changed area in block
+ * coordinates
+ * \param unlight the first queue is for day light, the second is for
+ * night light. Contains all nodes on the borders that need to be unlit.
+ * \param relight the first queue is for day light, the second is for
+ * night light. Contains nodes that were not modified, but got sunlight
+ * because the changes.
+ * \param modified_blocks the procedure adds all modified blocks to
+ * this map
+ */
+void finish_bulk_light_update(Map *map, mapblock_v3 minblock,
+       mapblock_v3 maxblock, UnlightQueue unlight[2], ReLightQueue relight[2],
+       std::map<v3s16, MapBlock*> *modified_blocks)
+{
+       const NodeDefManager *ndef = map->getNodeDefManager();
+       // dummy boolean
+       bool is_valid;
+
+       // --- STEP 1: Do unlighting
+
+       for (size_t bank = 0; bank < 2; bank++) {
+               LightBank b = banks[bank];
+               unspread_light(map, ndef, b, unlight[bank], relight[bank],
+                       *modified_blocks);
+       }
+
+       // --- STEP 2: Get all newly inserted light sources
+
+       // For each block:
+       v3s16 blockpos;
+       v3s16 relpos;
+       for (blockpos.X = minblock.X; blockpos.X <= maxblock.X; blockpos.X++)
+       for (blockpos.Y = minblock.Y; blockpos.Y <= maxblock.Y; blockpos.Y++)
+       for (blockpos.Z = minblock.Z; blockpos.Z <= maxblock.Z; blockpos.Z++) {
+               MapBlock *block = map->getBlockNoCreateNoEx(blockpos);
+               if (!block || block->isDummy())
+                       // Skip not existing blocks
+                       continue;
+               // For each node in the block:
+               for (relpos.X = 0; relpos.X < MAP_BLOCKSIZE; relpos.X++)
+               for (relpos.Z = 0; relpos.Z < MAP_BLOCKSIZE; relpos.Z++)
+               for (relpos.Y = 0; relpos.Y < MAP_BLOCKSIZE; relpos.Y++) {
+                       MapNode node = block->getNodeNoCheck(relpos.X, relpos.Y, relpos.Z, &is_valid);
+                       const ContentFeatures &f = ndef->get(node);
+
+                       // For each light bank
+                       for (size_t b = 0; b < 2; b++) {
+                               LightBank bank = banks[b];
+                               u8 light = f.param_type == CPT_LIGHT ?
+                                       node.getLightNoChecks(bank, &f):
+                                       f.light_source;
+                               if (light > 1)
+                                       relight[b].push(light, relpos, blockpos, block, 6);
+                       } // end of banks
+               } // end of nodes
+       } // end of blocks
+
+       // --- STEP 3: do light spreading
+
+       // For each light bank:
+       for (size_t b = 0; b < 2; b++) {
+               LightBank bank = banks[b];
+               // Sunlight is already initialized.
+               u8 maxlight = (b == 0) ? LIGHT_MAX : LIGHT_SUN;
+               // Initialize light values for light spreading.
+               for (u8 i = 0; i <= maxlight; i++) {
+                       const std::vector<ChangingLight> &lights = relight[b].lights[i];
+                       for (std::vector<ChangingLight>::const_iterator it = lights.begin();
+                                       it < lights.end(); ++it) {
+                               MapNode n = it->block->getNodeNoCheck(it->rel_position,
+                                       &is_valid);
+                               n.setLight(bank, i, ndef);
+                               it->block->setNodeNoCheck(it->rel_position, n);
+                       }
+               }
+               // Spread lights.
+               spread_light(map, ndef, bank, relight[b], *modified_blocks);
+       }
+}
+
+void blit_back_with_light(ServerMap *map, MMVManip *vm,
+       std::map<v3s16, MapBlock*> *modified_blocks)
+{
+       const NodeDefManager *ndef = map->getNodeDefManager();
+       mapblock_v3 minblock = getNodeBlockPos(vm->m_area.MinEdge);
+       mapblock_v3 maxblock = getNodeBlockPos(vm->m_area.MaxEdge);
+       // First queue is for day light, second is for night light.
+       UnlightQueue unlight[] = { UnlightQueue(256), UnlightQueue(256) };
+       ReLightQueue relight[] = { ReLightQueue(256), ReLightQueue(256) };
+       // Will hold sunlight data.
