/* Minetest-c55 Copyright (C) 2010-2011 celeron55, Perttu Ahola 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 the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "map.h" #include "mapsector.h" #include "mapblock.h" #include "main.h" #include "filesys.h" #include "voxel.h" #include "porting.h" #include "mapgen.h" #include "nodemetadata.h" #include "settings.h" #include "log.h" #include "profiler.h" #include "nodedef.h" #include "gamedef.h" #include "util/directiontables.h" #include "rollback_interface.h" #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")" /* SQLite format specification: - Initially only replaces sectors/ and sectors2/ If map.sqlite does not exist in the save dir or the block was not found in the database the map will try to load from sectors folder. In either case, map.sqlite will be created and all future saves will save there. Structure of map.sqlite: Tables: blocks (PK) INT pos BLOB data */ /* Map */ Map::Map(std::ostream &dout, IGameDef *gamedef): m_dout(dout), m_gamedef(gamedef), m_sector_cache(NULL) { /*m_sector_mutex.Init(); assert(m_sector_mutex.IsInitialized());*/ } Map::~Map() { /* Free all MapSectors */ core::map::Iterator i = m_sectors.getIterator(); for(; i.atEnd() == false; i++) { MapSector *sector = i.getNode()->getValue(); delete sector; } } void Map::addEventReceiver(MapEventReceiver *event_receiver) { m_event_receivers.insert(event_receiver, false); } void Map::removeEventReceiver(MapEventReceiver *event_receiver) { if(m_event_receivers.find(event_receiver) == NULL) return; m_event_receivers.remove(event_receiver); } void Map::dispatchEvent(MapEditEvent *event) { for(core::map::Iterator i = m_event_receivers.getIterator(); i.atEnd()==false; i++) { MapEventReceiver* event_receiver = i.getNode()->getKey(); event_receiver->onMapEditEvent(event); } } MapSector * Map::getSectorNoGenerateNoExNoLock(v2s16 p) { if(m_sector_cache != NULL && p == m_sector_cache_p){ MapSector * sector = m_sector_cache; return sector; } core::map::Node *n = m_sectors.find(p); if(n == NULL) return NULL; MapSector *sector = n->getValue(); // Cache the last result m_sector_cache_p = p; m_sector_cache = sector; return sector; } MapSector * Map::getSectorNoGenerateNoEx(v2s16 p) { return getSectorNoGenerateNoExNoLock(p); } MapSector * Map::getSectorNoGenerate(v2s16 p) { MapSector *sector = getSectorNoGenerateNoEx(p); if(sector == NULL) throw InvalidPositionException(); return sector; } MapBlock * Map::getBlockNoCreateNoEx(v3s16 p3d) { v2s16 p2d(p3d.X, p3d.Z); MapSector * sector = getSectorNoGenerateNoEx(p2d); if(sector == NULL) return NULL; MapBlock *block = sector->getBlockNoCreateNoEx(p3d.Y); return block; } MapBlock * Map::getBlockNoCreate(v3s16 p3d) { MapBlock *block = getBlockNoCreateNoEx(p3d); if(block == NULL) throw InvalidPositionException(); return block; } bool Map::isNodeUnderground(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); try{ MapBlock * block = getBlockNoCreate(blockpos); return block->getIsUnderground(); } catch(InvalidPositionException &e) { return false; } } bool Map::isValidPosition(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); MapBlock *block = getBlockNoCreate(blockpos); return (block != NULL); } // Returns a CONTENT_IGNORE node if not found MapNode Map::getNodeNoEx(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); MapBlock *block = getBlockNoCreateNoEx(blockpos); if(block == NULL) return MapNode(CONTENT_IGNORE); v3s16 relpos = p - blockpos*MAP_BLOCKSIZE; return block->getNodeNoCheck(relpos); } // throws InvalidPositionException if not found MapNode Map::getNode(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); MapBlock *block = getBlockNoCreateNoEx(blockpos); if(block == NULL) throw InvalidPositionException(); v3s16 relpos = p - blockpos*MAP_BLOCKSIZE; return block->getNodeNoCheck(relpos); } // throws InvalidPositionException if not found void Map::setNode(v3s16 p, MapNode & n) { v3s16 blockpos = getNodeBlockPos(p); MapBlock *block = getBlockNoCreate(blockpos); v3s16 relpos = p - blockpos*MAP_BLOCKSIZE; // Never allow placing CONTENT_IGNORE, it fucks up stuff if(n.getContent() == CONTENT_IGNORE){ errorstream<<"Map::setNode(): Not allowing to place CONTENT_IGNORE" <<" while trying to replace \"" <ndef()->get(block->getNodeNoCheck(relpos)).name <<"\" at "<setNodeNoCheck(relpos, n); } /* Goes recursively through the neighbours of the node. Alters only transparent nodes. If the lighting of the neighbour is lower than the lighting of the node was (before changing it to 0 at the step before), the lighting of the neighbour is set to 0 and then the same stuff repeats for the neighbour. The ending nodes of the routine are stored in light_sources. This is useful when a light is removed. In such case, this routine can be called for the light node and then again for light_sources to re-light the area without the removed light. values of from_nodes are lighting values. */ void Map::unspreadLight(enum LightBank bank, core::map & from_nodes, core::map & light_sources, core::map & modified_blocks) { INodeDefManager *nodemgr = m_gamedef->ndef(); v3s16 dirs[6] = { v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; if(from_nodes.size() == 0) return; u32 blockchangecount = 0; core::map unlighted_nodes; core::map::Iterator j; j = from_nodes.getIterator(); /* Initialize block cache */ v3s16 blockpos_last; MapBlock *block = NULL; // Cache this a bit, too bool block_checked_in_modified = false; for(; j.atEnd() == false; j++) { v3s16 pos = j.getNode()->getKey(); v3s16 blockpos = getNodeBlockPos(pos); // Only fetch a new block if the block position has changed try{ if(block == NULL || blockpos != blockpos_last){ block = getBlockNoCreate(blockpos); blockpos_last = blockpos; block_checked_in_modified = false; blockchangecount++; } } catch(InvalidPositionException &e) { continue; } if(block->isDummy()) continue; // Calculate relative position in block v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE; // Get node straight from the block MapNode n = block->getNode(relpos); u8 oldlight = j.getNode()->getValue(); // Loop through 6 neighbors for(u16 i=0; i<6; i++) { // Get the position of the neighbor node v3s16 n2pos = pos + dirs[i]; // Get the block where the node is located v3s16 blockpos = getNodeBlockPos(n2pos); try { // Only fetch a new block if the block position has changed try{ if(block == NULL || blockpos != blockpos_last){ block = getBlockNoCreate(blockpos); blockpos_last = blockpos; block_checked_in_modified = false; blockchangecount++; } } catch(InvalidPositionException &e) { continue; } // Calculate relative position in block v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE; // Get node straight from the block MapNode n2 = block->getNode(relpos); bool changed = false; //TODO: Optimize output by optimizing light_sources? /* If the neighbor is dimmer than what was specified as oldlight (the light of the previous node) */ if(n2.getLight(bank, nodemgr) < oldlight) { /* And the neighbor is transparent and it has some light */ if(nodemgr->get(n2).light_propagates && n2.getLight(bank, nodemgr) != 