digtron/class_layout.lua
FaceDeer 33995bc6ec attempt to recover from failure to write to map
There have been reports of large, distant-from-player Digtrons apparently failing to completely write their layouts to the map, resulting in an inconsistency.

This adds an attempt to brute-force a solution. When a map write fails it will be retried until it succeeds, or until 1 second elapses (at which point the write is aborted in a hopefully somewhat clean manner).
2018-01-07 13:38:25 -07:00

465 lines
18 KiB
Lua

DigtronLayout = {}
DigtronLayout.__index = DigtronLayout
local modpath_awards = minetest.get_modpath("awards")
-------------------------------------------------------------------------
-- Creation
local get_node_image = function(pos, node)
local node_image = {node=node, pos={x=pos.x, y=pos.y, z=pos.z}}
local node_def = minetest.registered_nodes[node.name]
node_image.paramtype2 = node_def.paramtype2
local meta = minetest.get_meta(pos)
node_image.meta = meta:to_table()
if node_image.meta ~= nil and node_def._digtron_formspec ~= nil then
node_image.meta.fields.formspec = node_def._digtron_formspec(pos, meta) -- causes formspec to be automatically upgraded whenever Digtron moves
end
-- Record what kind of thing we've got in a builder node so its facing can be rotated properly
if minetest.get_item_group(node.name, "digtron") == 4 then
local build_item = node_image.meta.inventory.main[1]
if build_item ~= "" then
local build_item_def = minetest.registered_nodes[ItemStack(build_item):get_name()]
if build_item_def ~= nil then
node_image.build_item_paramtype2 = build_item_def.paramtype2
end
end
end
return node_image
end
function DigtronLayout.create(pos, player)
local self = {}
setmetatable(self, DigtronLayout)
--initialize. We're assuming that the start position is a controller digtron, should be a safe assumption since only the controller node should call this
self.traction = 0
self.all = {}
self.inventories = {}
self.fuelstores = {}
self.battery_holders = {} -- technic batteries
self.power_connectors = {} -- technic power cable
self.diggers = {}
self.builders = {}
self.auto_ejectors = {}
self.extents = {}
self.water_touching = false
self.lava_touching = false
self.protected = Pointset.create() -- if any nodes we look at are protected, make note of that. That way we don't need to keep re-testing protection state later.
self.old_pos_pointset = Pointset.create() -- For tracking original location of nodes if we do transformations on the Digtron
self.nodes_dug = Pointset.create() -- For tracking adjacent nodes that will have been dug by digger heads in future
self.contains_protected_node = false -- used to indicate if at least one node in this digtron array is protected from the player.
self.controller = {x=pos.x, y=pos.y, z=pos.z} --Make a deep copy of the pos parameter just in case the calling code wants to play silly buggers with it
table.insert(self.all, get_node_image(pos, minetest.get_node(pos))) -- We never visit the source node, so insert it into the all table a priori. Revisit this design decision if a controller node is created that contains fuel or inventory or whatever.
self.extents.max_x = pos.x
self.extents.min_x = pos.x
self.extents.max_y = pos.y
self.extents.min_y = pos.y
self.extents.max_z = pos.z
self.extents.min_z = pos.z
-- temporary pointsets used while searching
local to_test = Pointset.create()
local tested = Pointset.create()
tested:set(pos.x, pos.y, pos.z, true)
to_test:set(pos.x + 1, pos.y, pos.z, true)
to_test:set(pos.x - 1, pos.y, pos.z, true)
to_test:set(pos.x, pos.y + 1, pos.z, true)
to_test:set(pos.x, pos.y - 1, pos.z, true)
to_test:set(pos.x, pos.y, pos.z + 1, true)
to_test:set(pos.x, pos.y, pos.z - 1, true)
if minetest.is_protected(pos, player:get_player_name()) and not minetest.check_player_privs(player, "protection_bypass") then
self.protected:set(pos.x, pos.y, pos.z, true)
self.contains_protected_node = true
end
-- Do a loop on to_test positions, adding new to_test positions as we find digtron nodes. This is a flood fill operation
-- that follows node faces (no diagonals)
local testpos, _ = to_test:pop()
while testpos ~= nil do
tested:set(testpos.x, testpos.y, testpos.z, true) -- track nodes we've looked at to prevent infinite loops
local node = minetest.get_node(testpos)
if node.name == "ignore" then
--buildtron array is next to unloaded nodes, too dangerous to do anything. Abort.
