Remove unused MapBlock functionality

This commit is contained in:
Jude Melton-Houghton 2022-10-05 07:55:33 -04:00
parent 7a28f2c4fa
commit 8f996e4a7c
9 changed files with 110 additions and 250 deletions

@ -311,7 +311,7 @@ void RemoteClient::GetNextBlocks (
block->resetUsageTimer();
// Check whether the block exists (with data)
if (block->isDummy() || !block->isGenerated())
if (!block->isGenerated())
block_not_found = true;
/*

@ -596,7 +596,7 @@ EmergeAction EmergeThread::getBlockOrStartGen(
// 1). Attempt to fetch block from memory
*block = m_map->getBlockNoCreateNoEx(pos);
if (*block && !(*block)->isDummy()) {
if (*block) {
if ((*block)->isGenerated())
return EMERGE_FROM_MEMORY;
} else {

@ -1131,6 +1131,7 @@ static bool recompress_map_database(const GameParams &game_params, const Setting
iss.str(data);
iss.clear();
{
MapBlock mb(nullptr, v3s16(0,0,0), &server);
u8 ver = readU8(iss);
mb.deSerialize(iss, ver, true);
@ -1139,6 +1140,7 @@ static bool recompress_map_database(const GameParams &game_params, const Setting
oss.clear();
writeU8(oss, serialize_as_ver);
mb.serialize(oss, serialize_as_ver, true, -1);
}
db->saveBlock(*it, oss.str());

@ -158,10 +158,9 @@ MapNode Map::getNode(v3s16 p, bool *is_valid_position)
}
v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
bool is_valid_p;
MapNode node = block->getNodeNoCheck(relpos, &is_valid_p);
MapNode node = block->getNodeNoCheck(relpos);
if (is_valid_position != NULL)
*is_valid_position = is_valid_p;
*is_valid_position = true;
return node;
}
@ -172,10 +171,9 @@ static void set_node_in_block(MapBlock *block, v3s16 relpos, MapNode n)
const NodeDefManager *nodedef = block->getParent()->getNodeDefManager();
v3s16 blockpos = block->getPos();
v3s16 p = blockpos * MAP_BLOCKSIZE + relpos;
bool temp_bool;
errorstream<<"Not allowing to place CONTENT_IGNORE"
<<" while trying to replace \""
<<nodedef->get(block->getNodeNoCheck(relpos, &temp_bool)).name
<<nodedef->get(block->getNodeNoCheck(relpos)).name
<<"\" at "<<PP(p)<<" (block "<<PP(blockpos)<<")"<<std::endl;
return;
}
@ -200,12 +198,10 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
v3s16 blockpos = getNodeBlockPos(p);
MapBlock *block = getBlockNoCreate(blockpos);
if (block->isDummy())
throw InvalidPositionException();
v3s16 relpos = p - blockpos * MAP_BLOCKSIZE;
// This is needed for updating the lighting
MapNode oldnode = block->getNodeUnsafe(relpos);
MapNode oldnode = block->getNodeNoCheck(relpos);
// Remove node metadata
if (remove_metadata) {
@ -1515,8 +1511,6 @@ MapBlock * ServerMap::createBlock(v3s16 p)
MapBlock *block = sector->getBlockNoCreateNoEx(block_y);
if (block) {
if(block->isDummy())
block->unDummify();
return block;
}
// Create blank
@ -1529,7 +1523,7 @@ MapBlock * ServerMap::emergeBlock(v3s16 p, bool create_blank)
{
{
MapBlock *block = getBlockNoCreateNoEx(p);
if (block && !block->isDummy())
if (block)
return block;
}
@ -1756,13 +1750,6 @@ bool ServerMap::saveBlock(MapBlock *block, MapDatabase *db, int compression_leve
{
v3s16 p3d = block->getPos();
// Dummy blocks are not written
if (block->isDummy()) {
warningstream << "saveBlock: Not writing dummy block "
