forked from Mirrorlandia_minetest/minetest
559 lines
13 KiB
C++
559 lines
13 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef MAP_HEADER
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#define MAP_HEADER
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#include <jmutex.h>
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#include <jmutexautolock.h>
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#include <jthread.h>
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#include <iostream>
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#include <sstream>
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#include "irrlichttypes_bloated.h"
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#include "mapnode.h"
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#include "constants.h"
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#include "voxel.h"
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#include "modifiedstate.h"
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#include "util/container.h"
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#include "nodetimer.h"
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extern "C" {
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#include "sqlite3.h"
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}
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class ClientMap;
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class MapSector;
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class ServerMapSector;
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class MapBlock;
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class NodeMetadata;
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class IGameDef;
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class IRollbackReportSink;
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namespace mapgen{
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struct BlockMakeData;
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};
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/*
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MapEditEvent
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*/
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#define MAPTYPE_BASE 0
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#define MAPTYPE_SERVER 1
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#define MAPTYPE_CLIENT 2
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enum MapEditEventType{
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// Node added (changed from air or something else to something)
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MEET_ADDNODE,
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// Node removed (changed to air)
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MEET_REMOVENODE,
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// Node metadata of block changed (not knowing which node exactly)
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// p stores block coordinate
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MEET_BLOCK_NODE_METADATA_CHANGED,
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// Anything else (modified_blocks are set unsent)
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MEET_OTHER
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};
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struct MapEditEvent
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{
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MapEditEventType type;
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v3s16 p;
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MapNode n;
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core::map<v3s16, bool> modified_blocks;
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u16 already_known_by_peer;
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MapEditEvent():
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type(MEET_OTHER),
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already_known_by_peer(0)
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{
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}
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MapEditEvent * clone()
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{
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MapEditEvent *event = new MapEditEvent();
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event->type = type;
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event->p = p;
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event->n = n;
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for(core::map<v3s16, bool>::Iterator
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i = modified_blocks.getIterator();
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i.atEnd()==false; i++)
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{
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v3s16 p = i.getNode()->getKey();
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bool v = i.getNode()->getValue();
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event->modified_blocks.insert(p, v);
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}
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return event;
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}
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VoxelArea getArea()
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{
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switch(type){
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case MEET_ADDNODE:
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return VoxelArea(p);
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case MEET_REMOVENODE:
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return VoxelArea(p);
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case MEET_BLOCK_NODE_METADATA_CHANGED:
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{
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v3s16 np1 = p*MAP_BLOCKSIZE;
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v3s16 np2 = np1 + v3s16(1,1,1)*MAP_BLOCKSIZE - v3s16(1,1,1);
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return VoxelArea(np1, np2);
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}
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case MEET_OTHER:
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{
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VoxelArea a;
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for(core::map<v3s16, bool>::Iterator
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i = modified_blocks.getIterator();
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i.atEnd()==false; i++)
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{
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v3s16 p = i.getNode()->getKey();
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v3s16 np1 = p*MAP_BLOCKSIZE;
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v3s16 np2 = np1 + v3s16(1,1,1)*MAP_BLOCKSIZE - v3s16(1,1,1);
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a.addPoint(np1);
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a.addPoint(np2);
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}
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return a;
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}
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}
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return VoxelArea();
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}
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};
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class MapEventReceiver
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{
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public:
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// event shall be deleted by caller after the call.
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virtual void onMapEditEvent(MapEditEvent *event) = 0;
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};
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class Map /*: public NodeContainer*/
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{
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public:
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Map(std::ostream &dout, IGameDef *gamedef);
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virtual ~Map();
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/*virtual u16 nodeContainerId() const
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{
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return NODECONTAINER_ID_MAP;
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}*/
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virtual s32 mapType() const
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{
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return MAPTYPE_BASE;
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}
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/*
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Drop (client) or delete (server) the map.