self.all = nil
return self
end
if minetest.get_item_group(node.name, "water") ~= 0 then
self.water_touching = true
elseif minetest.get_item_group(node.name, "lava") ~= 0 then
self.lava_touching = true
if digtron.config.lava_impassible then
self.protected:set(testpos.x, testpos.y, testpos.z, true)
end
end
local is_protected = false
if minetest.is_protected(testpos, player:get_player_name()) and not minetest.check_player_privs(player, "protection_bypass") then
self.protected:set(testpos.x, testpos.y, testpos.z, true)
is_protected = true
end
local group_number = minetest.get_item_group(node.name, "digtron")
if group_number > 0 then
--found one. Add it to the digtrons output
local node_image = get_node_image(testpos, node)
table.insert(self.all, node_image)
-- add a reference to this node's position to special node lists
if group_number == 2 then
table.insert(self.inventories, node_image)
elseif group_number == 3 then
table.insert(self.diggers, node_image)
elseif group_number == 4 then
table.insert(self.builders, node_image)
elseif group_number == 5 then
table.insert(self.fuelstores, node_image)
elseif group_number == 6 then
table.insert(self.inventories, node_image)
table.insert(self.fuelstores, node_image)
elseif group_number == 7 then
table.insert(self.battery_holders, node_image)
elseif group_number == 8 then
table.insert(self.power_connectors, node_image)
elseif group_number == 9 and node_image.meta.fields["autoeject"] == "true" then
table.insert(self.auto_ejectors, node_image)
end
if is_protected then
self.contains_protected_node = true
end
-- update extents
self.extents.max_x = math.max(self.extents.max_x, testpos.x)
self.extents.min_x = math.min(self.extents.min_x, testpos.x)
self.extents.max_y = math.max(self.extents.max_y, testpos.y)
self.extents.min_y = math.min(self.extents.min_y, testpos.y)
self.extents.max_z = math.max(self.extents.max_z, testpos.z)
self.extents.min_z = math.min(self.extents.min_z, testpos.z)
--queue up potential new test points adjacent to this digtron node
to_test:set_if_not_in(tested, testpos.x + 1, testpos.y, testpos.z, true)
to_test:set_if_not_in(tested, testpos.x - 1, testpos.y, testpos.z, true)
to_test:set_if_not_in(tested, testpos.x, testpos.y + 1, testpos.z, true)
to_test:set_if_not_in(tested, testpos.x, testpos.y - 1, testpos.z, true)
to_test:set_if_not_in(tested, testpos.x, testpos.y, testpos.z + 1, true)
to_test:set_if_not_in(tested, testpos.x, testpos.y, testpos.z - 1, true)
elseif not minetest.registered_nodes[node.name] or minetest.registered_nodes[node.name].buildable_to ~= true then
-- Tracks whether the digtron is hovering in mid-air. If any part of the digtron array touches something solid it gains traction.