<< PP(p3d) << std::endl;
return true;
}
// Format used for writing
u8 version = SER_FMT_VER_HIGHEST_WRITE;
@ -1962,7 +1949,7 @@ void MMVManip::initialEmerge(v3s16 blockpos_min, v3s16 blockpos_max,
TimeTaker timer2("emerge load", &emerge_load_time);
block = m_map->getBlockNoCreateNoEx(p);
if (!block || block->isDummy())
if (!block)
block_data_inexistent = true;
else
block->copyTo(*this);

@ -66,13 +66,13 @@ static const char *modified_reason_strings[] = {
MapBlock
*/
MapBlock::MapBlock(Map *parent, v3s16 pos, IGameDef *gamedef, bool dummy):
MapBlock::MapBlock(Map *parent, v3s16 pos, IGameDef *gamedef):
m_parent(parent),
m_pos(pos),
m_pos_relative(pos * MAP_BLOCKSIZE),
m_gamedef(gamedef)
m_gamedef(gamedef),
data(new MapNode[nodecount])
{
if (!dummy)
reallocate();
}
@ -102,11 +102,6 @@ MapNode MapBlock::getNodeParent(v3s16 p, bool *is_valid_position)
if (!isValidPosition(p))
return m_parent->getNode(getPosRelative() + p, is_valid_position);
if (!data) {
if (is_valid_position)
*is_valid_position = false;
return {CONTENT_IGNORE};
}
if (is_valid_position)
*is_valid_position = true;
return data[p.Z * zstride + p.Y * ystride + p.X];
@ -161,11 +156,6 @@ void MapBlock::actuallyUpdateDayNightDiff()
// Running this function un-expires m_day_night_differs
m_day_night_differs_expired = false;
if (!data) {
m_day_night_differs = false;
return;
}
bool differs = false;
/*
@ -209,12 +199,6 @@ void MapBlock::actuallyUpdateDayNightDiff()
void MapBlock::expireDayNightDiff()
{
if (!data) {
m_day_night_differs = false;
m_day_night_differs_expired = false;
return;
}
m_day_night_differs_expired = true;
}
@ -339,9 +323,6 @@ void MapBlock::serialize(std::ostream &os_compressed, u8 version, bool disk, int
if(!ser_ver_supported(version))
throw VersionMismatchException("ERROR: MapBlock format not supported");
if (!data)
throw SerializationError("ERROR: Not writing dummy block.");
FATAL_ERROR_IF(version < SER_FMT_VER_LOWEST_WRITE, "Serialisation version error");
std::ostringstream os_raw(std::ios_base::binary);
@ -446,10 +427,6 @@ void MapBlock::serialize(std::ostream &os_compressed, u8 version, bool disk, int
void MapBlock::serializeNetworkSpecific(std::ostream &os)
{
if (!data) {
throw SerializationError("ERROR: Not writing dummy block.");
}
writeU8(os, 2); // version
}
@ -861,12 +838,6 @@ std::string analyze_block(MapBlock *block)
desc<<"lighting_complete: "<<block->getLightingComplete()<<", ";
if(block->isDummy())
{
desc<<"Dummy, ";
}
else
{
bool full_ignore = true;
bool some_ignore = false;
bool full_air = true;
@ -906,7 +877,6 @@ std::string analyze_block(MapBlock *block)
desc<<ss.str().substr(0, ss.str().size()-2);
desc<<"}, ";
}
return desc.str().substr(0, desc.str().size()-2);
}

@ -73,7 +73,7 @@ class VoxelManipulator;
class MapBlock
{
public:
MapBlock(Map *parent, v3s16 pos, IGameDef *gamedef, bool dummy=false);
MapBlock(Map *parent, v3s16 pos, IGameDef *gamedef);
~MapBlock();
/*virtual u16 nodeContainerId() const
@ -88,11 +88,8 @@ public:
void reallocate()
{
delete[] data;
data = new MapNode[nodecount];
for (u32 i = 0; i < nodecount; i++)