0) { /* Set light to 0 and add to queue */ u8 current_light = n2.getLight(bank, nodemgr); n2.setLight(bank, 0, nodemgr); block->setNode(relpos, n2); unlighted_nodes.insert(n2pos, current_light); changed = true; /* Remove from light_sources if it is there NOTE: This doesn't happen nearly at all */ /*if(light_sources.find(n2pos)) { infostream<<"Removed from light_sources"< 0) unspreadLight(bank, unlighted_nodes, light_sources, modified_blocks); } /* A single-node wrapper of the above */ void Map::unLightNeighbors(enum LightBank bank, v3s16 pos, u8 lightwas, core::map & light_sources, core::map & modified_blocks) { core::map from_nodes; from_nodes.insert(pos, lightwas); unspreadLight(bank, from_nodes, light_sources, modified_blocks); } /* Lights neighbors of from_nodes, collects all them and then goes on recursively. */ void Map::spreadLight(enum LightBank bank, core::map & from_nodes, core::map & modified_blocks) { INodeDefManager *nodemgr = m_gamedef->ndef(); const v3s16 dirs[6] = { v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; if(from_nodes.size() == 0) return; u32 blockchangecount = 0; core::map lighted_nodes; core::map::Iterator j; j = from_nodes.getIterator(); /* Initialize block cache */ v3s16 blockpos_last; MapBlock *block = NULL; // Cache this a bit, too bool block_checked_in_modified = false; for(; j.atEnd() == false; j++) //for(; j != from_nodes.end(); j++) { v3s16 pos = j.getNode()->getKey(); //v3s16 pos = *j; //infostream<<"pos=("<isDummy()) continue; // Calculate relative position in block v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE; // Get node straight from the block MapNode n = block->getNode(relpos); u8 oldlight = n.getLight(bank, nodemgr); u8 newlight = diminish_light(oldlight); // Loop through 6 neighbors for(u16 i=0; i<6; i++){ // Get the position of the neighbor node v3s16 n2pos = pos + dirs[i]; // Get the block where the node is located v3s16 blockpos = getNodeBlockPos(n2pos); try { // Only fetch a new block if the block position has changed try{ if(block == NULL || blockpos != blockpos_last){ block = getBlockNoCreate(blockpos); blockpos_last = blockpos; block_checked_in_modified = false; blockchangecount++; } } catch(InvalidPositionException &e) { continue; } // Calculate relative position in block v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE; // Get node straight from the block MapNode n2 = block->getNode(relpos); bool changed = false; /* If the neighbor is brighter than the current node, add to list (it will light up this node on its turn) */ if(n2.getLight(bank, nodemgr) > undiminish_light(oldlight)) { lighted_nodes.insert(n2pos, true); //lighted_nodes.push_back(n2pos); changed = true; } /* If the neighbor is dimmer than how much light this node would spread on it, add to list */ if(n2.getLight(bank, nodemgr) < newlight) { if(nodemgr->get(n2).light_propagates) { n2.setLight(bank, newlight, nodemgr); block->setNode(relpos, n2); lighted_nodes.insert(n2pos, true); //lighted_nodes.push_back(n2pos); changed = true; } } // Add to modified_blocks if(changed == true && block_checked_in_modified == false) { // If the block is not found in modified_blocks, add. if(modified_blocks.find(blockpos) == NULL) { modified_blocks.insert(blockpos, block); } block_checked_in_modified = true; } } catch(InvalidPositionException &e) { continue; } } } /*infostream<<"spreadLight(): Changed block " < 0) spreadLight(bank, lighted_nodes, modified_blocks); } /* A single-node source variation of the above. */ void Map::lightNeighbors(enum LightBank bank, v3s16 pos, core::map & modified_blocks) { core::map from_nodes; from_nodes.insert(pos, true); spreadLight(bank, from_nodes, modified_blocks); } v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p) { INodeDefManager *nodemgr = m_gamedef->ndef(); v3s16 dirs[6] = { v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; u8 brightest_light = 0; v3s16 brightest_pos(0,0,0); bool found_something = false; // Loop through 6 neighbors for(u16 i=0; i<6; i++){ // Get the position of the neighbor node v3s16 n2pos = p + dirs[i]; MapNode n2; try{ n2 = getNode(n2pos); } catch(InvalidPositionException &e) { continue; } if(n2.getLight(bank, nodemgr) > brightest_light || found_something == false){ brightest_light = n2.getLight(bank, nodemgr); brightest_pos = n2pos; found_something = true; } } if(found_something == false) throw InvalidPositionException(); return brightest_pos; } /* Propagates sunlight down from a node. Starting point gets sunlight. Returns the lowest y value of where the sunlight went. Mud is turned into grass in where the sunlight stops. */ s16 Map::propagateSunlight(v3s16 start, core::map & modified_blocks) { INodeDefManager *nodemgr = m_gamedef->ndef(); s16 y = start.Y; for(; ; y--) { v3s16 pos(start.X, y, start.Z); v3s16 blockpos = getNodeBlockPos(pos); MapBlock *block; try{ block = getBlockNoCreate(blockpos); } catch(InvalidPositionException &e) { break; } v3s16 relpos = pos - blockpos*MAP_BLOCKSIZE; MapNode n = block->getNode(relpos); if(nodemgr->get(n).sunlight_propagates) { n.setLight(LIGHTBANK_DAY, LIGHT_SUN, nodemgr); block->setNode(relpos, n); modified_blocks.insert(blockpos, block); } else { // Sunlight goes no further break; } } return y + 1; } void Map::updateLighting(enum LightBank bank, core::map & a_blocks, core::map & modified_blocks) { INodeDefManager *nodemgr = m_gamedef->ndef(); /*m_dout< blocks_to_update; core::map light_sources; core::map unlight_from; int num_bottom_invalid = 0; { //TimeTaker t("first stuff"); core::map::Iterator i; i = a_blocks.getIterator(); for(; i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); for(;;) { // Don't bother with dummy blocks. if(block->isDummy()) break; v3s16 pos = block->getPos(); v3s16 posnodes = block->getPosRelative(); modified_blocks.insert(pos, block); blocks_to_update.insert(pos, block); /* Clear all light from block */ for(s16 z=0; zgetNode(p); u8 oldlight = n.getLight(bank, nodemgr); n.setLight(bank, 0, nodemgr); block->setNode(p, n); // If node sources light, add to list u8 source = nodemgr->get(n).light_source; if(source != 0) light_sources[p + posnodes] = true; // Collect borders for unlighting if((x==0 || x == MAP_BLOCKSIZE-1 || y==0 || y == MAP_BLOCKSIZE-1 || z==0 || z == MAP_BLOCKSIZE-1) && oldlight != 0) { v3s16 p_map = p + posnodes; unlight_from.insert(p_map, oldlight); } } catch(InvalidPositionException &e) { /* This would happen when dealing with a dummy block. */ //assert(0); infostream<<"updateLighting(): InvalidPositionException" <propagateSunlight(light_sources); if(!bottom_valid) num_bottom_invalid++; // If bottom is valid, we're done. if(bottom_valid) break; } else if(bank == LIGHTBANK_NIGHT) { // For night lighting, sunlight is not propagated break; } else { // Invalid lighting bank assert(0); } /*infostream<<"Bottom for sunlight-propagated block (" <get("")) { core::map::Iterator i; i = blocks_to_update.getIterator(); for(; i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); v3s16 p = block->getPos(); block->setLightingExpired(false); } return; } #endif #if 1 { //TimeTaker