-- Allowing unknown nodes to provide traction, since they're not buildable_to either
self.traction = self.traction + 1
end
testpos, _ = to_test:pop()
end
digtron.award_layout(self, player:get_player_name()) -- hook for achievements mod
return self
end
------------------------------------------------------------------------
-- Rotation
local facedir_rotate = {
['x'] = {
[-1] = {[0]=4, 5, 6, 7, 22, 23, 20, 21, 0, 1, 2, 3, 13, 14, 15, 12, 19, 16, 17, 18, 10, 11, 8, 9}, -- 270 degrees
[1] = {[0]=8, 9, 10, 11, 0, 1, 2, 3, 22, 23, 20, 21, 15, 12, 13, 14, 17, 18, 19, 16, 6, 7, 4, 5}, -- 90 degrees
},
['y'] = {
[-1] = {[0]=3, 0, 1, 2, 19, 16, 17, 18, 15, 12, 13, 14, 7, 4, 5, 6, 11, 8, 9, 10, 21, 22, 23, 20}, -- 270 degrees
[1] = {[0]=1, 2, 3, 0, 13, 14, 15, 12, 17, 18, 19, 16, 9, 10, 11, 8, 5, 6, 7, 4, 23, 20, 21, 22}, -- 90 degrees
},
['z'] = {
[-1] = {[0]=16, 17, 18, 19, 5, 6, 7, 4, 11, 8, 9, 10, 0, 1, 2, 3, 20, 21, 22, 23, 12, 13, 14, 15}, -- 270 degrees
[1] = {[0]=12, 13, 14, 15, 7, 4, 5, 6, 9, 10, 11, 8, 20, 21, 22, 23, 0, 1, 2, 3, 16, 17, 18, 19}, -- 90 degrees
}
}
local wallmounted_rotate = {
['x'] = {
[-1] = {[0]=4, 5, 2, 3, 1, 0}, -- 270 degrees
[1] = {[0]=5, 4, 2, 3, 0, 1}, -- 90 degrees
},
['y'] = {
[-1] = {[0]=0, 1, 4, 5, 3, 2}, -- 270 degrees
[1] = {[0]=0, 1, 5, 4, 2, 3}, -- 90 degrees
},
['z'] = {
[-1] = {[0]=3, 2, 0, 1, 4, 5}, -- 270 degrees
[1] = {[0]=2, 3, 1, 0, 4, 5}, -- 90 degrees
}
}
--90 degrees CW about x-axis: (x, y, z) -> (x, -z, y)
--90 degrees CCW about x-axis: (x, y, z) -> (x, z, -y)
--90 degrees CW about y-axis: (x, y, z) -> (-z, y, x)
--90 degrees CCW about y-axis: (x, y, z) -> (z, y, -x)
--90 degrees CW about z-axis: (x, y, z) -> (y, -x, z)
--90 degrees CCW about z-axis: (x, y, z) -> (-y, x, z)
local rotate_pos = function(axis, direction, pos)
if axis == "x" then
if direction < 0 then
return {x= pos.x, y= -pos.z, z= pos.y}
else
return {x= pos.x, y= pos.z, z= -pos.y}
end
elseif axis == "y" then
if direction < 0 then
return {x= -pos.z, y= pos.y, z= pos.x}
else
return {x= pos.z, y= pos.y, z= -pos.x}
end
else
if direction < 0 then
return {x= -pos.y, y= pos.x, z= pos.z}
else
return {x= pos.y, y= -pos.x, z= pos.z}
end
end
end
local rotate_node_image = function(node_image, origin, axis, direction, old_pos_pointset)
-- Facings
if node_image.paramtype2 == "wallmounted" then
node_image.node.param2 = wallmounted_rotate[axis][direction][node_image.node.param2]
elseif node_image.paramtype2 == "facedir" then
node_image.node.param2 = facedir_rotate[axis][direction][node_image.node.param2]
end
if node_image.build_item_paramtype2 == "wallmounted" then
node_image.meta.fields.build_facing = wallmounted_rotate[axis][direction][tonumber(node_image.meta.fields.build_facing)]
elseif node_image.build_item_paramtype2 == "facedir" then
node_image.meta.fields.build_facing = facedir_rotate[axis][direction][tonumber(node_image.meta.fields.build_facing)]
end
node_image.meta.fields.waiting = nil -- If we're rotating a controller that's in the "waiting" state, clear it. Otherwise it may stick like that.