data[i] = MapNode(CONTENT_IGNORE);
raiseModified(MOD_STATE_WRITE_NEEDED, MOD_REASON_REALLOCATE);
}
@ -140,17 +137,6 @@ public:
//// Flags
////
inline bool isDummy() const
{
return !data;
}
inline void unDummify()
{
assert(isDummy()); // Pre-condition
reallocate();
}
// is_underground getter/setter
inline bool getIsUnderground()
{
@ -242,8 +228,7 @@ public:
inline bool isValidPosition(s16 x, s16 y, s16 z)
{
return data
&& x >= 0 && x < MAP_BLOCKSIZE
return x >= 0 && x < MAP_BLOCKSIZE
&& y >= 0 && y < MAP_BLOCKSIZE
&& z >= 0 && z < MAP_BLOCKSIZE;
}
@ -274,7 +259,7 @@ public:
return getNode(p.X, p.Y, p.Z, &is_valid);
}
inline void setNode(s16 x, s16 y, s16 z, MapNode & n)
inline void setNode(s16 x, s16 y, s16 z, MapNode n)
{
if (!isValidPosition(x, y, z))
throw InvalidPositionException();
@ -283,7 +268,7 @@ public:
raiseModified(MOD_STATE_WRITE_NEEDED, MOD_REASON_SET_NODE);
}
inline void setNode(v3s16 p, MapNode & n)
inline void setNode(v3s16 p, MapNode n)
{
setNode(p.X, p.Y, p.Z, n);
}
@ -292,46 +277,23 @@ public:
//// Non-checking variants of the above
////
inline MapNode getNodeNoCheck(s16 x, s16 y, s16 z, bool *valid_position)
{
*valid_position = data != nullptr;
if (!*valid_position)
return {CONTENT_IGNORE};
return data[z * zstride + y * ystride + x];
}
inline MapNode getNodeNoCheck(v3s16 p, bool *valid_position)
{
return getNodeNoCheck(p.X, p.Y, p.Z, valid_position);
}
////
//// Non-checking, unsafe variants of the above
//// MapBlock must be loaded by another function in the same scope/function
//// Caller must ensure that this is not a dummy block (by calling isDummy())
////
inline const MapNode &getNodeUnsafe(s16 x, s16 y, s16 z)
inline MapNode getNodeNoCheck(s16 x, s16 y, s16 z)
{
return data[z * zstride + y * ystride + x];
}
inline const MapNode &getNodeUnsafe(v3s16 &p)
inline MapNode getNodeNoCheck(v3s16 p)
{
return getNodeUnsafe(p.X, p.Y, p.Z);
return getNodeNoCheck(p.X, p.Y, p.Z);
}
inline void setNodeNoCheck(s16 x, s16 y, s16 z, MapNode & n)
inline void setNodeNoCheck(s16 x, s16 y, s16 z, MapNode n)
{
if (!data)
throw InvalidPositionException();
data[z * zstride + y * ystride + x] = n;
raiseModified(MOD_STATE_WRITE_NEEDED, MOD_REASON_SET_NODE_NO_CHECK);
}
inline void setNodeNoCheck(v3s16 p, MapNode & n)
inline void setNodeNoCheck(v3s16 p, MapNode n)
{
setNodeNoCheck(p.X, p.Y, p.Z, n);
}
@ -432,12 +394,12 @@ public:
//// Node Timers
////
inline NodeTimer getNodeTimer(const v3s16 &p)
inline NodeTimer getNodeTimer(v3s16 p)
{
return m_node_timers.get(p);
}
inline void removeNodeTimer(const v3s16 &p)
inline void removeNodeTimer(v3s16 p)
{
m_node_timers.remove(p);
}
@ -473,23 +435,6 @@ private:
void deSerialize_pre22(std::istream &is, u8 version, bool disk);
/*
Used only internally, because changes can't be tracked
*/
inline MapNode &getNodeRef(s16 x, s16 y, s16 z)
{
if (!isValidPosition(x, y, z))
throw InvalidPositionException();
return data[z * zstride + y * ystride + x];
}
inline MapNode &getNodeRef(v3s16 &p)
{
return getNodeRef(p.X, p.Y, p.Z);
}
public:
/*
Public member variables
@ -536,11 +481,7 @@ private:
IGameDef *m_gamedef;
/*
If NULL, block is a dummy block.