+       bool lights[MAP_BLOCKSIZE][MAP_BLOCKSIZE];
+       SunlightPropagationData data;
+       // Dummy boolean.
+       bool is_valid;
+
+       // --- STEP 1: reset everything to sunlight
+
+       // For each map block:
+       for (s16 x = minblock.X; x <= maxblock.X; x++)
+       for (s16 z = minblock.Z; z <= maxblock.Z; z++) {
+               // Extract sunlight above.
+               is_sunlight_above_block(map, v3s16(x, maxblock.Y, z), ndef, lights);
+               v2s16 offset(x, z);
+               offset *= MAP_BLOCKSIZE;
+               // Reset the voxel manipulator.
+               fill_with_sunlight(vm, ndef, offset, lights);
+               // Copy sunlight data
+               data.target_block = v3s16(x, minblock.Y - 1, z);
+               for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+               for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
+                       data.data.emplace_back(v2s16(x, z), lights[z][x]);
+               // Propagate sunlight and shadow below the voxel manipulator.
+               while (!data.data.empty()) {
+                       if (propagate_block_sunlight(map, ndef, &data, &unlight[0],
+                                       &relight[0]))
+                               (*modified_blocks)[data.target_block] =
+                                       map->getBlockNoCreateNoEx(data.target_block);
+                       // Step downwards.
+                       data.target_block.Y--;
+               }
+       }
+
+       // --- STEP 2: Get nodes from borders to unlight
+       v3s16 blockpos;
+       v3s16 relpos;
+
+       // In case there are unloaded holes in the voxel manipulator
+       // unlight each block.
+       // For each block:
+       for (blockpos.X = minblock.X; blockpos.X <= maxblock.X; blockpos.X++)
+       for (blockpos.Y = minblock.Y; blockpos.Y <= maxblock.Y; blockpos.Y++)
+       for (blockpos.Z = minblock.Z; blockpos.Z <= maxblock.Z; blockpos.Z++) {
+               MapBlock *block = map->getBlockNoCreateNoEx(blockpos);
+               if (!block || block->isDummy())
+                       // Skip not existing blocks.
+                       continue;
+               v3s16 offset = block->getPosRelative();
+               // For each border of the block:
+               for (const VoxelArea &a : block_pad) {
+                       // For each node of the border:
+                       for (relpos.X = a.MinEdge.X; relpos.X <= a.MaxEdge.X; relpos.X++)
+                       for (relpos.Z = a.MinEdge.Z; relpos.Z <= a.MaxEdge.Z; relpos.Z++)
+                       for (relpos.Y = a.MinEdge.Y; relpos.Y <= a.MaxEdge.Y; relpos.Y++) {
+
+                               // Get old and new node
+                               MapNode oldnode = block->getNodeNoCheck(relpos, &is_valid);
+                               const ContentFeatures &oldf = ndef->get(oldnode);
+                               MapNode newnode = vm->getNodeNoExNoEmerge(relpos + offset);
+                               const ContentFeatures &newf = oldnode == newnode ? oldf :
+                                       ndef->get(newnode);
+
+                               // For each light bank
+                               for (size_t b = 0; b < 2; b++) {
+                                       LightBank bank = banks[b];
+                                       u8 oldlight = oldf.param_type == CPT_LIGHT ?
+                                               oldnode.getLightNoChecks(bank, &oldf):
+                                               LIGHT_SUN; // no light information, force unlighting
+                                       u8 newlight = newf.param_type == CPT_LIGHT ?
+                                               newnode.getLightNoChecks(bank, &newf):
+                                               newf.light_source;
+                                       // If the new node is dimmer, unlight.
+                                       if (oldlight > newlight) {
+                                               unlight[b].push(
+                                                       oldlight, relpos, blockpos, block, 6);
+                                       }
+                               } // end of banks
+                       } // end of nodes
+               } // end of borders
+       } // end of blocks
+
+       // --- STEP 3: All information extracted, overwrite
+
+       vm->blitBackAll(modified_blocks, true);
+
+       // --- STEP 4: Finish light update
+
+       finish_bulk_light_update(map, minblock, maxblock, unlight, relight,
+               modified_blocks);
+}
+
+/*!