-- record the old location so we can destroy the old node if the rotation operation is possible
old_pos_pointset:set(node_image.pos.x, node_image.pos.y, node_image.pos.z, true)
-- position in space relative to origin
local pos = vector.subtract(node_image.pos, origin)
pos = rotate_pos(axis, direction, pos)
-- Move back to original reference frame
node_image.pos = vector.add(pos, origin)
return node_image
end
-- Rotates 90 degrees widdershins around the axis defined by facedir (which in this case is pointing out the front of the node, so it needs to be converted into an upward-pointing axis internally)
function DigtronLayout.rotate_layout_image(self, facedir)
-- To convert this into the direction the "top" of the axle node is pointing in:
-- 0, 1, 2, 3 == (0,1,0)
-- 4, 5, 6, 7 == (0,0,1)
-- 8, 9, 10, 11 == (0,0,-1)
-- 12, 13, 14, 15 == (1,0,0)
-- 16, 17, 18, 19 == (-1,0,0)
-- 20, 21, 22, 23== (0,-1,0)
local top = {
[0]={axis="y", dir=-1},
{axis="z", dir=1},
{axis="z", dir=-1},
{axis="x", dir=1},
{axis="x", dir=-1},
{axis="y", dir=1},
}
local params = top[math.floor(facedir/4)]
for k, node_image in pairs(self.all) do
rotate_node_image(node_image, self.controller, params.axis, params.dir, self.old_pos_pointset)
end
return self
end
-----------------------------------------------------------------------------------------------
-- Translation
function DigtronLayout.move_layout_image(self, dir)
local extents = self.extents
extents.max_x = extents.max_x + dir.x
extents.min_x = extents.min_x + dir.x
extents.max_y = extents.max_y + dir.y
extents.min_y = extents.min_y + dir.y
extents.max_z = extents.max_z + dir.z
extents.min_z = extents.min_z + dir.z
for k, node_image in pairs(self.all) do
self.old_pos_pointset:set(node_image.pos.x, node_image.pos.y, node_image.pos.z, true)
node_image.pos = vector.add(node_image.pos, dir)
self.nodes_dug:set(node_image.pos.x, node_image.pos.y, node_image.pos.z, false) -- we've moved a digtron node into this space, mark it so that we don't dig it.
end
end
-----------------------------------------------------------------------------------------------
-- Writing to world
function DigtronLayout.can_write_layout_image(self)
for k, node_image in pairs(self.all) do
--check if we're moving into a protected node
if self.protected:get(node_image.pos.x, node_image.pos.y, node_image.pos.z) then
return false
end
-- check if the target node is buildable_to or is marked as part of the digtron that's moving
if not (
self.old_pos_pointset:get(node_image.pos.x, node_image.pos.y, node_image.pos.z)
or minetest.registered_nodes[minetest.get_node(node_image.pos).name].buildable_to
) then
return false
end
end
return true
end
-- We need to call on_dignode and on_placenode for dug and placed nodes,
-- but that triggers falling nodes (sand and whatnot) and destroys Digtrons
-- if done during mid-write. So we need to defer the calls until after the
-- Digtron has been fully written.