Dummy blocks are used for caching not-found-on-disk blocks.
*/
MapNode *data = nullptr;
MapNode *const data;
/*
- On the server, this is used for telling whether the
@ -624,12 +565,12 @@ inline bool blockpos_over_max_limit(v3s16 p)
/*
Returns the position of the block where the node is located
*/
inline v3s16 getNodeBlockPos(const v3s16 &p)
inline v3s16 getNodeBlockPos(v3s16 p)
{
return getContainerPos(p, MAP_BLOCKSIZE);
}
inline void getNodeBlockPosWithOffset(const v3s16 &p, v3s16 &block, v3s16 &offset)
inline void getNodeBlockPosWithOffset(v3s16 p, v3s16 &block, v3s16 &offset)
{
getContainerPosWithOffset(p, MAP_BLOCKSIZE, block, offset);
}

@ -85,13 +85,12 @@ inline MapBlock *ReflowScan::lookupBlock(int x, int y, int z)
inline bool ReflowScan::isLiquidFlowableTo(int x, int y, int z)
{
// Tests whether (x,y,z) is a node to which liquid might flow.
bool valid_position;
MapBlock *block = lookupBlock(x, y, z);
if (block) {
int dx = (MAP_BLOCKSIZE + x) % MAP_BLOCKSIZE;
int dy = (MAP_BLOCKSIZE + y) % MAP_BLOCKSIZE;
int dz = (MAP_BLOCKSIZE + z) % MAP_BLOCKSIZE;
MapNode node = block->getNodeNoCheck(dx, dy, dz, &valid_position);
MapNode node = block->getNodeNoCheck(dx, dy, dz);
if (node.getContent() != CONTENT_IGNORE) {
const ContentFeatures &f = m_ndef->get(node);
// NOTE: No need to check for flowing nodes with lower liquid level
@ -115,8 +114,6 @@ inline bool ReflowScan::isLiquidHorizontallyFlowable(int x, int y, int z)
void ReflowScan::scanColumn(int x, int z)
{
bool valid_position;
// Is the column inside a loaded block?
MapBlock *block = lookupBlock(x, 0, z);
if (!block)
@ -129,7 +126,7 @@ void ReflowScan::scanColumn(int x, int z)
// Get the state from the node above the scanned block
bool was_ignore, was_liquid;
if (above) {
MapNode node = above->getNodeNoCheck(dx, 0, dz, &valid_position);
MapNode node = above->getNodeNoCheck(dx, 0, dz);
was_ignore = node.getContent() == CONTENT_IGNORE;
was_liquid = m_ndef->get(node).isLiquid();
} else {
@ -141,7 +138,7 @@ void ReflowScan::scanColumn(int x, int z)
// Scan through the whole block
for (s16 y = MAP_BLOCKSIZE - 1; y >= 0; y--) {
MapNode node = block->getNodeNoCheck(dx, y, dz, &valid_position);
MapNode node = block->getNodeNoCheck(dx, y, dz);
const ContentFeatures &f = m_ndef->get(node);
bool is_ignore = node.getContent() == CONTENT_IGNORE;
bool is_liquid = f.isLiquid();
@ -179,7 +176,7 @@ void ReflowScan::scanColumn(int x, int z)
// Check the node below the current block
MapBlock *below = lookupBlock(x, -1, z);
if (below) {
MapNode node = below->getNodeNoCheck(dx, MAP_BLOCKSIZE - 1, dz, &valid_position);
MapNode node = below->getNodeNoCheck(dx, MAP_BLOCKSIZE - 1, dz);
const ContentFeatures &f = m_ndef->get(node);
bool is_ignore = node.getContent() == CONTENT_IGNORE;
bool is_liquid = f.isLiquid();

@ -258,7 +258,6 @@ void LBMManager::applyLBMs(ServerEnvironment *env, MapBlock *block, u32 stamp)
v3s16 pos;
MapNode n;
content_t c;
bool pos_valid; // dummy, we know it's valid
auto it = getLBMsIntroducedAfter(stamp);
for (; it != m_lbm_lookup.end(); ++it) {
// Cache previous version to speedup lookup which has a very high performance