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*/
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virtual void drop()
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{
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delete this;
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}
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void addEventReceiver(MapEventReceiver *event_receiver);
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void removeEventReceiver(MapEventReceiver *event_receiver);
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// event shall be deleted by caller after the call.
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void dispatchEvent(MapEditEvent *event);
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// On failure returns NULL
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MapSector * getSectorNoGenerateNoExNoLock(v2s16 p2d);
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// Same as the above (there exists no lock anymore)
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MapSector * getSectorNoGenerateNoEx(v2s16 p2d);
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// On failure throws InvalidPositionException
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MapSector * getSectorNoGenerate(v2s16 p2d);
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// Gets an existing sector or creates an empty one
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//MapSector * getSectorCreate(v2s16 p2d);
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/*
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This is overloaded by ClientMap and ServerMap to allow
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their differing fetch methods.
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*/
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virtual MapSector * emergeSector(v2s16 p){ return NULL; }
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virtual MapSector * emergeSector(v2s16 p,
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core::map<v3s16, MapBlock*> &changed_blocks){ return NULL; }
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// Returns InvalidPositionException if not found
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MapBlock * getBlockNoCreate(v3s16 p);
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// Returns NULL if not found
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MapBlock * getBlockNoCreateNoEx(v3s16 p);
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/* Server overrides */
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virtual MapBlock * emergeBlock(v3s16 p, bool allow_generate=true)
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{ return getBlockNoCreateNoEx(p); }
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// Returns InvalidPositionException if not found
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bool isNodeUnderground(v3s16 p);
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bool isValidPosition(v3s16 p);
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// throws InvalidPositionException if not found
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MapNode getNode(v3s16 p);
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// throws InvalidPositionException if not found
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void setNode(v3s16 p, MapNode & n);
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// Returns a CONTENT_IGNORE node if not found
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MapNode getNodeNoEx(v3s16 p);
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void unspreadLight(enum LightBank bank,
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core::map<v3s16, u8> & from_nodes,
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core::map<v3s16, bool> & light_sources,
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core::map<v3s16, MapBlock*> & modified_blocks);
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void unLightNeighbors(enum LightBank bank,
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v3s16 pos, u8 lightwas,
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core::map<v3s16, bool> & light_sources,
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core::map<v3s16, MapBlock*> & modified_blocks);
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void spreadLight(enum LightBank bank,
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core::map<v3s16, bool> & from_nodes,
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core::map<v3s16, MapBlock*> & modified_blocks);
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void lightNeighbors(enum LightBank bank,
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v3s16 pos,
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core::map<v3s16, MapBlock*> & modified_blocks);
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v3s16 getBrightestNeighbour(enum LightBank bank, v3s16 p);
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s16 propagateSunlight(v3s16 start,
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core::map<v3s16, MapBlock*> & modified_blocks);
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void updateLighting(enum LightBank bank,
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core::map<v3s16, MapBlock*> & a_blocks,
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core::map<v3s16, MapBlock*> & modified_blocks);
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void updateLighting(core::map<v3s16, MapBlock*> & a_blocks,
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core::map<v3s16, MapBlock*> & modified_blocks);
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/*
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These handle lighting but not faces.
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*/
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void addNodeAndUpdate(v3s16 p, MapNode n,
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core::map<v3s16, MapBlock*> &modified_blocks);
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void removeNodeAndUpdate(v3s16 p,
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core::map<v3s16, MapBlock*> &modified_blocks);
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/*
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Wrappers for the latter ones.
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These emit events.
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Return true if succeeded, false if not.
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*/
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bool addNodeWithEvent(v3s16 p, MapNode n);
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bool removeNodeWithEvent(v3s16 p);
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/*
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Takes the blocks at the edges into account
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*/
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bool getDayNightDiff(v3s16 blockpos);
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//core::aabbox3d<s16> getDisplayedBlockArea();
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//bool updateChangedVisibleArea();
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// Call these before and after saving of many blocks
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virtual void beginSave() {return;};
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virtual void endSave() {return;};
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virtual void save(ModifiedState save_level){assert(0);};
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// Server implements this.
