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Make Mapgen::spreadLight use a queue (#8838)
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@ -39,6 +39,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "serialization.h"
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#include "util/serialize.h"
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#include "util/numeric.h"
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#include "util/directiontables.h"
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#include "filesys.h"
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#include "log.h"
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#include "mapgen_carpathian.h"
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@ -435,7 +436,8 @@ void Mapgen::setLighting(u8 light, v3s16 nmin, v3s16 nmax)
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}
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void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light)
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void Mapgen::lightSpread(VoxelArea &a, std::queue<std::pair<v3s16, u8>> &queue,
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const v3s16 &p, u8 light)
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{
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if (light <= 1 || !a.contains(p))
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return;
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@ -455,8 +457,8 @@ void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light)
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// Bail out only if we have no more light from either bank to propogate, or
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// we hit a solid block that light cannot pass through.
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if ((light_day <= (n.param1 & 0x0F) &&
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light_night <= (n.param1 & 0xF0)) ||
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!ndef->get(n).light_propagates)
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light_night <= (n.param1 & 0xF0)) ||
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!ndef->get(n).light_propagates)
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return;
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// Since this recursive function only terminates when there is no light from
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@ -467,12 +469,8 @@ void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light)
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n.param1 = light;
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lightSpread(a, p + v3s16(0, 0, 1), light);
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lightSpread(a, p + v3s16(0, 1, 0), light);
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lightSpread(a, p + v3s16(1, 0, 0), light);
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lightSpread(a, p - v3s16(0, 0, 1), light);
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lightSpread(a, p - v3s16(0, 1, 0), light);
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lightSpread(a, p - v3s16(1, 0, 0), light);
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// add to queue
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queue.emplace(p, light);
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}
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@ -525,9 +523,10 @@ void Mapgen::propagateSunlight(v3s16 nmin, v3s16 nmax, bool propagate_shadow)
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}
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void Mapgen::spreadLight(v3s16 nmin, v3s16 nmax)
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void Mapgen::spreadLight(const v3s16 &nmin, const v3s16 &nmax)
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{
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//TimeTaker t("spreadLight");
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std::queue<std::pair<v3s16, u8>> queue;
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VoxelArea a(nmin, nmax);
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for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
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@ -551,18 +550,24 @@ void Mapgen::spreadLight(v3s16 nmin, v3s16 nmax)
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u8 light = n.param1;
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if (light) {
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lightSpread(a, v3s16(x, y, z + 1), light);
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lightSpread(a, v3s16(x, y + 1, z ), light);
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lightSpread(a, v3s16(x + 1, y, z ), light);
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lightSpread(a, v3s16(x, y, z - 1), light);
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lightSpread(a, v3s16(x, y - 1, z ), light);
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lightSpread(a, v3s16(x - 1, y, z ), light);
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const v3s16 p(x, y, z);
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// spread to all 6 neighbor nodes
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for (const auto &dir : g_6dirs)
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lightSpread(a, queue, p + dir, light);
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}
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}
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}
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}
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//printf("spreadLight: %dms\n", t.stop());
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while (!queue.empty()) {
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const auto &i = queue.front();
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// spread to all 6 neighbor nodes
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for (const auto &dir : g_6dirs)
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lightSpread(a, queue, i.first + dir, i.second);
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queue.pop();
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}
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//printf("spreadLight: %lums\n", t.stop());
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}
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@ -877,7 +882,7 @@ void MapgenBasic::generateDungeons(s16 max_stone_y)
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return;
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PseudoRandom ps(blockseed + 70033);
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DungeonParams dp;
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dp.np_alt_wall =
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@ -190,11 +190,12 @@ public:
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void updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax);
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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 lightSpread(VoxelArea &a, std::queue<std::pair<v3s16, u8>> &queue,
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const v3s16 &p, u8 light);
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void calcLighting(v3s16 nmin, v3s16 nmax, v3s16 full_nmin, v3s16 full_nmax,
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bool propagate_shadow = true);
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void propagateSunlight(v3s16 nmin, v3s16 nmax, bool propagate_shadow);
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void spreadLight(v3s16 nmin, v3s16 nmax);
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void spreadLight(const v3s16 &nmin, const v3s16 &nmax);
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virtual void makeChunk(BlockMakeData *data) {}
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virtual int getGroundLevelAtPoint(v2s16 p) { return 0; }
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