@ -269,7 +268,7 @@ void LBMManager::applyLBMs(ServerEnvironment *env, MapBlock *block, u32 stamp)
for (pos.X = 0; pos.X < MAP_BLOCKSIZE; pos.X++)
for (pos.Y = 0; pos.Y < MAP_BLOCKSIZE; pos.Y++)
for (pos.Z = 0; pos.Z < MAP_BLOCKSIZE; pos.Z++) {
n = block->getNodeNoCheck(pos, &pos_valid);
n = block->getNodeNoCheck(pos);
c = n.getContent();
// If content_t are not matching perform an LBM lookup
@ -850,7 +849,7 @@ public:
}
void apply(MapBlock *block, int &blocks_scanned, int &abms_run, int &blocks_cached)
{
if(m_aabms.empty() || block->isDummy())
if(m_aabms.empty())
return;
// Check the content type cache first
@ -884,7 +883,7 @@ public:
for(p0.Y=0; p0.Y<MAP_BLOCKSIZE; p0.Y++)
for(p0.Z=0; p0.Z<MAP_BLOCKSIZE; p0.Z++)
{
const MapNode &n = block->getNodeUnsafe(p0);
const MapNode &n = block->getNodeNoCheck(p0);
content_t c = n.getContent();
// Cache content types as we go
if (!block->contents_cached && !block->do_not_cache_contents) {
@ -920,7 +919,7 @@ public:
if (block->isValidPosition(p1)) {
// if the neighbor is found on the same map block
// get it straight from there
const MapNode &n = block->getNodeUnsafe(p1);
const MapNode &n = block->getNodeNoCheck(p1);
c = n.getContent();
} else {
// otherwise consult the map
@ -1589,7 +1588,7 @@ ServerEnvironment::BlockStatus ServerEnvironment::getBlockStatus(v3s16 blockpos)
return BS_ACTIVE;
const MapBlock *block = m_map->getBlockNoCreateNoEx(blockpos);
if (block && !block->isDummy())
if (block)
return BS_LOADED;
if (m_map->isBlockInQueue(blockpos))

@ -256,8 +256,6 @@ void unspread_light(Map *map, const NodeDefManager *nodemgr, LightBank bank,
// 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)) {
@ -266,8 +264,7 @@ void unspread_light(Map *map, const NodeDefManager *nodemgr, LightBank bank,
// There is no brightest neighbor
source_dir = 6;
// The current node
const MapNode &node = current.block->getNodeNoCheck(
current.rel_position, &is_valid_position);
const MapNode &node = current.block->getNodeNoCheck(current.rel_position);
ContentLightingFlags f = nodemgr->getLightingFlags(node);
// If the node emits light, it behaves like it had a
// brighter neighbor.
@ -294,8 +291,7 @@ void unspread_light(Map *map, const NodeDefManager *nodemgr, LightBank bank,
neighbor_block = current.block;
}
// Get the neighbor itself
MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos,
&is_valid_position);
MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos);
ContentLightingFlags neighbor_f = nodemgr->getLightingFlags(
neighbor.getContent());
u8 neighbor_light = neighbor.getLightRaw(bank, neighbor_f);
@ -361,8 +357,6 @@ void spread_light(Map *map, const NodeDefManager *nodemgr, LightBank bank,
// 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++) {
@ -384,8 +378,7 @@ void spread_light(Map *map, const NodeDefManager *nodemgr, LightBank bank,
neighbor_block = current.block;
}
// Get the neighbor itself
MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos,
&is_valid_position);
MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos);
ContentLightingFlags f = nodemgr->getLightingFlags(neighbor);
if (f.light_propagates) {
// Light up the neighbor, if it has less light than it should.
