minetest/games/devtest/mods/experimental/commands.lua

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minetest.register_chatcommand("test_inv", {
params = "",
description = "Test: Modify player's inventory formspec",
func = function(name, param)
local player = minetest.get_player_by_name(name)
if not player then
return false, "No player."
end
player:set_inventory_formspec(
"size[13,7.5]"..
"image[6,0.6;1,2;player.png]"..
"list[current_player;main;5,3.5;8,4;]"..
"list[current_player;craft;8,0;3,3;]"..
"list[current_player;craftpreview;12,1;1,1;]"..
"list[detached:test_inventory;main;0,0;4,6;0]"..
"button[0.5,7;2,1;button1;Button 1]"..
"button_exit[2.5,7;2,1;button2;Exit Button]")
return true, "Done."
end,
})
minetest.register_chatcommand("test_bulk_set_node", {
params = "",
description = "Test: Bulk-set 9×9×9 stone nodes",
func = function(name, param)
local player = minetest.get_player_by_name(name)
if not player then
return false, "No player."
end
local pos_list = {}
local ppos = player:get_pos()
local i = 1
for x=2,10 do
for y=2,10 do
for z=2,10 do
pos_list[i] = {x=ppos.x + x,y = ppos.y + y,z = ppos.z + z}
i = i + 1
end
end
end
minetest.bulk_set_node(pos_list, {name = "mapgen_stone"})
return true, "Done."
end,
})
-- Safeguard against too much optimization. This way the results cannot be optimized
-- away, but they can be garbage collected (due to __mode = "k").
_G._bench_content_ids_data = setmetatable({}, {__mode = "k"})
local function bench_name2content()
local t = {}
_G._bench_content_ids_data[t] = true
local get_content_id = minetest.get_content_id
local start = minetest.get_us_time()
for i = 1, 200 do
for name in pairs(minetest.registered_nodes) do
t[#t + 1] = get_content_id(name)
end
end
local finish = minetest.get_us_time()
return (finish - start) / 1000
end
local function bench_content2name()
local t = {}
_G._bench_content_ids_data[t] = true
-- Try to estimate the highest content ID that's used
-- (not accurate but good enough for this test)
local n = 0
for _ in pairs(minetest.registered_nodes) do
n = n + 1
end
local get_name_from_content_id = minetest.get_name_from_content_id
local start = minetest.get_us_time()
for i = 1, 200 do
for j = 0, n do
t[#t + 1] = get_name_from_content_id(j)
end
end
local finish = minetest.get_us_time()
return (finish - start) / 1000
end
minetest.register_chatcommand("bench_name2content", {
params = "",
description = "Benchmark: Conversion from node names to content IDs",
func = function(name, param)
minetest.chat_send_player(name, "Benchmarking minetest.get_content_id. Warming up ...")
bench_name2content()
minetest.chat_send_player(name, "Warming up finished, now benchmarking ...")
local time = bench_name2content()
return true, ("Time: %.2f ms"):format(time)
end,
})
minetest.register_chatcommand("bench_content2name", {
params = "",
description = "Benchmark: Conversion from content IDs to node names",
func = function(name, param)
minetest.chat_send_player(name, "Benchmarking minetest.get_name_from_content_id. Warming up ...")
bench_content2name()
minetest.chat_send_player(name, "Warming up finished, now benchmarking ...")
local time = bench_content2name()
return true, ("Time: %.2f ms"):format(time)
end,
})
minetest.register_chatcommand("bench_bulk_set_node", {
params = "",
description = "Benchmark: Bulk-set 99×99×99 stone nodes",
func = function(name, param)
local player = minetest.get_player_by_name(name)
if not player then
return false, "No player."