timer("unspreadLight"); unspreadLight(bank, unlight_from, light_sources, modified_blocks); } /*if(debug) { u32 diff = modified_blocks.size() - count_was; count_was = modified_blocks.size(); infostream<<"unspreadLight modified "<::Iterator i; i = blocks_to_update.getIterator(); for(; i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); v3s16 p = block->getPos(); // Add all surrounding blocks vmanip.initialEmerge(p - v3s16(1,1,1), p + v3s16(1,1,1)); /* Add all surrounding blocks that have up-to-date lighting NOTE: This doesn't quite do the job (not everything appropriate is lighted) */ /*for(s16 z=-1; z<=1; z++) for(s16 y=-1; y<=1; y++) for(s16 x=-1; x<=1; x++) { v3s16 p2 = p + v3s16(x,y,z); MapBlock *block = getBlockNoCreateNoEx(p2); if(block == NULL) continue; if(block->isDummy()) continue; if(block->getLightingExpired()) continue; vmanip.initialEmerge(p2, p2); }*/ // Lighting of block will be updated completely block->setLightingExpired(false); } } { //TimeTaker timer("unSpreadLight"); vmanip.unspreadLight(bank, unlight_from, light_sources, nodemgr); } { //TimeTaker timer("spreadLight"); vmanip.spreadLight(bank, light_sources, nodemgr); } { //TimeTaker timer("blitBack"); vmanip.blitBack(modified_blocks); } /*infostream<<"emerge_time="< & a_blocks, core::map & modified_blocks) { updateLighting(LIGHTBANK_DAY, a_blocks, modified_blocks); updateLighting(LIGHTBANK_NIGHT, a_blocks, modified_blocks); /* Update information about whether day and night light differ */ for(core::map::Iterator i = modified_blocks.getIterator(); i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); block->expireDayNightDiff(); } } /* */ void Map::addNodeAndUpdate(v3s16 p, MapNode n, core::map &modified_blocks) { INodeDefManager *ndef = m_gamedef->ndef(); /*PrintInfo(m_dout); m_dout< light_sources; /* Collect old node for rollback */ RollbackNode rollback_oldnode(this, p, m_gamedef); /* If there is a node at top and it doesn't have sunlight, there has not been any sunlight going down. Otherwise there probably is. */ try{ MapNode topnode = getNode(toppos); if(topnode.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN) node_under_sunlight = false; } catch(InvalidPositionException &e) { } /* Remove all light that has come out of this node */ enum LightBank banks[] = { LIGHTBANK_DAY, LIGHTBANK_NIGHT }; for(s32 i=0; i<2; i++) { enum LightBank bank = banks[i]; u8 lightwas = getNode(p).getLight(bank, ndef); // Add the block of the added node to modified_blocks v3s16 blockpos = getNodeBlockPos(p); MapBlock * block = getBlockNoCreate(blockpos); assert(block != NULL); modified_blocks.insert(blockpos, block); assert(isValidPosition(p)); // Unlight neighbours of node. // This means setting light of all consequent dimmer nodes // to 0. // This also collects the nodes at the border which will spread // light again into this. unLightNeighbors(bank, p, lightwas, light_sources, modified_blocks); n.setLight(bank, 0, ndef); } /* If node lets sunlight through and is under sunlight, it has sunlight too. */ if(node_under_sunlight && ndef->get(n).sunlight_propagates) { n.setLight(LIGHTBANK_DAY, LIGHT_SUN, ndef); } /* Remove node metadata */ removeNodeMetadata(p); /* Set the node on the map */ setNode(p, n); /* If node is under sunlight and doesn't let sunlight through, take all sunlighted nodes under it and clear light from them and from where the light has been spread. TODO: This could be optimized by mass-unlighting instead of looping */ if(node_under_sunlight && !ndef->get(n).sunlight_propagates) { s16 y = p.Y - 1; for(;; y--){ //m_dout<::Iterator i = modified_blocks.getIterator(); i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); block->expireDayNightDiff(); } /* Report for rollback */ if(m_gamedef->rollback()) { RollbackNode rollback_newnode(this, p, m_gamedef); RollbackAction action; action.setSetNode(p, rollback_oldnode, rollback_newnode); m_gamedef->rollback()->reportAction(action); } /* Add neighboring liquid nodes and the node itself if it is liquid (=water node was added) to transform queue. */ v3s16 dirs[7] = { v3s16(0,0,0), // self v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left }; for(u16 i=0; i<7; i++) { try { v3s16 p2 = p + dirs[i]; MapNode n2 = getNode(p2); if(ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR) { m_transforming_liquid.push_back(p2); } }catch(InvalidPositionException &e) { } } } /* */ void Map::removeNodeAndUpdate(v3s16 p, core::map &modified_blocks) { INodeDefManager *ndef = m_gamedef->ndef(); /*PrintInfo(m_dout); m_dout< light_sources; enum LightBank banks[] = { LIGHTBANK_DAY, LIGHTBANK_NIGHT }; for(s32 i=0; i<2; i++) { enum LightBank bank = banks[i]; /* Unlight neighbors (in case the node is a light source) */ unLightNeighbors(bank, p, getNode(p).getLight(bank, ndef), light_sources, modified_blocks); } /* Remove node metadata */ removeNodeMetadata(p); /* Remove the node. This also clears the lighting. */ MapNode n; n.setContent(replace_material); setNode(p, n); for(s32 i=0; i<2; i++) { enum LightBank bank = banks[i]; /* Recalculate lighting */ spreadLight(bank, light_sources, modified_blocks); } // Add the block of the removed node to modified_blocks v3s16 blockpos = getNodeBlockPos(p); MapBlock * block = getBlockNoCreate(blockpos); assert(block != NULL); modified_blocks.insert(blockpos, block); /* If the removed node was under sunlight, propagate the sunlight down from it and then light all neighbors of the propagated blocks. */ if(node_under_sunlight) { s16 ybottom = propagateSunlight(p, modified_blocks); /*m_dout< ybottom="<= ybottom; y--) { v3s16 p2(p.X, y, p.Z); /*m_dout<::Iterator i = modified_blocks.getIterator(); i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); block->expireDayNightDiff(); } /* Report for rollback */ if(m_gamedef->rollback()) { RollbackNode rollback_newnode(this, p, m_gamedef); RollbackAction action; action.setSetNode(p, rollback_oldnode, rollback_newnode); m_gamedef->rollback()->reportAction(action); } /* Add neighboring liquid nodes and this node to transform queue. (it's vital for the node itself to get updated last.) */ v3s16 dirs[7] = { v3s16(0,0,1), // back v3s16(0,1,0), // top v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom v3s16(-1,0,0), // left v3s16(0,0,0), // self }; for(u16 i=0; i<7; i++) { try { v3s16 p2 = p + dirs[i]; MapNode n2 = getNode(p2); if(ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR) { m_transforming_liquid.push_back(p2); } }catch(InvalidPositionException &e) { } } } bool Map::addNodeWithEvent(v3s16 p, MapNode n) { MapEditEvent event; event.type = MEET_ADDNODE; event.p = p; event.n = n; bool succeeded = true; try{ core::map modified_blocks; addNodeAndUpdate(p, n, modified_blocks); // Copy modified_blocks to event for(core::map::Iterator i = modified_blocks.getIterator(); i.atEnd()==false; i++) { event.modified_blocks.insert(i.getNode()->getKey(), false); } } catch(InvalidPositionException &e){ succeeded = false; } dispatchEvent(&event); return succeeded; } bool Map::removeNodeWithEvent(v3s16 p) { MapEditEvent event; event.type = MEET_REMOVENODE; event.p = p; bool