+ * Resets the lighting of the given map block to
+ * complete darkness and full sunlight.
+ *
+ * \param light incoming sunlight, light[x][z] is true if there
+ * is sunlight above the map block at the given x-z coordinates.
+ * The array's indices are relative node coordinates in the block.
+ * After the procedure returns, this contains outgoing light at
+ * the bottom of the map block.
+ */
+void fill_with_sunlight(MapBlock *block, const NodeDefManager *ndef,
+       bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE])
+{
+       if (block->isDummy())
+               return;
+       // dummy boolean
+       bool is_valid;
+       // For each column of nodes:
+       for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+       for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
+               // True if the current node has sunlight.
+               bool lig = light[z][x];
+               // For each node, downwards:
+               for (s16 y = MAP_BLOCKSIZE - 1; y >= 0; y--) {
+                       MapNode n = block->getNodeNoCheck(x, y, z, &is_valid);
+                       // Ignore IGNORE nodes, these are not generated yet.
+                       if (n.getContent() == CONTENT_IGNORE)
+                               continue;
+                       const ContentFeatures &f = ndef->get(n.getContent());
+                       if (lig && !f.sunlight_propagates) {
+                               // Sunlight is stopped.
+                               lig = false;
+                       }
+                       // Reset light
+                       n.setLight(LIGHTBANK_DAY, lig ? 15 : 0, f);
+                       n.setLight(LIGHTBANK_NIGHT, 0, f);
+                       block->setNodeNoCheck(x, y, z, n);
+               }
+               // Output outgoing light.
+               light[z][x] = lig;
+       }
+}
+
+void repair_block_light(ServerMap *map, MapBlock *block,
+       std::map<v3s16, MapBlock*> *modified_blocks)
+{
+       if (!block || block->isDummy())
+               return;
+       const NodeDefManager *ndef = map->getNodeDefManager();
+       // First queue is for day light, second is for night light.
+       UnlightQueue unlight[] = { UnlightQueue(256), UnlightQueue(256) };
+       ReLightQueue relight[] = { ReLightQueue(256), ReLightQueue(256) };
+       // Will hold sunlight data.
+       bool lights[MAP_BLOCKSIZE][MAP_BLOCKSIZE];
+       SunlightPropagationData data;
+       // Dummy boolean.
+       bool is_valid;
+
+       // --- STEP 1: reset everything to sunlight
+
+       mapblock_v3 blockpos = block->getPos();
+       (*modified_blocks)[blockpos] = block;
+       // For each map block:
+       // Extract sunlight above.
+       is_sunlight_above_block(map, blockpos, ndef, lights);
+       // Reset the voxel manipulator.
+       fill_with_sunlight(block, ndef, lights);
+       // Copy sunlight data
+       data.target_block = v3s16(blockpos.X, blockpos.Y - 1, blockpos.Z);
+       for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+       for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
+               data.data.emplace_back(v2s16(x, z), lights[z][x]);
+       }
+       // Propagate sunlight and shadow below the voxel manipulator.
+       while (!data.data.empty()) {
+               if (propagate_block_sunlight(map, ndef, &data, &unlight[0],
+                               &relight[0]))
+                       (*modified_blocks)[data.target_block] =
+                               map->getBlockNoCreateNoEx(data.target_block);
+               // Step downwards.
+               data.target_block.Y--;
+       }
+
+       // --- STEP 2: Get nodes from borders to unlight
+
+       // For each border of the block:
+       for (const VoxelArea &a : block_pad) {
+               v3s16 relpos;
+               // For each node of the border:
+               for (relpos.X = a.MinEdge.X; relpos.X <= a.MaxEdge.X; relpos.X++)
+               for (relpos.Z = a.MinEdge.Z; relpos.Z <= a.MaxEdge.Z; relpos.Z++)
+               for (relpos.Y = a.MinEdge.Y; relpos.Y <= a.MaxEdge.Y; relpos.Y++) {
+
+                       // Get node
+                       MapNode node = block->getNodeNoCheck(relpos, &is_valid);
+                       const ContentFeatures &f = ndef->get(node);
+                       // For each light bank
+                       for (size_t b = 0; b < 2; b++) {
+                               LightBank bank = banks[b];
+                               u8 light = f.param_type == CPT_LIGHT ?