@ -445,10 +438,7 @@ bool is_sunlight_above(Map *map, v3s16 pos, const NodeDefManager *ndef)
sunlight = !node_block->getIsUnderground();
}
} else {
bool is_valid_position;
MapNode above = source_block->getNodeNoCheck(source_rel_pos,
&is_valid_position);
if (is_valid_position) {
MapNode above = source_block->getNodeNoCheck(source_rel_pos);
if (above.getContent() == CONTENT_IGNORE) {
// Trust heuristics
if (source_block->getIsUnderground()) {
@ -463,7 +453,6 @@ bool is_sunlight_above(Map *map, v3s16 pos, const NodeDefManager *ndef)
}
}
}
}
return sunlight;
}
@ -504,14 +493,11 @@ void update_lighting_nodes(Map *map,
mapblock_v3 block_pos;
getNodeBlockPosWithOffset(p, block_pos, rel_pos);
MapBlock *block = map->getBlockNoCreateNoEx(block_pos);
if (block == NULL || block->isDummy()) {
if (block == NULL) {
continue;
}
// Get the new node
MapNode n = block->getNodeNoCheck(rel_pos, &is_valid_position);
if (!is_valid_position) {
break;
}
MapNode n = block->getNodeNoCheck(rel_pos);
// Light of the old node
u8 old_light = it->second.getLight(bank, ndef->getLightingFlags(it->second));
@ -530,9 +516,8 @@ void update_lighting_nodes(Map *map,
new_light = f.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) {
MapNode n2 = map->getNode(p2, &is_valid_position);
if (is_valid_position) {
u8 spread = n2.getLight(bank, ndef->getLightingFlags(n2));
// If it is sure that the neighbor won't be
// unlighted, its light can spread to this node.
@ -636,8 +621,7 @@ void update_lighting_nodes(Map *map,
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);
MapNode n = it->block->getNodeNoCheck(it->rel_position);
n.setLight(bank, i, ndef->getLightingFlags(n));
it->block->setNodeNoCheck(it->rel_position, n);
}
@ -696,7 +680,6 @@ 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.
@ -729,8 +712,7 @@ void update_block_border_lighting(Map *map, MapBlock *block,
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);
MapNode n = b->getNodeNoCheck(x, y, z);
ContentLightingFlags f = ndef->getLightingFlags(n);
u8 light = n.getLight(bank, f);
// Sunlight is fixed
@ -758,8 +740,7 @@ void update_block_border_lighting(Map *map, MapBlock *block,
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);
MapNode n = it->block->getNodeNoCheck(it->rel_position);
n.setLight(bank, i, ndef->getLightingFlags(n));
it->block->setNodeNoCheck(it->rel_position, n);
}
@ -842,8 +823,7 @@ void is_sunlight_above_block(Map *map, mapblock_v3 pos,
// 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()) {
if (source_block == NULL || !source_block->isGenerated()) {
// But if there is no block above, then use heuristics
bool sunlight = true;
MapBlock *node_block = map->getBlockNoCreateNoEx(pos);
@ -856,14 +836,11 @@ void is_sunlight_above_block(Map *map, mapblock_v3 pos,
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);
MapNode above = source_block->getNodeNoCheck(x, 0, z);
ContentLightingFlags above_f = ndef->getLightingFlags(above);
light[z][x] = above.getLight(LIGHTBANK_DAY, above_f) == LIGHT_SUN;
}
@ -886,13 +863,11 @@ bool propagate_block_sunlight(Map *map, const NodeDefManager *ndef,
bool modified = false;
// Get the block.
MapBlock *block = map->getBlockNoCreateNoEx(data->target_block);
if (block == NULL || block->isDummy()) {
if (block == NULL) {
// 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++) {
@ -904,7 +879,7 @@ bool propagate_block_sunlight(Map *map, const NodeDefManager *ndef,
// Propagate sunlight.
// For each node downwards:
for (; current_pos.Y >= 0; current_pos.Y--) {
MapNode n = block->getNodeNoCheck(current_pos, &is_valid);
MapNode n = block->getNodeNoCheck(current_pos);
ContentLightingFlags f = ndef->getLightingFlags(n);
if (n.getLightRaw(LIGHTBANK_DAY, f) < LIGHT_SUN
&& f.sunlight_propagates) {
@ -923,7 +898,7 @@ bool propagate_block_sunlight(Map *map, const NodeDefManager *ndef,
// Propagate shadow.