end
local pos_list = {}
local ppos = player:get_pos()
local i = 1
for x=2,100 do
for y=2,100 do
for z=2,100 do
pos_list[i] = {x=ppos.x + x,y = ppos.y + y,z = ppos.z + z}
i = i + 1
end
end
end
minetest.chat_send_player(name, "Benchmarking minetest.bulk_set_node. Warming up ...");
-- warm up with stone to prevent having different callbacks
-- due to different node topology
minetest.bulk_set_node(pos_list, {name = "mapgen_stone"})
minetest.chat_send_player(name, "Warming up finished, now benchmarking ...");
local start_time = minetest.get_us_time()
for i=1,#pos_list do
minetest.set_node(pos_list[i], {name = "mapgen_stone"})
end
local middle_time = minetest.get_us_time()
minetest.bulk_set_node(pos_list, {name = "mapgen_stone"})
local end_time = minetest.get_us_time()
local msg = string.format("Benchmark results: minetest.set_node loop: %.2f ms; minetest.bulk_set_node: %.2f ms",
((middle_time - start_time)) / 1000,
((end_time - middle_time)) / 1000
)
return true, msg
end,
})
local function advance_pos(pos, start_pos, advance_z)
if advance_z then
pos.z = pos.z + 2
pos.x = start_pos.x
else
pos.x = pos.x + 2
end
if pos.x > 30900 or pos.x - start_pos.x > 46 then
pos.x = start_pos.x
pos.z = pos.z + 2
end
if pos.z > 30900 then
-- We ran out of space! Aborting
aborted = true
return false
end
return pos
end
local function place_nodes(param)
local nodes = param.nodes
local name = param.name
local pos = param.pos
local start_pos = param.start_pos
table.sort(nodes)
minetest.chat_send_player(name, "Placing nodes …")
local nodes_placed = 0
local aborted = false
for n=1, #nodes do
local itemstring = nodes[n]
local def = minetest.registered_nodes[itemstring]
local p2_max = 0
if param.param ~= "no_param2" then
-- Also test the param2 values of the nodes
-- ... but we only use permissible param2 values
if def.paramtype2 == "wallmounted" then
p2_max = 5
elseif def.paramtype2 == "facedir" then
p2_max = 23
elseif def.paramtype2 == "glasslikeliquidlevel" then
p2_max = 63
elseif def.paramtype2 == "meshoptions" and def.drawtype == "plantlike" then
p2_max = 63
elseif def.paramtype2 == "leveled" then
p2_max = 127
elseif def.paramtype2 == "degrotate" and (def.drawtype == "plantlike" or def.drawtype == "mesh") then
p2_max = 239
elseif def.paramtype2 == "colorfacedir" or
def.paramtype2 == "colorwallmounted" or
def.paramtype2 == "colordegrotate" or
def.paramtype2 == "color" then
p2_max = 255
end
end
for p2 = 0, p2_max do
-- Skip undefined param2 values
if not ((def.paramtype2 == "meshoptions" and p2 % 8 > 4) or
(def.paramtype2 == "colorwallmounted" and p2 % 8 > 5) or
((def.paramtype2 == "colorfacedir" or def.paramtype2 == "colordegrotate")
and p2 % 32 > 23)) then
minetest.set_node(pos, { name = itemstring, param2 = p2 })
nodes_placed = nodes_placed + 1
pos = advance_pos(pos, start_pos)
if not pos then
aborted = true
break
end
end
end
if aborted then
break
end
end
if aborted then
minetest.chat_send_player(name, "Not all nodes could be placed, please move further away from the world boundary. Nodes placed: "..nodes_placed)
end
minetest.chat_send_player(name, "Nodes placed: "..nodes_placed..".")
end
local function after_emerge(blockpos, action, calls_remaining, param)
if calls_remaining == 0 then
place_nodes(param)
end
end
minetest.register_chatcommand("test_place_nodes", {
params = "[ no_param2 ]",
description = "Test: Place all non-experimental nodes and optionally their permissible param2 variants",
func = function(name, param)
local player = minetest.get_player_by_name(name)
if not player then
return false, "No player."
end
local pos = vector.floor(player:get_pos())
pos.x = math.ceil(pos.x + 3)
pos.z = math.ceil(pos.z + 3)
pos.y = math.ceil(pos.y + 1)
local start_pos = table.copy(pos)
if pos.x > 30800 then
return false, "Too close to world boundary (+X). Please move to X < 30800."
end
if pos.z > 30800 then
return false, "Too close to world boundary (+Z). Please move to Z < 30800."
end
local aborted = false
local nodes = {}
local emerge_estimate = 0
for itemstring, def in pairs(minetest.registered_nodes) do
if itemstring ~= "ignore" and string.sub(itemstring, 1, 13) ~= "experimental:" then
table.insert(nodes, itemstring)
if def.paramtype2 == 0 then
emerge_estimate = emerge_estimate + 1
else
emerge_estimate = emerge_estimate + 255
end
end
end
-- Emerge area to make sure that all nodes are being placed.
-- Note we will emerge much more than we need to (overestimation),
-- the estimation code could be improved performance-wise …
local length = 16 + math.ceil(emerge_estimate / 24) * 2
minetest.emerge_area(start_pos,
{ x = start_pos.x + 46, y = start_pos.y, z = start_pos.z + length },
after_emerge, { nodes = nodes, name = name, pos = pos, start_pos = start_pos, param = param })
return true, "Emerging area …"
end,
})