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// Client leaves it as no-op.
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virtual void saveBlock(MapBlock *block){};
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/*
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Updates usage timers and unloads unused blocks and sectors.
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Saves modified blocks before unloading on MAPTYPE_SERVER.
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*/
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void timerUpdate(float dtime, float unload_timeout,
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core::list<v3s16> *unloaded_blocks=NULL);
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// Deletes sectors and their blocks from memory
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// Takes cache into account
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// If deleted sector is in sector cache, clears cache
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void deleteSectors(core::list<v2s16> &list);
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#if 0
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/*
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Unload unused data
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= flush changed to disk and delete from memory, if usage timer of
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block is more than timeout
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*/
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void unloadUnusedData(float timeout,
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core::list<v3s16> *deleted_blocks=NULL);
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#endif
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// For debug printing. Prints "Map: ", "ServerMap: " or "ClientMap: "
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virtual void PrintInfo(std::ostream &out);
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void transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks);
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/*
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Node metadata
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These are basically coordinate wrappers to MapBlock
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*/
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NodeMetadata* getNodeMetadata(v3s16 p);
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void setNodeMetadata(v3s16 p, NodeMetadata *meta);
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void removeNodeMetadata(v3s16 p);
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/*
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Node Timers
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These are basically coordinate wrappers to MapBlock
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*/
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NodeTimer getNodeTimer(v3s16 p);
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void setNodeTimer(v3s16 p, NodeTimer t);
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void removeNodeTimer(v3s16 p);
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/*
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Misc.
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*/
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core::map<v2s16, MapSector*> *getSectorsPtr(){return &m_sectors;}
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/*
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Variables
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*/
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protected:
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std::ostream &m_dout; // A bit deprecated, could be removed
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IGameDef *m_gamedef;
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core::map<MapEventReceiver*, bool> m_event_receivers;
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core::map<v2s16, MapSector*> m_sectors;
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// Be sure to set this to NULL when the cached sector is deleted
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MapSector *m_sector_cache;
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v2s16 m_sector_cache_p;
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// Queued transforming water nodes
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UniqueQueue<v3s16> m_transforming_liquid;
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};
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/*
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ServerMap
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This is the only map class that is able to generate map.
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*/
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class ServerMap : public Map
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{
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public:
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/*
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savedir: directory to which map data should be saved
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*/
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ServerMap(std::string savedir, IGameDef *gamedef);
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~ServerMap();
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s32 mapType() const
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{
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return MAPTYPE_SERVER;
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}
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/*
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Get a sector from somewhere.
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- Check memory
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- Check disk (doesn't load blocks)
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- Create blank one
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*/
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ServerMapSector * createSector(v2s16 p);
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/*
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Blocks are generated by using these and makeBlock().
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*/
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void initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos);
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MapBlock* finishBlockMake(mapgen::BlockMakeData *data,
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core::map<v3s16, MapBlock*> &changed_blocks);
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// A non-threaded wrapper to the above
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MapBlock * generateBlock(
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v3s16 p,
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core::map<v3s16, MapBlock*> &modified_blocks
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);
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/*
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Get a block from somewhere.
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- Memory
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- Create blank
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*/
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MapBlock * createBlock(v3s16 p);
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/*
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Forcefully get a block from somewhere.