// For each node downwards:
for (; current_pos.Y >= 0; current_pos.Y--) {
MapNode n = block->getNodeNoCheck(current_pos, &is_valid);
MapNode n = block->getNodeNoCheck(current_pos);
ContentLightingFlags f = ndef->getLightingFlags(n);
if (n.getLightRaw(LIGHTBANK_DAY, f) == LIGHT_SUN) {
// The sunlight is no longer valid.
@ -987,8 +962,6 @@ void finish_bulk_light_update(Map *map, mapblock_v3 minblock,
std::map<v3s16, MapBlock*> *modified_blocks)
{
const NodeDefManager *ndef = map->getNodeDefManager();
// dummy boolean
bool is_valid;
// --- STEP 1: Do unlighting
@ -1007,14 +980,14 @@ void finish_bulk_light_update(Map *map, mapblock_v3 minblock,
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())
if (!block)
// 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);
MapNode node = block->getNodeNoCheck(relpos.X, relpos.Y, relpos.Z);
ContentLightingFlags f = ndef->getLightingFlags(node);
// For each light bank
@ -1041,8 +1014,7 @@ void finish_bulk_light_update(Map *map, mapblock_v3 minblock,
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);
MapNode n = it->block->getNodeNoCheck(it->rel_position);
n.setLight(bank, i, ndef->getLightingFlags(n));
it->block->setNodeNoCheck(it->rel_position, n);
}
@ -1064,8 +1036,6 @@ void blit_back_with_light(Map *map, MMVManip *vm,
// Will hold sunlight data.
bool lights[MAP_BLOCKSIZE][MAP_BLOCKSIZE];
SunlightPropagationData data;
// Dummy boolean.
bool is_valid;
// --- STEP 1: reset everything to sunlight
@ -1105,7 +1075,7 @@ void blit_back_with_light(Map *map, MMVManip *vm,
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())
if (!block)
// Skip not existing blocks.
continue;
v3s16 offset = block->getPosRelative();
@ -1117,7 +1087,7 @@ void blit_back_with_light(Map *map, MMVManip *vm,
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);
MapNode oldnode = block->getNodeNoCheck(relpos);
ContentLightingFlags oldf = ndef->getLightingFlags(oldnode);
MapNode newnode = vm->getNodeNoExNoEmerge(relpos + offset);
ContentLightingFlags newf = ndef->getLightingFlags(newnode);
@ -1164,10 +1134,6 @@ void blit_back_with_light(Map *map, MMVManip *vm,
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++) {
@ -1175,7 +1141,7 @@ void fill_with_sunlight(MapBlock *block, const NodeDefManager *ndef,
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);
MapNode n = block->getNodeNoCheck(x, y, z);
// Ignore IGNORE nodes, these are not generated yet.
if (n.getContent() == CONTENT_IGNORE)
continue;
@ -1197,7 +1163,7 @@ void fill_with_sunlight(MapBlock *block, const NodeDefManager *ndef,
void repair_block_light(Map *map, MapBlock *block,
std::map<v3s16, MapBlock*> *modified_blocks)
{
if (!block || block->isDummy())
if (!block)
return;
const NodeDefManager *ndef = map->getNodeDefManager();
// First queue is for day light, second is for night light.
@ -1206,8 +1172,6 @@ void repair_block_light(Map *map, MapBlock *block,
// Will hold sunlight data.
bool lights[MAP_BLOCKSIZE][MAP_BLOCKSIZE];
SunlightPropagationData data;
// Dummy boolean.
bool is_valid;
// --- STEP 1: reset everything to sunlight
@ -1245,7 +1209,7 @@ void repair_block_light(Map *map, MapBlock *block,
for (relpos.Y = a.MinEdge.Y; relpos.Y <= a.MaxEdge.Y; relpos.Y++) {
// Get node
MapNode node = block->getNodeNoCheck(relpos, &is_valid);
MapNode node = block->getNodeNoCheck(relpos);
ContentLightingFlags f = ndef->getLightingFlags(node);
// For each light bank
for (size_t b = 0; b < 2; b++) {