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Optionally specify propagateSunlight area in calcLighting
This fixes the Mapgen V5 calcLighting segfault
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@ -202,7 +202,7 @@ void Mapgen::updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nm
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}
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void Mapgen::setLighting(v3s16 nmin, v3s16 nmax, u8 light)
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void Mapgen::setLighting(u8 light, v3s16 nmin, v3s16 nmax)
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{
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ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
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VoxelArea a(nmin, nmax);
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@ -241,6 +241,19 @@ void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light)
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}
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void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax, v3s16 full_nmin, v3s16 full_nmax)
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{
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ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
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//TimeTaker t("updateLighting");
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propagateSunlight(nmin, nmax);
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spreadLight(full_nmin, full_nmax);
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//printf("updateLighting: %dms\n", t.stop());
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}
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void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax)
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{
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ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
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@ -154,10 +154,14 @@ public:
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s16 findGroundLevel(v2s16 p2d, s16 ymin, s16 ymax);
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void updateHeightmap(v3s16 nmin, v3s16 nmax);
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void updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax);
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void setLighting(v3s16 nmin, v3s16 nmax, u8 light);
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void setLighting(u8 light, v3s16 nmin, v3s16 nmax);
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void lightSpread(VoxelArea &a, v3s16 p, u8 light);
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void calcLighting(v3s16 nmin, v3s16 nmax);
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void calcLighting(v3s16 nmin, v3s16 nmax,
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v3s16 full_nmin, v3s16 full_nmax);
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void propagateSunlight(v3s16 nmin, v3s16 nmax);
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void spreadLight(v3s16 nmin, v3s16 nmax);
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@ -289,8 +289,10 @@ void MapgenV5::makeChunk(BlockMakeData *data)
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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// Calculate lighting
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if (flags & MG_LIGHT)
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calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0));
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if (flags & MG_LIGHT) {
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calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
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full_node_min, full_node_max);
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}
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this->generating = false;
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}
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@ -168,10 +168,14 @@ int LuaVoxelManip::l_calc_lighting(lua_State *L)
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EmergeManager *emerge = getServer(L)->getEmergeManager();
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ManualMapVoxelManipulator *vm = o->vm;
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v3s16 p1 = lua_istable(L, 2) ? read_v3s16(L, 2) : vm->m_area.MinEdge;
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v3s16 p2 = lua_istable(L, 3) ? read_v3s16(L, 3) : vm->m_area.MaxEdge;
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sortBoxVerticies(p1, p2);
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if (!vm->m_area.contains(VoxelArea(p1, p2)))
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v3s16 yblock = v3s16(0, 1, 0) * MAP_BLOCKSIZE;
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v3s16 fpmin = vm->m_area.MinEdge;
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v3s16 fpmax = vm->m_area.MaxEdge;
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v3s16 pmin = lua_istable(L, 2) ? read_v3s16(L, 2) : fpmin + yblock;
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v3s16 pmax = lua_istable(L, 3) ? read_v3s16(L, 3) : fpmax - yblock;
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sortBoxVerticies(pmin, pmax);
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if (!vm->m_area.contains(VoxelArea(pmin, pmax)))
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throw LuaError("Specified voxel area out of VoxelManipulator bounds");
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Mapgen mg;
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@ -179,11 +183,7 @@ int LuaVoxelManip::l_calc_lighting(lua_State *L)
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mg.ndef = ndef;
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mg.water_level = emerge->params.water_level;
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// Mapgen::calcLighting assumes the coordinates of
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// the central chunk; correct for this
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mg.calcLighting(
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p1 + v3s16(1, 1, 1) * MAP_BLOCKSIZE,
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p2 - v3s16(1, 1, 1) * MAP_BLOCKSIZE);
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mg.calcLighting(pmin, pmax, fpmin, fpmax);
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return 0;
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}
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@ -205,19 +205,18 @@ int LuaVoxelManip::l_set_lighting(lua_State *L)
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ManualMapVoxelManipulator *vm = o->vm;
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v3s16 p1 = lua_istable(L, 3) ? read_v3s16(L, 3) : vm->m_area.MinEdge;
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v3s16 p2 = lua_istable(L, 4) ? read_v3s16(L, 4) : vm->m_area.MaxEdge;
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sortBoxVerticies(p1, p2);
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if (!vm->m_area.contains(VoxelArea(p1, p2)))
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v3s16 yblock = v3s16(0, 1, 0) * MAP_BLOCKSIZE;
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v3s16 pmin = lua_istable(L, 3) ? read_v3s16(L, 3) : vm->m_area.MinEdge + yblock;
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v3s16 pmax = lua_istable(L, 4) ? read_v3s16(L, 4) : vm->m_area.MaxEdge - yblock;
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sortBoxVerticies(pmin, pmax);
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if (!vm->m_area.contains(VoxelArea(pmin, pmax)))
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throw LuaError("Specified voxel area out of VoxelManipulator bounds");
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Mapgen mg;
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mg.vm = vm;
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mg.setLighting(
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p1 + v3s16(0, 1, 0) * MAP_BLOCKSIZE,
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p2 - v3s16(0, 1, 0) * MAP_BLOCKSIZE,
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light);
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mg.setLighting(light, pmin, pmax);
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return 0;
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}
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