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, if it was removed.)
- */
-
- for (const v3s16 &dir : g_7dirs) {
- v3s16 p2 = p + dir;
-
- bool is_valid_position;
- MapNode n2 = getNode(p2, &is_valid_position);
- if(is_valid_position &&
- (m_nodedef->get(n2).isLiquid() ||
- n2.getContent() == CONTENT_AIR))
- m_transforming_liquid.push_back(p2);
- }
}
void Map::removeNodeAndUpdate(v3s16 p,
void Map::timerUpdate(float dtime, float unload_timeout, u32 max_loaded_blocks,
std::vector<v3s16> *unloaded_blocks)
{
- bool save_before_unloading = (mapType() == MAPTYPE_SERVER);
+ bool save_before_unloading = maySaveBlocks();
// Profile modified reasons
Profiler modprofiler;
{ }
};
-void Map::transforming_liquid_add(v3s16 p) {
+void ServerMap::transforming_liquid_add(v3s16 p) {
m_transforming_liquid.push_back(p);
}
-void Map::transformLiquids(std::map<v3s16, MapBlock*> &modified_blocks,
+void ServerMap::transformLiquids(std::map<v3s16, MapBlock*> &modified_blocks,
ServerEnvironment *env)
{
u32 loopcount = 0;
return m_emerge && m_emerge->isBlockInQueue(pos);
}
+void ServerMap::addNodeAndUpdate(v3s16 p, MapNode n,
+ std::map<v3s16, MapBlock*> &modified_blocks,
+ bool remove_metadata)
+{
+ Map::addNodeAndUpdate(p, n, modified_blocks, remove_metadata);
+
+ /*
+ 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.)
+ */
+
+ for (const v3s16 &dir : g_7dirs) {
+ v3s16 p2 = p + dir;
+
+ bool is_valid_position;
+ MapNode n2 = getNode(p2, &is_valid_position);
+ if(is_valid_position &&
+ (m_nodedef->get(n2).isLiquid() ||
+ n2.getContent() == CONTENT_AIR))
+ m_transforming_liquid.push_back(p2);
+ }
+}
+
// N.B. This requires no synchronization, since data will not be modified unless
// the VoxelManipulator being updated belongs to the same thread.
void ServerMap::updateVManip(v3s16 pos)
MapEditEvent
*/
-#define MAPTYPE_BASE 0
-#define MAPTYPE_SERVER 1
-#define MAPTYPE_CLIENT 2
-
enum MapEditEventType{
// Node added (changed from air or something else to something)
MEET_ADDNODE,
virtual ~Map();
DISABLE_CLASS_COPY(Map);
- virtual s32 mapType() const
- {
- return MAPTYPE_BASE;
- }
-
/*
Drop (client) or delete (server) the map.
*/
/*
These handle lighting but not faces.
*/
- void addNodeAndUpdate(v3s16 p, MapNode n,
+ virtual void addNodeAndUpdate(v3s16 p, MapNode n,
std::map<v3s16, MapBlock*> &modified_blocks,
bool remove_metadata = true);
void removeNodeAndUpdate(v3s16 p,
virtual void save(ModifiedState save_level) { FATAL_ERROR("FIXME"); }
+ /*
+ Return true unless the map definitely cannot save blocks.
+ */
+ virtual bool maySaveBlocks() { return true; }
+
// Server implements these.
// Client leaves them as no-op.
virtual bool saveBlock(MapBlock *block) { return false; }
/*
Updates usage timers and unloads unused blocks and sectors.
- Saves modified blocks before unloading on MAPTYPE_SERVER.
+ Saves modified blocks before unloading if possible.
*/
void timerUpdate(float dtime, float unload_timeout, u32 max_loaded_blocks,
std::vector<v3s16> *unloaded_blocks=NULL);
/*
Unloads all blocks with a zero refCount().
- Saves modified blocks before unloading on MAPTYPE_SERVER.
+ Saves modified blocks before unloading if possible.
*/
void unloadUnreferencedBlocks(std::vector<v3s16> *unloaded_blocks=NULL);
// For debug printing. Prints "Map: ", "ServerMap: " or "ClientMap: "
virtual void PrintInfo(std::ostream &out);
- void transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks,
- ServerEnvironment *env);
-
/*
Node metadata
These are basically coordinate wrappers to MapBlock
Variables
*/
- void transforming_liquid_add(v3s16 p);
-
bool isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes);
protected:
- friend class LuaVoxelManip;
-
IGameDef *m_gamedef;
std::set<MapEventReceiver*> m_event_receivers;
MapSector *m_sector_cache = nullptr;
v2s16 m_sector_cache_p;
- // Queued transforming water nodes
- UniqueQueue<v3s16> m_transforming_liquid;
-
// This stores the properties of the nodes on the map.
const NodeDefManager *m_nodedef;
bool isOccluded(const v3s16 &pos_camera, const v3s16 &pos_target,
float step, float stepfac, float start_offset, float end_offset,
u32 needed_count);
-
-private:
- f32 m_transforming_liquid_loop_count_multiplier = 1.0f;
- u32 m_unprocessed_count = 0;
- u64 m_inc_trending_up_start_time = 0; // milliseconds
- bool m_queue_size_timer_started = false;
};
/*
ServerMap(const std::string &savedir, IGameDef *gamedef, EmergeManager *emerge, MetricsBackend *mb);
~ServerMap();
- s32 mapType() const
- {
- return MAPTYPE_SERVER;
- }
-
/*
Get a sector from somewhere.
- Check memory
bool isBlockInQueue(v3s16 pos);
+ void addNodeAndUpdate(v3s16 p, MapNode n,
+ std::map<v3s16, MapBlock*> &modified_blocks,
+ bool remove_metadata) override;
+
/*
Database functions
*/
bool repairBlockLight(v3s16 blockpos,
std::map<v3s16, MapBlock *> *modified_blocks);
+ void transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks,
+ ServerEnvironment *env);
+
+ void transforming_liquid_add(v3s16 p);
+
MapSettingsManager settings_mgr;
private:
+ friend class LuaVoxelManip;
+
// Emerge manager
EmergeManager *m_emerge;
std::set<v3s16> m_chunks_in_progress;
+ // Queued transforming water nodes
+ UniqueQueue<v3s16> m_transforming_liquid;
+ f32 m_transforming_liquid_loop_count_multiplier = 1.0f;
+ u32 m_unprocessed_count = 0;
+ u64 m_inc_trending_up_start_time = 0; // milliseconds
+ bool m_queue_size_timer_started = false;
+
/*
Metadata is re-written on disk only if this is true.
This is reset to false when written on disk.