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- Memory
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- Load from disk
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- Generate
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*/
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MapBlock * emergeBlock(v3s16 p, bool allow_generate=true);
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// Helper for placing objects on ground level
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s16 findGroundLevel(v2s16 p2d);
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/*
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Misc. helper functions for fiddling with directory and file
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names when saving
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*/
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void createDirs(std::string path);
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// returns something like "map/sectors/xxxxxxxx"
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std::string getSectorDir(v2s16 pos, int layout = 2);
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// dirname: final directory name
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v2s16 getSectorPos(std::string dirname);
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v3s16 getBlockPos(std::string sectordir, std::string blockfile);
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static std::string getBlockFilename(v3s16 p);
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/*
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Database functions
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*/
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// Create the database structure
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void createDatabase();
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// Verify we can read/write to the database
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void verifyDatabase();
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// Get an integer suitable for a block
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static sqlite3_int64 getBlockAsInteger(const v3s16 pos);
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static v3s16 getIntegerAsBlock(sqlite3_int64 i);
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// Returns true if the database file does not exist
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bool loadFromFolders();
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// Call these before and after saving of blocks
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void beginSave();
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void endSave();
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void save(ModifiedState save_level);
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//void loadAll();
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void listAllLoadableBlocks(core::list<v3s16> &dst);
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// Saves map seed and possibly other stuff
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void saveMapMeta();
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void loadMapMeta();
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/*void saveChunkMeta();
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void loadChunkMeta();*/
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// The sector mutex should be locked when calling most of these
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// This only saves sector-specific data such as the heightmap
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// (no MapBlocks)
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// DEPRECATED? Sectors have no metadata anymore.
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void saveSectorMeta(ServerMapSector *sector);
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MapSector* loadSectorMeta(std::string dirname, bool save_after_load);
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bool loadSectorMeta(v2s16 p2d);
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// Full load of a sector including all blocks.
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// returns true on success, false on failure.
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bool loadSectorFull(v2s16 p2d);
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// If sector is not found in memory, try to load it from disk.
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// Returns true if sector now resides in memory
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//bool deFlushSector(v2s16 p2d);
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void saveBlock(MapBlock *block);
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// This will generate a sector with getSector if not found.
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void loadBlock(std::string sectordir, std::string blockfile, MapSector *sector, bool save_after_load=false);
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MapBlock* loadBlock(v3s16 p);
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// Database version
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void loadBlock(std::string *blob, v3s16 p3d, MapSector *sector, bool save_after_load=false);
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// For debug printing
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virtual void PrintInfo(std::ostream &out);
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bool isSavingEnabled(){ return m_map_saving_enabled; }
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u64 getSeed(){ return m_seed; }
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private:
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// Seed used for all kinds of randomness in generation
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u64 m_seed;
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std::string m_savedir;
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bool m_map_saving_enabled;
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#if 0
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// Chunk size in MapSectors
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// If 0, chunks are disabled.
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s16 m_chunksize;
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// Chunks
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core::map<v2s16, MapChunk*> m_chunks;
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#endif
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/*
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Metadata is re-written on disk only if this is true.
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This is reset to false when written on disk.
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*/
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bool m_map_metadata_changed;
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/*
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SQLite database and statements
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*/
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sqlite3 *m_database;
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sqlite3_stmt *m_database_read;
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sqlite3_stmt *m_database_write;
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sqlite3_stmt *m_database_list;
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};
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class MapVoxelManipulator : public VoxelManipulator
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{
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public:
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MapVoxelManipulator(Map *map);
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virtual ~MapVoxelManipulator();
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virtual void clear()
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{
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VoxelManipulator::clear();
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m_loaded_blocks.clear();
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}
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virtual void emerge(VoxelArea a, s32 caller_id=-1);
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void blitBack(core::map<v3s16, MapBlock*> & modified_blocks);
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protected:
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Map *m_map;
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/*
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key = blockpos
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value = block existed when loaded
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*/
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core::map<v3s16, bool> m_loaded_blocks;
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};
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class ManualMapVoxelManipulator : public MapVoxelManipulator
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{
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public:
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ManualMapVoxelManipulator(Map *map);
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virtual ~ManualMapVoxelManipulator();
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void setMap(Map *map)
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{m_map = map;}
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virtual void emerge(VoxelArea a, s32 caller_id=-1);
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void initialEmerge(v3s16 blockpos_min, v3s16 blockpos_max);
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// This is much faster with big chunks of generated data
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void blitBackAll(core::map<v3s16, MapBlock*> * modified_blocks);
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protected:
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bool m_create_area;
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};
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#endif
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