local node_callbacks = function(dug_nodes, placed_nodes, player)
for _, dug_node in pairs(dug_nodes) do
local old_pos = dug_node[1]
local old_node = dug_node[2]
local old_meta = dug_node[3]
minetest.log("action", string.format("%s removes Digtron component %s at (%d, %d, %d)", player:get_player_name(), old_node.name, old_pos.x, old_pos.y, old_pos.z))
for _, callback in ipairs(minetest.registered_on_dignodes) do
-- Copy pos and node because callback can modify them
local pos_copy = {x=old_pos.x, y=old_pos.y, z=old_pos.z}
local oldnode_copy = {name=old_node.name, param1=old_node.param1, param2=old_node.param2}
callback(pos_copy, oldnode_copy, digtron.fake_player)
end
local old_def = minetest.registered_nodes[old_node.name]
if old_def ~= nil and old_def.after_dig_node ~= nil then
old_def.after_dig_node(old_pos, old_node, old_meta, player)
end
end
for _, placed_node in pairs(placed_nodes) do
local new_pos = placed_node[1]
local new_node = placed_node[2]
local old_node = placed_node[3]
minetest.log("action", string.format("%s adds Digtron component %s at (%d, %d, %d)", player:get_player_name(), new_node.name, new_pos.x, new_pos.y, new_pos.z))
for _, callback in ipairs(minetest.registered_on_placenodes) do
-- Copy pos and node because callback can modify them
local pos_copy = {x=new_pos.x, y=new_pos.y, z=new_pos.z}
local oldnode_copy = {name=old_node.name, param1=old_node.param1, param2=old_node.param2}
local newnode_copy = {name=new_node.name, param1=new_node.param1, param2=new_node.param2}
callback(pos_copy, newnode_copy, digtron.fake_player, oldnode_copy)
end
local new_def = minetest.registered_nodes[new_node.name]
if new_def ~= nil and new_def.after_place_node ~= nil then
new_def.after_place_node(new_pos, player)
end
end
end
local set_node_with_retry = function(pos, node)
local start_time = minetest.get_us_time()
while not minetest.set_node(pos, node) do
if minetest.get_us_time() - start_time > 1000000 then -- 1 second in useconds
return false
end
end
return true
end
local set_meta_with_retry = function(meta, meta_table)
local start_time = minetest.get_us_time()
while not meta:from_table(meta_table) do
if minetest.get_us_time() - start_time > 1000000 then -- 1 second in useconds
return false
end
end
return true
end
function DigtronLayout.write_layout_image(self, player)
local dug_nodes = {}
local placed_nodes = {}
-- destroy the old digtron
local oldpos, _ = self.old_pos_pointset:pop()
while oldpos ~= nil do
local old_node = minetest.get_node(oldpos)
local old_meta = minetest.get_meta(oldpos)
if not set_node_with_retry(oldpos, {name="air"}) then
minetest.log("error", "DigtronLayout.write_layout_image failed to destroy old Digtron node, aborting write.")
return false
end
table.insert(dug_nodes, {oldpos, old_node, old_meta})
oldpos, _ = self.old_pos_pointset:pop()
end
-- create the new one
for k, node_image in pairs(self.all) do
local new_pos = node_image.pos
local new_node = node_image.node
local old_node = minetest.get_node(new_pos)
if not (set_node_with_retry(new_pos, new_node) and set_meta_with_retry(minetest.get_meta(new_pos), node_image.meta)) then
minetest.log("error", "DigtronLayout.write_layout_image failed to write a Digtron node, aborting write.")
return false
end
table.insert(placed_nodes, {new_pos, new_node, old_node})
end
-- fake_player will be passed to callbacks to prevent actual player from "taking the blame" for this action.
-- For example, the hunger mod shouldn't be making the player hungry when he moves Digtron.
digtron.fake_player:update(self.controller, player:get_player_name())
-- note that the actual player is still passed to the per-node after_place_node and after_dig_node, should they exist.
node_callbacks(dug_nodes, placed_nodes, player)
return true
end
---------------------------------------------------------------------------------------------
-- Serialization. Currently only serializes the data that is needed by the crate, upgrade this function if more is needed
function DigtronLayout.serialize(self)
-- serialize can't handle ItemStack objects, convert them to strings.
for _, node_image in pairs(self.all) do
for k, inv in pairs(node_image.meta.inventory) do
for index, item in pairs(inv) do
inv[index] = item:to_string()
end
end
end
return minetest.serialize({controller=self.controller, all=self.all})
end
function DigtronLayout.deserialize(layout_string)
local self = {}
setmetatable(self, DigtronLayout)
if not layout_string or layout_string == "" then
return nil
end
deserialized_layout = minetest.deserialize(layout_string)
self.all = deserialized_layout.all
self.controller = deserialized_layout.controller
self.old_pos_pointset = Pointset.create() -- needed by the write_layout method, leave empty
return self
end