succeeded = true; try{ core::map modified_blocks; removeNodeAndUpdate(p, modified_blocks); // Copy modified_blocks to event for(core::map::Iterator i = modified_blocks.getIterator(); i.atEnd()==false; i++) { event.modified_blocks.insert(i.getNode()->getKey(), false); } } catch(InvalidPositionException &e){ succeeded = false; } dispatchEvent(&event); return succeeded; } bool Map::getDayNightDiff(v3s16 blockpos) { try{ v3s16 p = blockpos + v3s16(0,0,0); MapBlock *b = getBlockNoCreate(p); if(b->getDayNightDiff()) return true; } catch(InvalidPositionException &e){} // Leading edges try{ v3s16 p = blockpos + v3s16(-1,0,0); MapBlock *b = getBlockNoCreate(p); if(b->getDayNightDiff()) return true; } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,-1,0); MapBlock *b = getBlockNoCreate(p); if(b->getDayNightDiff()) return true; } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,0,-1); MapBlock *b = getBlockNoCreate(p); if(b->getDayNightDiff()) return true; } catch(InvalidPositionException &e){} // Trailing edges try{ v3s16 p = blockpos + v3s16(1,0,0); MapBlock *b = getBlockNoCreate(p); if(b->getDayNightDiff()) return true; } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,1,0); MapBlock *b = getBlockNoCreate(p); if(b->getDayNightDiff()) return true; } catch(InvalidPositionException &e){} try{ v3s16 p = blockpos + v3s16(0,0,1); MapBlock *b = getBlockNoCreate(p); if(b->getDayNightDiff()) return true; } catch(InvalidPositionException &e){} return false; } /* Updates usage timers */ void Map::timerUpdate(float dtime, float unload_timeout, core::list *unloaded_blocks) { bool save_before_unloading = (mapType() == MAPTYPE_SERVER); // Profile modified reasons Profiler modprofiler; core::list sector_deletion_queue; u32 deleted_blocks_count = 0; u32 saved_blocks_count = 0; u32 block_count_all = 0; core::map::Iterator si; beginSave(); si = m_sectors.getIterator(); for(; si.atEnd() == false; si++) { MapSector *sector = si.getNode()->getValue(); bool all_blocks_deleted = true; core::list blocks; sector->getBlocks(blocks); for(core::list::Iterator i = blocks.begin(); i != blocks.end(); i++) { MapBlock *block = (*i); block->incrementUsageTimer(dtime); if(block->getUsageTimer() > unload_timeout) { v3s16 p = block->getPos(); // Save if modified if(block->getModified() != MOD_STATE_CLEAN && save_before_unloading) { modprofiler.add(block->getModifiedReason(), 1); saveBlock(block); saved_blocks_count++; } // Delete from memory sector->deleteBlock(block); if(unloaded_blocks) unloaded_blocks->push_back(p); deleted_blocks_count++; } else { all_blocks_deleted = false; block_count_all++; } } if(all_blocks_deleted) { sector_deletion_queue.push_back(si.getNode()->getKey()); } } endSave(); // Finally delete the empty sectors deleteSectors(sector_deletion_queue); if(deleted_blocks_count != 0) { PrintInfo(infostream); // ServerMap/ClientMap: infostream<<"Unloaded "< &list) { core::list::Iterator j; for(j=list.begin(); j!=list.end(); j++) { MapSector *sector = m_sectors[*j]; // If sector is in sector cache, remove it from there if(m_sector_cache == sector) m_sector_cache = NULL; // Remove from map and delete m_sectors.remove(*j); delete sector; } } #if 0 void Map::unloadUnusedData(float timeout, core::list *deleted_blocks) { core::list sector_deletion_queue; u32 deleted_blocks_count = 0; u32 saved_blocks_count = 0; core::map::Iterator si = m_sectors.getIterator(); for(; si.atEnd() == false; si++) { MapSector *sector = si.getNode()->getValue(); bool all_blocks_deleted = true; core::list blocks; sector->getBlocks(blocks); for(core::list::Iterator i = blocks.begin(); i != blocks.end(); i++) { MapBlock *block = (*i); if(block->getUsageTimer() > timeout) { // Save if modified if(block->getModified() != MOD_STATE_CLEAN) { saveBlock(block); saved_blocks_count++; } // Delete from memory sector->deleteBlock(block); deleted_blocks_count++; } else { all_blocks_deleted = false; } } if(all_blocks_deleted) { sector_deletion_queue.push_back(si.getNode()->getKey()); } } deleteSectors(sector_deletion_queue); infostream<<"Map: Unloaded "< & modified_blocks) { INodeDefManager *nodemgr = m_gamedef->ndef(); DSTACK(__FUNCTION_NAME); //TimeTaker timer("transformLiquids()"); u32 loopcount = 0; u32 initial_size = m_transforming_liquid.size(); /*if(initial_size != 0) infostream<<"transformLiquids(): initial_size="< must_reflow; // List of MapBlocks that will require a lighting update (due to lava) core::map lighting_modified_blocks; while(m_transforming_liquid.size() != 0) { // This should be done here so that it is done when continue is used if(loopcount >= initial_size || loopcount >= 1000) break; loopcount++; /* Get a queued transforming liquid node */ v3s16 p0 = m_transforming_liquid.pop_front(); MapNode n0 = getNodeNoEx(p0); /* Collect information about current node */ s8 liquid_level = -1; u8 liquid_kind = CONTENT_IGNORE; LiquidType liquid_type = nodemgr->get(n0).liquid_type; switch (liquid_type) { case LIQUID_SOURCE: liquid_level = LIQUID_LEVEL_SOURCE; liquid_kind = nodemgr->getId(nodemgr->get(n0).liquid_alternative_flowing); break; case LIQUID_FLOWING: liquid_level = (n0.param2 & LIQUID_LEVEL_MASK); liquid_kind = n0.getContent(); break; case LIQUID_NONE: // if this is an air node, it *could* be transformed into a liquid. otherwise, // continue with the next node. if (n0.getContent() != CONTENT_AIR) continue; liquid_kind = CONTENT_AIR; break; } /* Collect information about the environment */ const v3s16 *dirs = g_6dirs; NodeNeighbor sources[6]; // surrounding sources int num_sources = 0; NodeNeighbor flows[6]; // surrounding flowing liquid nodes int num_flows = 0; NodeNeighbor airs[6]; // surrounding air int num_airs = 0; NodeNeighbor neutrals[6]; // nodes that are solid or another kind of liquid int num_neutrals = 0; bool flowing_down = false; for (u16 i = 0; i < 6; i++) { NeighborType nt = NEIGHBOR_SAME_LEVEL; switch (i) { case 1: nt = NEIGHBOR_UPPER; break; case 4: nt = NEIGHBOR_LOWER; break; } v3s16 npos = p0 + dirs[i]; NodeNeighbor nb = {getNodeNoEx(npos), nt, npos}; switch (nodemgr->get(nb.n.getContent()).liquid_type) { case LIQUID_NONE: if (nb.n.getContent() == CONTENT_AIR) { airs[num_airs++] = nb; // if the current node is a water source the neighbor // should be enqueded for transformation regardless of whether the // current node changes or not. if (nb.t != NEIGHBOR_UPPER && liquid_type != LIQUID_NONE) m_transforming_liquid.push_back(npos); // if the current node happens to be a flowing node, it will start to flow down here. if (nb.t == NEIGHBOR_LOWER) { flowing_down = true; } } else { neutrals[num_neutrals++] = nb; } break; case LIQUID_SOURCE: // if this node is not (yet) of a liquid type, choose the first liquid type we encounter if (liquid_kind == CONTENT_AIR) liquid_kind = nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing); if (nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing) != liquid_kind) { neutrals[num_neutrals++] = nb; } else { // Do not count bottom source, it will screw things up if(dirs[i].Y != -1) sources[num_sources++] = nb; } break; case LIQUID_FLOWING: // if