+                                       node.getLightNoChecks(bank, &f):
+                                       f.light_source;
+                               // If the new node is dimmer than sunlight, unlight.
+                               // (if it has maximal light, it is pointless to remove
+                               // surrounding light, as it can only become brighter)
+                               if (LIGHT_SUN > light) {
+                                       unlight[b].push(
+                                               LIGHT_SUN, relpos, blockpos, block, 6);
+                               }
+                       } // end of banks
+               } // end of nodes
+       } // end of borders
+
+       // STEP 3: Remove and spread light
+
+       finish_bulk_light_update(map, blockpos, blockpos, unlight, relight,
+               modified_blocks);
+}
+
+VoxelLineIterator::VoxelLineIterator(const v3f &start_position, const v3f &line_vector) :
+       m_start_position(start_position),
+       m_line_vector(line_vector)
+{
+       m_current_node_pos = floatToInt(m_start_position, 1);
+       m_start_node_pos = m_current_node_pos;
+       m_last_index = getIndex(floatToInt(start_position + line_vector, 1));
+
+       if (m_line_vector.X > 0) {
+               m_next_intersection_multi.X = (floorf(m_start_position.X - 0.5) + 1.5
+                       - m_start_position.X) / m_line_vector.X;
+               m_intersection_multi_inc.X = 1 / m_line_vector.X;
+       } else if (m_line_vector.X < 0) {
+               m_next_intersection_multi.X = (floorf(m_start_position.X - 0.5)
+                       - m_start_position.X + 0.5) / m_line_vector.X;
+               m_intersection_multi_inc.X = -1 / m_line_vector.X;
+               m_step_directions.X = -1;
+       }
+
+       if (m_line_vector.Y > 0) {
+               m_next_intersection_multi.Y = (floorf(m_start_position.Y - 0.5) + 1.5
+                       - m_start_position.Y) / m_line_vector.Y;
+               m_intersection_multi_inc.Y = 1 / m_line_vector.Y;
+       } else if (m_line_vector.Y < 0) {
+               m_next_intersection_multi.Y = (floorf(m_start_position.Y - 0.5)
+                       - m_start_position.Y + 0.5) / m_line_vector.Y;
+               m_intersection_multi_inc.Y = -1 / m_line_vector.Y;
+               m_step_directions.Y = -1;
+       }
+
+       if (m_line_vector.Z > 0) {
+               m_next_intersection_multi.Z = (floorf(m_start_position.Z - 0.5) + 1.5
+                       - m_start_position.Z) / m_line_vector.Z;
+               m_intersection_multi_inc.Z = 1 / m_line_vector.Z;
+       } else if (m_line_vector.Z < 0) {
+               m_next_intersection_multi.Z = (floorf(m_start_position.Z - 0.5)
+                       - m_start_position.Z + 0.5) / m_line_vector.Z;
+               m_intersection_multi_inc.Z = -1 / m_line_vector.Z;
+               m_step_directions.Z = -1;
+       }
+}
+
+void VoxelLineIterator::next()
+{
+       m_current_index++;
+       if ((m_next_intersection_multi.X < m_next_intersection_multi.Y)
+                       && (m_next_intersection_multi.X < m_next_intersection_multi.Z)) {
+               m_next_intersection_multi.X += m_intersection_multi_inc.X;
+               m_current_node_pos.X += m_step_directions.X;
+       } else if ((m_next_intersection_multi.Y < m_next_intersection_multi.Z)) {
+               m_next_intersection_multi.Y += m_intersection_multi_inc.Y;
+               m_current_node_pos.Y += m_step_directions.Y;
+       } else {
+               m_next_intersection_multi.Z += m_intersection_multi_inc.Z;
+               m_current_node_pos.Z += m_step_directions.Z;
+       }
+}
 
-       return SunlightPropagateResult(bottom_sunlight_valid);
+s16 VoxelLineIterator::getIndex(v3s16 voxel){
+       return
+               abs(voxel.X - m_start_node_pos.X) +
+               abs(voxel.Y - m_start_node_pos.Y) +
+               abs(voxel.Z - m_start_node_pos.Z);
 }
 
 } // namespace voxalgo