this node is not (yet) of a liquid type, choose the first liquid type we encounter if (liquid_kind == CONTENT_AIR) liquid_kind = nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing); if (nodemgr->getId(nodemgr->get(nb.n).liquid_alternative_flowing) != liquid_kind) { neutrals[num_neutrals++] = nb; } else { flows[num_flows++] = nb; if (nb.t == NEIGHBOR_LOWER) flowing_down = true; } break; } } /* decide on the type (and possibly level) of the current node */ content_t new_node_content; s8 new_node_level = -1; s8 max_node_level = -1; if (num_sources >= 2 || liquid_type == LIQUID_SOURCE) { // liquid_kind will be set to either the flowing alternative of the node (if it's a liquid) // or the flowing alternative of the first of the surrounding sources (if it's air), so // it's perfectly safe to use liquid_kind here to determine the new node content. new_node_content = nodemgr->getId(nodemgr->get(liquid_kind).liquid_alternative_source); } else if (num_sources == 1 && sources[0].t != NEIGHBOR_LOWER) { // liquid_kind is set properly, see above new_node_content = liquid_kind; max_node_level = new_node_level = LIQUID_LEVEL_MAX; } else { // no surrounding sources, so get the maximum level that can flow into this node for (u16 i = 0; i < num_flows; i++) { u8 nb_liquid_level = (flows[i].n.param2 & LIQUID_LEVEL_MASK); switch (flows[i].t) { case NEIGHBOR_UPPER: if (nb_liquid_level + WATER_DROP_BOOST > max_node_level) { max_node_level = LIQUID_LEVEL_MAX; if (nb_liquid_level + WATER_DROP_BOOST < LIQUID_LEVEL_MAX) max_node_level = nb_liquid_level + WATER_DROP_BOOST; } else if (nb_liquid_level > max_node_level) max_node_level = nb_liquid_level; break; case NEIGHBOR_LOWER: break; case NEIGHBOR_SAME_LEVEL: if ((flows[i].n.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK && nb_liquid_level > 0 && nb_liquid_level - 1 > max_node_level) { max_node_level = nb_liquid_level - 1; } break; } } u8 viscosity = nodemgr->get(liquid_kind).liquid_viscosity; if (viscosity > 1 && max_node_level != liquid_level) { // amount to gain, limited by viscosity // must be at least 1 in absolute value s8 level_inc = max_node_level - liquid_level; if (level_inc < -viscosity || level_inc > viscosity) new_node_level = liquid_level + level_inc/viscosity; else if (level_inc < 0) new_node_level = liquid_level - 1; else if (level_inc > 0) new_node_level = liquid_level + 1; if (new_node_level != max_node_level) must_reflow.push_back(p0); } else new_node_level = max_node_level; if (new_node_level >= 0) new_node_content = liquid_kind; else new_node_content = CONTENT_AIR; } /* check if anything has changed. if not, just continue with the next node. */ if (new_node_content == n0.getContent() && (nodemgr->get(n0.getContent()).liquid_type != LIQUID_FLOWING || ((n0.param2 & LIQUID_LEVEL_MASK) == (u8)new_node_level && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) == LIQUID_FLOW_DOWN_MASK) == flowing_down))) continue; /* update the current node */ //bool flow_down_enabled = (flowing_down && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK)); if (nodemgr->get(new_node_content).liquid_type == LIQUID_FLOWING) { // set level to last 3 bits, flowing down bit to 4th bit n0.param2 = (flowing_down ? LIQUID_FLOW_DOWN_MASK : 0x00) | (new_node_level & LIQUID_LEVEL_MASK); } else { // set the liquid level and flow bit to 0 n0.param2 = ~(LIQUID_LEVEL_MASK | LIQUID_FLOW_DOWN_MASK); } n0.setContent(new_node_content); // Find out whether there is a suspect for this action std::string suspect; if(m_gamedef->rollback()){ // Max. 5 seconds ago suspect = m_gamedef->rollback()->getSuspect(p0, 5); } if(!suspect.empty()){ // Blame suspect RollbackScopeActor rollback_scope(m_gamedef->rollback(), suspect, true); // Get old node for rollback RollbackNode rollback_oldnode(this, p0, m_gamedef); // Set node setNode(p0, n0); // Report RollbackNode rollback_newnode(this, p0, m_gamedef); RollbackAction action; action.setSetNode(p0, rollback_oldnode, rollback_newnode); m_gamedef->rollback()->reportAction(action); } else { // Set node setNode(p0, n0); } v3s16 blockpos = getNodeBlockPos(p0); MapBlock *block = getBlockNoCreateNoEx(blockpos); if(block != NULL) { modified_blocks.insert(blockpos, block); // If node emits light, MapBlock requires lighting update if(nodemgr->get(n0).light_source != 0) lighting_modified_blocks[block->getPos()] = block; } /* enqueue neighbors for update if neccessary */ switch (nodemgr->get(n0.getContent()).liquid_type) { case LIQUID_SOURCE: case LIQUID_FLOWING: // make sure source flows into all neighboring nodes for (u16 i = 0; i < num_flows; i++) if (flows[i].t != NEIGHBOR_UPPER) m_transforming_liquid.push_back(flows[i].p); for (u16 i = 0; i < num_airs; i++) if (airs[i].t != NEIGHBOR_UPPER) m_transforming_liquid.push_back(airs[i].p); break; case LIQUID_NONE: // this flow has turned to air; neighboring flows might need to do the same for (u16 i = 0; i < num_flows; i++) m_transforming_liquid.push_back(flows[i].p); break; } } //infostream<<"Map::transformLiquids(): loopcount="< 0) m_transforming_liquid.push_back(must_reflow.pop_front()); updateLighting(lighting_modified_blocks, modified_blocks); } NodeMetadata* Map::getNodeMetadata(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; MapBlock *block = getBlockNoCreateNoEx(blockpos); if(!block){ infostream<<"Map::getNodeMetadata(): Need to emerge " <m_node_metadata.get(p_rel); return meta; } void Map::setNodeMetadata(v3s16 p, NodeMetadata *meta) { v3s16 blockpos = getNodeBlockPos(p); v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; MapBlock *block = getBlockNoCreateNoEx(blockpos); if(!block){ infostream<<"Map::setNodeMetadata(): Need to emerge " <m_node_metadata.set(p_rel, meta); } void Map::removeNodeMetadata(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; MapBlock *block = getBlockNoCreateNoEx(blockpos); if(block == NULL) { infostream<<"WARNING: Map::removeNodeMetadata(): Block not found" <m_node_metadata.remove(p_rel); } NodeTimer Map::getNodeTimer(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; MapBlock *block = getBlockNoCreateNoEx(blockpos); if(!block){ infostream<<"Map::getNodeTimer(): Need to emerge " <m_node_timers.get(p_rel); return t; } void Map::setNodeTimer(v3s16 p, NodeTimer t) { v3s16 blockpos = getNodeBlockPos(p); v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; MapBlock *block = getBlockNoCreateNoEx(blockpos); if(!block){ infostream<<"Map::setNodeTimer(): Need to emerge " <m_node_timers.set(p_rel, t); } void Map::removeNodeTimer(v3s16 p) { v3s16 blockpos = getNodeBlockPos(p); v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE; MapBlock *block = getBlockNoCreateNoEx(blockpos); if(block == NULL) { infostream<<"WARNING: Map::removeNodeTimer(): Block not found" <m_node_timers.remove(p_rel); } /* ServerMap */ ServerMap::ServerMap(std::string savedir, IGameDef *gamedef): Map(dout_server, gamedef), m_seed(0), m_map_metadata_changed(true), m_database(NULL), m_database_read(NULL), m_database_write(NULL) { verbosestream<<__FUNCTION_NAME<get("fixed_map_seed").empty()) { m_seed = (((u64)(myrand()%0xffff)<<0) + ((u64)(myrand()%0xffff)<<16) + ((u64)(myrand()%0xffff)<<32) + ((u64)(myrand()%0xffff)<<48)); } else { m_seed = g_settings->getU64("fixed_map_seed"); } /* Experimental and debug stuff */ { } /* Try to load map; if not found, create a new one. */ m_savedir = savedir; m_map_saving_enabled = false; try { // If directory exists, check contents and load if possible if(fs::PathExists(m_savedir)) { // If directory is empty, it is safe to save into it. if(fs::GetDirListing(m_savedir).size() == 0) { infostream<<"ServerMap: Empty save directory is valid." <::Iterator i = m_chunks.getIterator(); for(; i.atEnd() == false; i++) { MapChunk *chunk = i.getNode()->getValue(); delete chunk; } #endif } void ServerMap::initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos) { bool enable_mapgen_debug_info = g_settings->getBool("enable_mapgen_debug_info"); if(enable_mapgen_debug_info) infostream<<"initBlockMake(): " <<"("<no_op = true; return; } data->no_op = false; data->seed = m_seed; data->blockpos_min = blockpos_min; data->blockpos_max = blockpos_max; data->blockpos_requested = blockpos; data->nodedef = m_gamedef->ndef(); /* Create the whole area of this and the neighboring blocks */ { //TimeTaker timer("initBlockMake() create area"); for(s16 x=blockpos_min.X-extra_borders.X; x<=blockpos_max.X+extra_borders.X; x++) for(s16 z=blockpos_min.Z-extra_borders.Z; z<=blockpos_max.Z+extra_borders.Z; z++) { v2s16 sectorpos(x, z); // Sector metadata is loaded from disk if not already loaded. ServerMapSector *sector = createSector(sectorpos); assert(sector); for(s16 y=blockpos_min.Y-extra_borders.Y; y<=blockpos_max.Y+extra_borders.Y; y++) { v3s16 p(x,y,z); //MapBlock *block = createBlock(p); // 1) get from memory, 2) load from disk MapBlock *block = emergeBlock(p, false); // 3) create a blank one if(block == NULL) { block = createBlock(p); /* Block gets sunlight if this is true. Refer to the map generator heuristics. */ bool ug = mapgen::block_is_underground(data->seed, p); block->setIsUnderground(ug); } // Lighting will not be valid after make_chunk is called block->setLightingExpired(true); // Lighting will be calculated //block->setLightingExpired(false); } } } /* Now we have a big empty area. Make a ManualMapVoxelManipulator that contains this and the neighboring blocks */ // The area that contains this block and it's neighbors v3s16 bigarea_blocks_min = blockpos_min - extra_borders; v3s16 bigarea_blocks_max = blockpos_max + extra_borders; data->vmanip = new ManualMapVoxelManipulator(this); //data->vmanip->setMap(this); // Add the area { //TimeTaker timer("initBlockMake() initialEmerge"); data->vmanip->initialEmerge(bigarea_blocks_min, bigarea_blocks_max); } // Data is ready now. } MapBlock* ServerMap::finishBlockMake(mapgen::BlockMakeData *data, core::map &changed_blocks) { v3s16 blockpos_min = data->blockpos_min; v3s16 blockpos_max = data->blockpos_max; v3s16 blockpos_requested = data->blockpos_requested; /*infostream<<"finishBlockMake(): ("<no_op) { //infostream<<"finishBlockMake(): no-op"<getBool("enable_mapgen_debug_info"); /*infostream<<"Resulting vmanip:"<vmanip.print(infostream);*/ // Make sure affected blocks are loaded for(s16 x=blockpos_min.X-extra_borders.X; x<=blockpos_max.X+extra_borders.X; x++) for(s16 z=blockpos_min.Z-extra_borders.Z; z<=blockpos_max.Z+extra_borders.Z; z++) for(s16 y=blockpos_min.Y-extra_borders.Y; y<=blockpos_max.Y+extra_borders.Y; y++) { v3s16 p(x, y, z); // Load from disk if not already in memory emergeBlock(p, false); } /* Blit generated stuff to map NOTE: blitBackAll adds nearly everything to changed_blocks */ { // 70ms @cs=8 //TimeTaker timer("finishBlockMake() blitBackAll"); data->vmanip->blitBackAll(&changed_blocks); } if(enable_mapgen_debug_info) infostream<<"finishBlockMake: changed_blocks.size()=" <transforming_liquid.size() > 0) { v3s16 p = data->transforming_liquid.pop_front(); m_transforming_liquid.push_back(p); } /* Do stuff in central blocks */ /* Update lighting */ { #if 0 TimeTaker t("finishBlockMake lighting update"); core::map lighting_update_blocks; // Center blocks for(s16 x=blockpos_min.X-extra_borders.X; x<=blockpos_max.X+extra_borders.X; x++) for(s16 z=blockpos_min.Z-extra_borders.Z; z<=blockpos_max.Z+extra_borders.Z; z++) for(s16 y=blockpos_min.Y-extra_borders.Y; y<=blockpos_max.Y+extra_borders.Y; y++) { v3s16 p(x, y, z); MapBlock *block = getBlockNoCreateNoEx(p); assert(block); lighting_update_blocks.insert(block->getPos(), block); } updateLighting(lighting_update_blocks, changed_blocks); #endif /* Set lighting to non-expired state in all of them. This is cheating, but it is not fast enough if all of them would actually be updated. */ for(s16 x=blockpos_min.X-extra_borders.X; x<=blockpos_max.X+extra_borders.X; x++) for(s16 z=blockpos_min.Z-extra_borders.Z; z<=blockpos_max.Z+extra_borders.Z; z++) for(s16 y=blockpos_min.Y-extra_borders.Y; y<=blockpos_max.Y+extra_borders.Y; y++) { v3s16 p(x, y, z); getBlockNoCreateNoEx(p)->setLightingExpired(false); } #if 0 if(enable_mapgen_debug_info == false) t.stop(true); // Hide output #endif } /* Go through changed blocks */ for(core::map::Iterator i = changed_blocks.getIterator(); i.atEnd() == false; i++) { MapBlock *block = i.getNode()->getValue(); assert(block); /* Update day/night difference cache of the MapBlocks */ block->expireDayNightDiff(); /* Set block as modified */ block->raiseModified(MOD_STATE_WRITE_NEEDED, "finishBlockMake expireDayNightDiff"); } /* Set central blocks as generated */ for(s16 x=blockpos_min.X; x<=blockpos_max.X; x++) for(s16 z=blockpos_min.Z; z<=blockpos_max.Z; z++) for(s16 y=blockpos_min.Y; y<=blockpos_max.Y; y++) { v3s16 p(x, y, z); MapBlock *block = getBlockNoCreateNoEx(p); assert(block); block->setGenerated(true); } /* Save changed parts of map NOTE: Will be saved later. */ //save(MOD_STATE_WRITE_AT_UNLOAD); /*infostream<<"finishBlockMake() done for ("< MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE) throw InvalidPositionException("createSector(): pos. over limit"); /* Generate blank sector */ sector = new ServerMapSector(this, p2d, m_gamedef); // Sector position on map in nodes v2s16 nodepos2d = p2d * MAP_BLOCKSIZE; /* Insert to container */ m_sectors.insert(p2d, sector); return sector; } /* This is a quick-hand function for calling makeBlock(). */ MapBlock * ServerMap::generateBlock( v3s16 p, core::map &modified_blocks ) { DSTACKF("%s: p=(%d,%d,%d)", __FUNCTION_NAME, p.X, p.Y, p.Z); /*infostream<<"generateBlock(): " <<"("<getBool("enable_mapgen_debug_info"); TimeTaker timer("generateBlock"); //MapBlock *block = original_dummy; v2s16 p2d(p.X, p.Z); v2s16 p2d_nodes = p2d * MAP_BLOCKSIZE; /* Do not generate over-limit */ if(blockpos_over_limit(p)) { infostream<<__FUNCTION_NAME<<": Block position over limit"<getNode(p); if(n.getContent() == CONTENT_IGNORE) { infostream<<"CONTENT_IGNORE at " <<"("<setNode(v3s16(x0,y0,z0), n); } } } #endif if(enable_mapgen_debug_info == false) timer.stop(true); // Hide output return block; } MapBlock * ServerMap::createBlock(v3s16 p) { DSTACKF("%s: p=(%d,%d,%d)", __FUNCTION_NAME, p.X, p.Y, p.Z); /* Do not create over-limit */ if(p.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.Z < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE || p.Z > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE) throw InvalidPositionException("createBlock(): pos. over limit"); v2s16 p2d(p.X, p.Z); s16 block_y = p.Y; /* This will create or load a sector if not found in memory. If block exists on disk, it will be loaded. NOTE: On old save formats, this will be slow, as it generates lighting on blocks for them. */ ServerMapSector *sector; try{ sector = (ServerMapSector*)createSector(p2d); assert(sector->getId() == MAPSECTOR_SERVER); } catch(InvalidPositionException &e) { infostream<<"createBlock: createSector() failed"<getBlockNoCreateNoEx(block_y); if(block) { if(block->isDummy()) block->unDummify(); return block; } // Create blank block = sector->createBlankBlock(block_y); return block; } MapBlock * ServerMap::emergeBlock(v3s16 p, bool allow_generate) { DSTACKF("%s: p=(%d,%d,%d), allow_generate=%d", __FUNCTION_NAME, p.X, p.Y, p.Z, allow_generate); { MapBlock *block = getBlockNoCreateNoEx(p); if(block && block->isDummy() == false) return block; } { MapBlock *block = loadBlock(p); if(block) return block; } if(allow_generate) { core::map modified_blocks; MapBlock *block = generateBlock(p, modified_blocks); if(block) { MapEditEvent event; event.type = MEET_OTHER; event.p = p; // Copy modified_blocks to event for(core::map::Iterator i = modified_blocks.getIterator(); i.atEnd()==false; i++) { event.modified_blocks.insert(i.getNode()->getKey(), false); } // Queue event dispatchEvent(&event); return block; } } return NULL; } s16 ServerMap::findGroundLevel(v2s16 p2d) { #if 0 /* Uh, just do something random... */ // Find existing map from top to down s16 max=63; s16 min=-64; v3s16 p(p2d.X, max, p2d.Y); for(; p.Y>min; p.Y--) { MapNode n = getNodeNoEx(p); if(n.getContent() != CONTENT_IGNORE) break; } if(p.Y == min) goto plan_b; // If this node is not air, go to plan b if(getNodeNoEx(p).getContent() != CONTENT_AIR) goto plan_b; // Search existing walkable and return it for(; p.Y>min; p.Y--) { MapNode n = getNodeNoEx(p); if(content_walkable(n.d) && n.getContent() != CONTENT_IGNORE) return p.Y; } // Move to plan b plan_b: #endif /* Determine from map generator noise functions */ s16 level = mapgen::find_ground_level_from_noise(m_seed, p2d, 1); return level; //double level = base_rock_level_2d(m_seed, p2d) + AVERAGE_MUD_AMOUNT; //return (s16)level; } void ServerMap::createDatabase() { int e; assert(m_database); e = sqlite3_exec(m_database, "CREATE TABLE IF NOT EXISTS `blocks` (" "`pos` INT NOT NULL PRIMARY KEY," "`data` BLOB" ");" , NULL, NULL, NULL); if(e == SQLITE_ABORT) throw FileNotGoodException("Could not create database structure"); else infostream<<"ServerMap: Database structure was created"; } void ServerMap::verifyDatabase() { if(m_database) return; { std::string dbp = m_savedir + DIR_DELIM + "map.sqlite"; bool needs_create = false; int d; /* Open the database connection */ createDirs(m_savedir); if(!fs::PathExists(dbp)) needs_create = true; d = sqlite3_open_v2(dbp.c_str(), &m_database, SQLITE_OPEN_READWRITE | SQLITE_OPEN_CREATE, NULL); if(d != SQLITE_OK) { infostream<<"WARNING: Database failed to open: "<::Iterator i = m_sectors.getIterator(); for(; i.atEnd() == false; i++) { ServerMapSector *sector = (ServerMapSector*)i.getNode()->getValue(); assert(sector->getId() == MAPSECTOR_SERVER); if(sector->differs_from_disk || save_level == MOD_STATE_CLEAN) { saveSectorMeta(sector); sector_meta_count++; } core::list blocks; sector->getBlocks(blocks); core::list::Iterator j; for(j=blocks.begin(); j!=blocks.end(); j++) { MapBlock *block = *j; block_count_all++; if(block->getModified() >= save_level) { // Lazy beginSave() if(!save_started){ beginSave(); save_started = true; } modprofiler.add(block->getModifiedReason(), 1); saveBlock(block); block_count++; /*infostream<<"ServerMap: Written block (" <getPos().X<<"," <getPos().Y<<"," <getPos().Z<<")" <= 0) return i % mod; return mod - ((-i) % mod); } v3s16 ServerMap::getIntegerAsBlock(sqlite3_int64 i) { s32 x = unsignedToSigned(pythonmodulo(i, 4096), 2048); i = (i - x) / 4096; s32 y = unsignedToSigned(pythonmodulo(i, 4096), 2048); i = (i - y) / 4096; s32 z = unsignedToSigned(pythonmodulo(i, 4096), 2048); return v3s16(x,y,z); } void ServerMap::listAllLoadableBlocks(core::list &dst) { if(loadFromFolders()){ errorstream<<"Map::listAllLoadableBlocks(): Result will be missing " <<"all blocks that are stored in flat files"<serialize(o, version); sector->differs_from_disk = false; } MapSector* ServerMap::loadSectorMeta(std::string sectordir, bool save_after_load) { DSTACK(__FUNCTION_NAME); // Get destination v2s16 p2d = getSectorPos(sectordir); ServerMapSector *sector = NULL; std::string fullpath = sectordir + DIR_DELIM + "meta"; std::ifstream is(fullpath.c_str(), std::ios_base::binary); if(is.good() == false) { // If the directory exists anyway, it probably is in some old // format. Just go ahead and create the sector. if(fs::PathExists(sectordir)) { /*infostream<<"ServerMap::loadSectorMeta(): Sector metafile " <differs_from_disk = false; return sector; } bool ServerMap::loadSectorMeta(v2s16 p2d) { DSTACK(__FUNCTION_NAME); MapSector *sector = NULL; // The directory layout we're going to load from. // 1 - original sectors/xxxxzzzz/ // 2 - new sectors2/xxx/zzz/ // If we load from anything but the latest structure, we will // immediately save to the new one, and remove the old. int loadlayout = 1; std::string sectordir1 = getSectorDir(p2d, 1); std::string sectordir; if(fs::PathExists(sectordir1)) { sectordir = sectordir1; } else { loadlayout = 2; sectordir = getSectorDir(p2d, 2); } try{ sector = loadSectorMeta(sectordir, loadlayout != 2); } catch(InvalidFilenameException &e) { return false; } catch(FileNotGoodException &e) { return false; } catch(std::exception &e) { return false; } return true; } #if 0 bool ServerMap::loadSectorFull(v2s16 p2d) { DSTACK(__FUNCTION_NAME); MapSector *sector = NULL; // The directory layout we're going to load from. // 1 - original sectors/xxxxzzzz/ // 2 - new sectors2/xxx/zzz/ // If we load from anything but the latest structure, we will // immediately save to the new one, and remove the old. int loadlayout = 1; std::string sectordir1 = getSectorDir(p2d, 1); std::string sectordir; if(fs::PathExists(sectordir1)) { sectordir = sectordir1; } else { loadlayout = 2; sectordir = getSectorDir(p2d, 2); } try{ sector = loadSectorMeta(sectordir, loadlayout != 2); } catch(InvalidFilenameException &e) { return false; } catch(FileNotGoodException &e) { return false; } catch(std::exception &e) { return false; } /* Load blocks */ std::vector list2 = fs::GetDirListing (sectordir); std::vector::iterator i2; for(i2=list2.begin(); i2!=list2.end(); i2++) { // We want files if(i2->dir) continue; try{ loadBlock(sectordir, i2->name, sector, loadlayout != 2); } catch(InvalidFilenameException &e) { // This catches unknown crap in directory } } if(loadlayout != 2) { infostream<<"Sector converted to new layout - deleting "<< sectordir1<isDummy()) { /*v3s16 p = block->getPos(); infostream<<"ServerMap::saveBlock(): WARNING: Not writing dummy block " <<"("<getPos(); #if 0 v2s16 p2d(p3d.X, p3d.Z); std::string sectordir = getSectorDir(p2d); createDirs(sectordir); std::string fullpath = sectordir+DIR_DELIM+getBlockFilename(p3d); std::ofstream o(fullpath.c_str(), std::ios_base::binary); if(o.good() == false) throw FileNotGoodException("Cannot open block data"); #endif /* [0] u8 serialization version [1] data */ verifyDatabase(); std::ostringstream o(std::ios_base::binary); o.write((char*)&version, 1); // Write basic data block->serialize(o, version, true); // Write block to database std::string tmp = o.str(); const char *bytes = tmp.c_str(); if(sqlite3_bind_int64(m_database_write, 1, getBlockAsInteger(p3d)) != SQLITE_OK) infostream<<"WARNING: Block position failed to bind: "<resetModified(); } void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector, bool save_after_load) { DSTACK(__FUNCTION_NAME); std::string fullpath = sectordir+DIR_DELIM+blockfile; try{ std::ifstream is(fullpath.c_str(), std::ios_base::binary); if(is.good() == false) throw FileNotGoodException("Cannot open block file"); v3s16 p3d = getBlockPos(sectordir, blockfile); v2s16 p2d(p3d.X, p3d.Z); assert(sector->getPos() == p2d); u8 version = SER_FMT_VER_INVALID; is.read((char*)&version, 1); if(is.fail()) throw SerializationError("ServerMap::loadBlock(): Failed" " to read MapBlock version"); /*u32 block_size = MapBlock::serializedLength(version); SharedBuffer data(block_size); is.read((char*)*data, block_size);*/ // This will always return a sector because we're the server //MapSector *sector = emergeSector(p2d); MapBlock *block = NULL; bool created_new = false; block = sector->getBlockNoCreateNoEx(p3d.Y); if(block == NULL) { block = sector->createBlankBlockNoInsert(p3d.Y); created_new = true; } // Read basic data block->deSerialize(is, version, true); // If it's a new block, insert it to the map if(created_new) sector->insertBlock(block); /* Save blocks loaded in old format in new format */ if(version < SER_FMT_VER_HIGHEST || save_after_load) { saveBlock(block); // Should be in database now, so delete the old file fs::RecursiveDelete(fullpath); } // We just loaded it from the disk, so it's up-to-date. block->resetModified(); } catch(SerializationError &e) { infostream<<"WARNING: Invalid block data on disk " <<"fullpath="< data(block_size); is.read((char*)*data, block_size);*/ // This will always return a sector because we're the server //MapSector *sector = emergeSector(p2d); MapBlock *block = NULL; bool created_new = false; block = sector->getBlockNoCreateNoEx(p3d.Y); if(block == NULL) { block = sector->createBlankBlockNoInsert(p3d.Y); created_new = true; } // Read basic data block->deSerialize(is, version, true); // If it's a new block, insert it to the map if(created_new) sector->insertBlock(block); /* Save blocks loaded in old format in new format */ //if(version < SER_FMT_VER_HIGHEST || save_after_load) // Only save if asked to; no need to update version if(save_after_load) saveBlock(block); // We just loaded it from, so it's up-to-date. block->resetModified(); } catch(SerializationError &e) { errorstream<<"Invalid block data in database" <<" ("<getBool("ignore_world_load_errors")){ errorstream<<"Ignoring block load error. Duck and cover! " <<"(ignore_world_load_errors)"<::Node *n; n = m_loaded_blocks.find(p); if(n != NULL) continue; bool block_data_inexistent = false; try { TimeTaker timer1("emerge load", &emerge_load_time); /*infostream<<"Loading block (caller_id="<getBlockNoCreate(p); if(block->isDummy()) block_data_inexistent = true; else block->copyTo(*this); } catch(InvalidPositionException &e) { block_data_inexistent = true; } if(block_data_inexistent) { VoxelArea a(p*MAP_BLOCKSIZE, (p+1)*MAP_BLOCKSIZE-v3s16(1,1,1)); // Fill with VOXELFLAG_INEXISTENT for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++) for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++) { s32 i = m_area.index(a.MinEdge.X,y,z); memset(&m_flags[i], VOXELFLAG_INEXISTENT, MAP_BLOCKSIZE); } } m_loaded_blocks.insert(p, !block_data_inexistent); } //infostream<<"emerge done"< & modified_blocks) { if(m_area.getExtent() == v3s16(0,0,0)) return; //TimeTaker timer1("blitBack"); /*infostream<<"blitBack(): m_loaded_blocks.size()=" <getBlockNoCreate(blockpos); blockpos_last = blockpos; block_checked_in_modified = false; } // Calculate relative position in block v3s16 relpos = p - blockpos * MAP_BLOCKSIZE; // Don't continue if nothing has changed here if(block->getNode(relpos) == n) continue; //m_map->setNode(m_area.MinEdge + p, n); block->setNode(relpos, n); /* Make sure block is in modified_blocks */ if(block_checked_in_modified == false) { modified_blocks[blockpos] = block; block_checked_in_modified = true; } } catch(InvalidPositionException &e) { } } } ManualMapVoxelManipulator::ManualMapVoxelManipulator(Map *map): MapVoxelManipulator(map), m_create_area(false) { } ManualMapVoxelManipulator::~ManualMapVoxelManipulator() { } void ManualMapVoxelManipulator::emerge(VoxelArea a, s32 caller_id) { // Just create the area so that it can be pointed to VoxelManipulator::emerge(a, caller_id); } void ManualMapVoxelManipulator::initialEmerge( v3s16 blockpos_min, v3s16 blockpos_max) { TimeTaker timer1("initialEmerge", &emerge_time); // Units of these are MapBlocks v3s16 p_min = blockpos_min; v3s16 p_max = blockpos_max; VoxelArea block_area_nodes (p_min*MAP_BLOCKSIZE, (p_max+1)*MAP_BLOCKSIZE-v3s16(1,1,1)); u32 size_MB = block_area_nodes.getVolume()*4/1000000; if(size_MB >= 1) { infostream<<"initialEmerge: area: "; block_area_nodes.print(infostream); infostream<<" ("<::Node *n; n = m_loaded_blocks.find(p); if(n != NULL) continue; bool block_data_inexistent = false; try { TimeTaker timer1("emerge load", &emerge_load_time); MapBlock *block = m_map->getBlockNoCreate(p); if(block->isDummy()) block_data_inexistent = true; else block->copyTo(*this); } catch(InvalidPositionException &e) { block_data_inexistent = true; } if(block_data_inexistent) { /* Mark area inexistent */ VoxelArea a(p*MAP_BLOCKSIZE, (p+1)*MAP_BLOCKSIZE-v3s16(1,1,1)); // Fill with VOXELFLAG_INEXISTENT for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++) for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++) { s32 i = m_area.index(a.MinEdge.X,y,z); memset(&m_flags[i], VOXELFLAG_INEXISTENT, MAP_BLOCKSIZE); } } m_loaded_blocks.insert(p, !block_data_inexistent); } } void ManualMapVoxelManipulator::blitBackAll( core::map * modified_blocks) { if(m_area.getExtent() == v3s16(0,0,0)) return; /* Copy data of all blocks */ for(core::map::Iterator i = m_loaded_blocks.getIterator(); i.atEnd() == false; i++) { v3s16 p = i.getNode()->getKey(); bool existed = i.getNode()->getValue(); if(existed == false) { // The Great Bug was found using this /*infostream<<"ManualMapVoxelManipulator::blitBackAll: " <<"Inexistent ("<getBlockNoCreateNoEx(p); if(block == NULL) { infostream<<"WARNING: "<<__FUNCTION_NAME <<": got NULL block " <<"("<copyFrom(*this); if(modified_blocks) modified_blocks->insert(p, block); } } //END